Author Topic: Rules and Setting Introduction (also post char sheets here)  (Read 2387 times)

Offline Libertad

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Rules and Setting Introduction (also post char sheets here)
« on: April 20, 2014, 06:15:08 PM »
Iron & Rain


Welcome to my first OSR Play-by-Post game!  Below is the general overview for my campaign.  The first post (this one) will discuss general rules and explanations.  The second post will discuss the setting.

Rules

All game mechanics from the Rules & Magic book are in use unless otherwise noted.

Rules from Black Streams: Solo Heroes are in use.

For character creation, you roll 3d6 six times, then assign the results to the ability scores of your choice.  If your total ability modifiers are 0 or less, then you can roll again.  This is an exception to the typical "3d6 in order" method of ability generation.

All classes are available, including the Dwarf, Elf, and Halfling.  The demihuman races are different and much more isolated than in typical D&D campaigns, so if you choose to play as one I'll PM you the details of their culture.  You are more than obliged to share such information in-character, but you can't forward them the text itself.

You roll randomly for hit points at 1st level and add your Constitution modifier, but you always have a minimum number of hit points.  For Magic-Users it's 3, for Clerics/Elves/Halflings/Specialists it's 4, Dwarves it's 6, and Fighters 8.

If you are not a Fighter, your base attack bonus is +1 and will be forevermore.  For Fighters it is +2 at 1st level and increases by 1 with every level after 1st.

Ability modifiers, magic weapons and weapon types, circumstantial conditions (surprise attack, poor lighting, etc), and other things might modify your bonus further.  Your total attack modifier is known as your to-hit roll.

Saving throws are listed in your relevant class chart, and are not modified by ability scores.  You must roll equal to or greater than the listed number in order to succeed on the relevant save.

Your starting money is 3d6x10 silver pieces, and you use the cheaper category for whatever equipment you buy at character creation.

Additionally, I will use the simpler option of determining initiative (as in page 56), where one player rolls 1d6 for the PCs, while I roll the same die for the enemies.  Whichever team's result is highest acts first as a group.  The highest Dexterity modifier is used in case of a tie.

Quick Reference Cheat Sheets

Ability Scores:

(click to show/hide)

Base Attack Progression:

(click to show/hide)

Cleric Spells:

(click to show/hide)

Magic-User/Elf Spells:

(click to show/hide)

Encumbrance (2nd image for mounts):

(click to show/hide)

Minor Differences from other differences/retroclones

There are some differences, minor and major, in Lamentations of the Flame Princess which you might take for granted.  I'll list a few of the less obvious ones:

1. Alignment does not determine your morality, only which unfathomable cosmic forces have an interest in you.  Clerics must be Lawful, Elves and Magic-Users must be Chaotic, everyone else is free to choose their alignment.

2. Silver pieces, not gold pieces, are the standard unit of currency.  1 gold piece equals 50 silver pieces or 500 copper pieces.  1 silver piece is equal to 10 copper pieces.

3. Turn Undead is not a class feature, but a spell which must be prepared by the Cleric.

4. Only Fighters attack progression increases with level.

5. There is a more simplified skill system which is d6-based.  The 8 skills are Architecture, Bushcraft, Climb, Languages, Search, Sleight of Hand, Stealth, and Tinker.  Everyone can use any skill, although base chances of success are 1 in 6.  The Specialist (thief equivalent) is the only class which can increase these chances by assigning skill points to them, and the racial classes automatically increase certain skills by level (dwarf for Architecture, halfling for Bushcraft).  If a skill's success rate is increased to 6 in 6, then the check only fails if 2 6s are rolled on a 2d6 result (technically a 35 in 36 chance of success).

6. Clerics, Elves, and Magic-Users must rest for 6 continuous hours before being able to prepare spells.  Then they must meditate and pray (or study their spellbook) for a number of hours equal to the highest-level spell to be prepared.  Spellcasters can only safely prepare spells once every 24 hours.

7. Magic-Users begin play with Read Magic in their spellbook plus 3 randomly determined 1st-level spells.  Elves begin play with only Read Magic.  Both classes can add spells from spellbooks and scrolls to their own spellbook.  Additionally, they can add one random spell to their spellbook free of charge each time they gain a level.

8. Movement and encumbrance (page 38) is greatly simplified than in other games. 




Setting


(click to show/hide)

This map is an incomplete version.  It will be filled in over the course of the campaign.

The campaign takes place in a region known as East Brendor, a land composed of independent city-states and numerous frontier settlements usually isolated from the greater political powers.  The area is in a cold climate, with little in the way of lush farmland and plenty of badlands, foreboding forests, eerie bogs, and other inhospitable terrain.  The inhabitants of the northern city of Vorheim are the largest settlement in the region, but are largely regarded as mad folk.  The elves of the eastern woods are preoccupied with their own affairs, standing guard over the Shieldwall to contain the insidious spread of the Blighters, devotees of death and decay.  Clerics of Dorega, Goddess of rivers, nymphs, and crops, ply their trade across the Alsid River of the west, many of which have sworn vows never to step onto land which has no water under it (snow, technically being water, is exempt from this rule).  Haflings live in shires to the grasslands of the west, generally regarded as good folk but whose lands are avoidbed for being plagued by ghosts and other unseen dangers.  Those dwarves who left their underground holds for the surface clad themselves in dark blue ceremonial robes to ward away the malevolent gaze of the sun.  Even though genuine monsters and magic remain rare in the day to day lives of Brendorians, the eerie reputation of the land keeps folk from other realms from venturing here often.


Your PCs are adventurers, either long-time inhabitants of East Brendor or those who've been exiled from more "civilized" lands for crimes perceived or real.  Every so often a desperate soul hears of some long-lost secret or hidden treasure of ages past, and braves the forlorn reaches for the fabled prize.  You do not have any leads yet, but your adventuring company (no more than an association of your fellows) is positioned in Vornheim researching old legends before you receive an invitation from a certain prominent person...
« Last Edit: June 13, 2014, 08:52:34 PM by Libertad »

Offline Raineh Daze

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Re: Rules and Setting Introduction (also post char sheets here)
« Reply #1 on: April 20, 2014, 07:06:16 PM »
(click to show/hide)
« Last Edit: June 20, 2014, 08:47:25 AM by Raineh Daze »

Offline Libertad

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Re: Rules and Setting Introduction (also post char sheets here)
« Reply #2 on: April 21, 2014, 12:13:33 AM »

Equipment:
Sword (20 sp)
Leather Armour (25 sp)
Shield (10 sp)
Short Bow (20 sp)
Quiver + 20 Arrows (15 sp)
Backpack (3 sp)
Candle (1 cp)
Chalk (1 cp)
Torch (1 cp)
Whistle (1 sp)
Bottle of Ink (1 cp)

I think that fits into my budget?

94.4 Silver Pieces out of 100.  Looks good to me!

Offline oslecamo

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Re: Rules and Setting Introduction (also post char sheets here)
« Reply #3 on: April 21, 2014, 02:21:43 PM »
(click to show/hide)

Since learning enlarge alone costed me over half of my starting wealth, I'll hold back on learning more spells for now.

I'll hold back in presenting elvish culture to the rest of the party until game starts based on Libertad's PM. Gotta think how an elf would present it to non-elves, even friendly ones. :smirk
« Last Edit: June 18, 2014, 07:48:59 AM by oslecamo »

Offline Libertad

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Re: Rules and Setting Introduction (also post char sheets here)
« Reply #4 on: April 26, 2014, 08:06:07 PM »
Despite FlaminCows' mage character not being available for play, you can still have the Enlarge spell with according pay.  We could have had you learn it from somewhere else.