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.
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:
Base Attack Progression:
Cleric Spells:
Magic-User/Elf Spells:
Encumbrance (2nd image for mounts):
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.