Friday, 3 January 2014

LotFP House Rules 2: One-Shot this Weekend

As I mentioned recently, I've been thinking of running a small adventure using the LotFP rules. Well, the thinking has becoming doing now, so here are the house rules we'll be using. Note that, for the sake of simplicity in this one-shot, I've not messed around with any of the classes.

Classes
  • Humans only.
  • Clerics are witch-hunters or crusaders.

Skills
Some additional skills. All characters have a base 1 in 6 chance of success. Specialists can add extra skill points as usual.
  • Medicine: identify herbs*, spend one turn with first aid kit (counts as specialist's tools, 10 uses) to heal 1d3 hp of freshly accrued damage. The skill can only be used for healing if the patient has at least half of his maximum hit points.
  • Arcane dabbling: use wands & scrolls. If the skill roll fails, the item is used (scroll destroyed, wand charge used) with no effect. If the skill roll fails with a 6 (or double 6), the item backfires, creating a detrimental effect (sometimes the opposite to what was intended).
  • Sense magic: spend one turn to detect whether a single object, creature or 10' square area is magical. Further turns may be spent to determine the following things, in order: the type of magic, its potency (approximate spell level), the age of the enchantment.
*Bushcraft can also be used to identify herbs.

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