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9

I'd suggest starting with the Free PDF of the rules and magic book. That's enough to start playing. If you like it, you can buy the complete game and get the tutorial and referee books, which are both fascinating but not strictly essential. You also get a couple of adventures. I think an adventure will help you "get" the tone and feel of LotFP - we played ...


8

LotFP: Weird Fantasy Role-Playing is the name of the core rules. That PDF, which includes the Tutorial and Referee material not in the free download, can be purchased here, here, here, and here. The physical box set is out of print but still available through various vendors.


8

If using a 1e/OSRIC group with an LotFP adventure, no modifications should be needed. The challenges are often not connected to character stats. The adventures should work equally well with any traditional ruleset. If using LotFP characters with 1e/OSRIC modules, since those are usually more combat-heavy I would make sure the LotFP characters are one level ...


5

I think you're good, for two reasons. First, Raggi's adventures are much more about the ambiance and the mood than the rules. I've been planning on using Death Frost Doom in a 4e campaign sometime, in fact. Second, the conversion between Lamentations (or any other OD&D variant) and AD&D is pretty straightforward anyhow. And, yeah, they're intended ...


4

Replacing analogous monsters with their equivalent from your actual system (D&D Next in this case) is the right way to convert encounters in OSR adventures, but for when there isn't an equivalent, yeah, it's nice to have a quick conversion method. Armour Class AC is pretty easy: LotFP AC starts at 12 and goes up, D&D Next AC starts at 10 and goes ...


4

As a GM, do you think in percentages? If so, and if you're going to tweak in LFP, then skip the d12 and jump to the d20. That makes it much easier to award bonuses & penalties in 5% increments. When that 1/6 is downshifted to 3/20 the difference is miniscule (1.6%)... or what the heck, tilt it in the player's favor (4/20); it won't change the game. ;>


4

A d12 skill system can be very elegant. See for instance Lord Kilgore's direct translation of the thief skill progression to d12. http://www.lordkilgore.com/labyrinth-lord-d12-thief-skills My ref uses a roll-high d12. Add your skill bonus to your roll; if the total is 12 or higher it's a success. E.g. with a +1 bonus you must roll 11 or 12, so 1/6 chance. ...


2

The scenarios have very deliberately been written without much in the way of rules content, and what there is has been given in generic enough terms that it can be used as is with most versions of The Game. You may have trouble with D&D4, but even that should work; I ran Death Frost Doom in Rogue Trader, to give you a wild example. I believe that Jim ...


2

When I'm running an old-school game, none of those d6 rolls are made by my players, to better preserve the players' ignorance of things that their characters don't know, such as a missed Find Secret Doors roll or even the fact that such a roll happened. In this tradition, rolling dice for these things is more like a private Oracle for what situations the DM ...


1

I would do the following Ask the player for specifically what preparations they are taking before doing this (this may add pentalies or bouns to any roll example a player may strip naked to rid themselves of any noise coming from items bouncing around. As a player I use this tactic often or aleast down to my under clothes). Ask the player specially how ...


1

Looking over the Specialist Rules I don't see going with a d12 and doubling the granted skill bonus would make much of a difference. The reason why is that there is only Nine abilities to spend points among. If you play into the high teens you are going to have most of them maxed out. Unlike the +2 jump in Fighter to Hit that some D&D variants have you ...



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