Category Archives: Home Brew Hacks

Just some house rules that I made up.

Lamentations of the Flame Princess: Magical Research Plus!

You’re going to see to a lot more posts about Lamentations of the Flame Princess. Get ready. I know that there’s been plenty of folks how have done deep dives and hacks. I did a few of my own. Well, I’m doing more.

House rules and rules hacks don’t happen in a vacuum. There’s always some inspiration. Some times it’s a different game and some times it’s the game that you’re playing. So here we go.

Every character wants to get better at stuff but there’s some strong niche protection in LOTFP. That’s good. Spells IMHO are one of those areas where it is very well warranted. However, mundane things like Skills and Combat not so much. I was thinking of a way to add a little umph without taking anything away from the Fighters and the Specialists. Many have house ruled small increments as a character levels up. That just seems too easy for LOTFP. So what to do? Training.

So let’s get a couple of things out of the way first. Can one player character train another player character? Well, that’s up to the GM. Personally, I’d make them find a trainer. How much can they train? And what can they train in? They may train up their Combat Bonus or Skills. To keep things simple and to protect character niches, the maximum training is up to +3 Combat Bonus and 3 in 6 in a Skill.

Now let us turn to page 82 of Rules & Magic for inspiration. Because the process is the same. Determine how long the character will train and roll to see if it was enough time.  Use the row for a Magic-User Researching A New Spell to determine the cost and the time (adjust the time by the trainee’s INT Mod). Substitute the character’s new Skill rank for Spell Level. For example, going from +1/1 in 6 to +2/2 in 6 counts as a 2nd level spell. Other conditions such getting interrupted apply.

And there you go.

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When There Isn’t The Right Game

I come up with all sorts of crazy ideas for campaigns. I’ll mix and match genres or pull inspiration for some weird inspirational sources or even add a special tone to the campaign. Then the bad thing happens. I need to find a game for it.

OK just maybe it’s a me thing but I find myself stuck in this loop. Sure there are games that come close to want I want but not always. And let’s be realistic making a game from scratch takes a whole lot of time effort and lots of false starts and playtesting.

Sure you can run to a generic system and may be cobble something together with various supplements. You can also run with a well-supported system with lots a variations and cautiously mix and match. Let’s face it. There’s plenty of the old school d20 stuff out there. Sure all of this takes a little effort. But it can be rewarding.

So what I’m trying to say here is that there just might not be exactly the game you want out there. So hack and DIY what’s out there into what exactly you want to play. You can do it. 

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Encumbrance: Hand Carry. Don’t Hand Wave

I admit that I did hand wave encumbrance rules for a while and I really wasn’t pleased with how things went. Some may say that such rules take away the “fun”. Hand waving them takes away the challenge.

The most efficient Encumbrance Rules are the slot based one. That’s my opinion any way. It’s simple and fairly easy to track. That’s a bonus. It doesn’t drag down the game with too much bean counting. Something similar to the rules in Lamentations of the Flame Princess, Shadowdark, or Knave (just to name some off the top of my head). But why is it important?

I could use those age-old buzz words: resource management. Well, that’s the first part. How much food, water, ammunition, and other supplies the party can carry is important. So is how much treasure that they can haul out the dungeon. This is important and the first many folks think of. But there’s something else that’s important too.

Who is carrying what. Now that get really important. Say didn’t the fighter who just fell down the bottomless have all the potions? Who’s got the extra torches? Who’s got the extra rations (if any)? Who’s carrying the loot? When that bad thing happens to that character, chances are bad things happen to what they are carrying.

Some folks will want to just “divide the treasure when we get back to town”. OK. Fine. You can do that but who is carrying it now? The party has ten Healing potions. Sorry those things just don’t magically teleport around a battle field.

These things are just part of the challenge and the danger of crawling around old ruins. 

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Why are you cool?

It’s pretty common that folks coming from one those more modern games look at the old-school stuff and think that there’s no difference between characters. One human fighter is like another human fighter. They are looking for feats or some other neato trick.

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I got tired of trying to explain it to my newer players and came up with a pretty simple idea. The last step in character generation I ask the player, “Why is your character cool?” What sets that character apart from every other character with same class/race? Then give that character a +1 or +2 Bonus to something. Note: This is on a d20 scale. So if you’re X in d6 or percentile or something else then do the math.

Compared to modern games, a +1 or +2 isn’t that much. But in may older games, you had to scrap up every bonus you could it. It’s something. Something further to define that character without some complex rules or over powered trick. Nor do you need a book to explain each every bonus and any extra rules that would go along with it.

Keep it simple. That’s my motto. Look how few words I used to explain this simple rule tweak. Things don’t have to be over complicated.

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Bricolage!

There’s a name for everything. Bricolage is basically DIY and making things out of other things. It’s my style of gaming.

Like this post or others? Want to see more behind the scenes rants and stuff. Want to support the blog? Check out the RPG Pig Pen on Locals or the Patreon. And subscribe to the Rumble Channel for some silly videos.