tag:blogger.com,1999:blog-8604481147223427499.post966187976047244319..comments2024-03-28T23:01:35.551-05:00Comments on Beyond the Pale Gate: A Genuine "A Ha!" MomentDavidhttp://www.blogger.com/profile/17820010482226879079noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-8604481147223427499.post-40638604060624529592012-10-04T02:53:29.468-05:002012-10-04T02:53:29.468-05:00I regularly use and enjoy LotFP, and having tried ...I regularly use and enjoy LotFP, and having tried a number of "retro clones" it has come out as my clear favorite. I also enjoy the atmosphere in the game, but I do not let it lock me in; sometimes I or my players want a classic dungeon crawl, such as Barrowmaze, or perhaps some science-fantasy Gonzo-style adventures such as in Anomalous Subsurface Environment. I still use the LotFP rules.<br /><br />They work like a charm, and as far as to-hit rolls vs AC go, this is really not a problem. In more traditional games, the combination of some magic weapons, boosting spells and similar factors serve to give other classes than the Fighter an edge in combat as they increase in level. They also turn the Fighter into the powerhouse he/she ought to be.Anonymoushttps://www.blogger.com/profile/17964147731678076601noreply@blogger.comtag:blogger.com,1999:blog-8604481147223427499.post-57994504993577710302012-10-03T20:32:13.916-05:002012-10-03T20:32:13.916-05:00Adding to what ComradeGnull posted;
Lotfp classes ...Adding to what ComradeGnull posted;<br />Lotfp classes ALL have the same mundane skills at a 1 in 6 chance. The Specialist (which replaces the Thief) is the only class that can increase his skills. So, a fighter CAN attempt to pick a lock... he just has a very low chance of doing so (especially if the GM gives a penalty for whatever reason).Everlosshttps://www.blogger.com/profile/07115735907981689436noreply@blogger.comtag:blogger.com,1999:blog-8604481147223427499.post-54120173283954591392012-10-03T18:26:46.098-05:002012-10-03T18:26:46.098-05:00I do think this is a cool idea for settings that d...I do think this is a cool idea for settings that deal primarily with human/human-like antagonists. Worth noting that in a lot of OSR-type play, Fighters actually can do a lot of things that the Thief types can do- anyone can sneak & hide, scout by listening for noise, look for and thwart traps, break down doors, climb, etc. James Maliszewski has written a bit about why he actually doesn't like the thief class specifically because it effectively 'takes away' dealing with dungeon hazards from other classes: http://grognardia.blogspot.com/2008/10/i-still-dont-like-thieves.html Social interactions can also be part of the Fighter's baliwick if you're using a system that relies more on attribute checks and clever ideas and less on having the correct skill trained.ComradeGnullhttps://www.blogger.com/profile/09210806450294521289noreply@blogger.com