- I still love the way that fighters are the only class that ever get better at combat. Even though I posted about liking it, there was a snotty-nosed little whiner in me that was afraid to fully embrace the concept, just based on the fact that dwarves should be decent fighters. Then I read a little deeper and saw that there are such things as combat maneuvers. Some of them are pretty basic and anyone can do them. Some however, do require a certain combination of steely-eyed moxy and presumed combat experience from the character. In other words, they are restricted to classes that could be considered "decent fighters". Dwarves, for example. So, with a good Strength and judicious use of these maneuvers, certain classes can manage to fight fairly well.
- Specialist (read: Thief) skills are known by all. That was pointed out in a comment to my previous post. Specialists, however, are the only ones that can actually get better at the quintessential skills. In a way it is like fighting and Fighters. Everybody can fight, but only Fighters can get better at it. What's more, the Specialist is useful at low levels, unlike the crippled Thief. While I'm not crazy about the name, this is a version of the Thief that I can get on-board with.
- The power curve seems so delightfully low. I'm a huge fan of the notion that 10th level characters are near-legend, but that there are still things that they should fear. In LotFP all magic items are assumed to be rare and unique. With that base assumption, PCs aren't running around trying to decide which magic weapon they want to use today, and they aren't sporting an AC of -3 at 8th level. This in turn means that their foes don't have to possess a d8/d8/2d12 attack routine with an AC of -5 and a to-hit bonus of +11 in order to be a threat. All that self-serving power inflation is gone. Granted, the lower power curve is common to the older editions that LotFP is based on, but it is taken to another level in these rules.
- Lastly, for this post, I love the way that the Old World from WFRP (1st edition) is such an awesome fit for this game. The implied setting is late Renaissance/early modern, and just dovetails perfectly into the Empire of the Old World. The game's take on alignments is a good fit with the Old World's views, as well. The careers even provide a ready-made framework for backgrounds. They also suggest possible bonuses, such as a Dwarven Trollslayer getting a combat bonus in certain, very specific, situations. Dwarves are decent fighters, after all.
I'll leave you with one of my favorite color pieces from the Rules book. This one also happens to scream "Old World!" to me.
A Grim World of Weird Adventure |
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