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So after running 2 campaigns, one long and one short, with
Lamentations I had decided I was still disatisfied with them as a ruleset. The biggest sticking point is that
Lamentations still had the rules problems I had with D&D-- the effects of hit point inflation making combat
feel unrealistic and 'gamey', especially with higher level PCs. I really liked the Aristotelian unity (one class for each niche, strictly) and simplicity of
Lamentations but this kept pulling me (as DM/referee) out of the moment and getting frustrated by the rules.
[
Lamentations is a very cool ruleset despite the weird name. If you want to start with these, go grab the free rules (click on picture) and start with Better than Any Man. There's also numerous adventures and blogs out there using the rules to great effect.]
I ended up reconsidering the rules after reading the
Dragon Warriors RPG (a bit of 80s british badassery) and getting inspired by some of its rules. Basically, I liked Dragon Warriors but when do some solo playtesting of combat, magic, etc., I noticed it had alot of whiff (missing) due to its armour rules. The thing I liked about
Dragon Warriors rules though was that it does not have much hit point inflation, PCs gain like 1 hp per level. This to me seemed sensible and would keep combat realistically deadly for even higher level PCs. What
Dragon Warriors provided to compensate was increasing "Defense" characteristic to match, though, which D&D and
Lamentations lack.
Thinking about
DW, I reread
Lamentations and thought more about running it By the Book (or Rules As Written for you ubernerds). I suddenly started to see that
Lamentations already had so many rules to keep things realistic, but I had simply disregarded them in my house rules.
You see the problem with my
Lamentations games is that the players whined about feeling underpowered with the 3d6 in order stats and the whiffiness of
Lamentations own combat because to hit bonus are generally very low and ACs high. Yes, this is in line with the B/X rules its based off of, but I play with folks with more modern, videogame-power level influenced players. So I had allowed them some leeway with creating higher stats (4d6, drop low) - I mean if it worked for Gary in AD&D, why not
Lamentations? Furthermore, I had a bunch of house rules to give weapons different effects and removed levels from magic and used
Wonders & Wickedness spells. As noted, the flaws of this approach were PCs who were big bags of hit points by 5th level and it felt very 5th edition and superheroes instead of the gritty medieval feel I actually enjoy.
Reconsidering this now, I see the brilliance in (1) no damage being adding to weapons, (2) no multiple attacks (despite the multiple games that bestow an ability like this on fighters), (3) easy death at like -3 to -4 hp, (4) rerolling all hp each level, and (5) sticking to (I ended up waffling on this and doing story awards) gold for XP. Still though, some things I liked on my house rules, such as better magic and some difference between weapon types. I reran some trial combats trying to stick to rules as written
Lamentations yesterday, and I was so pleased with the results I thought I'd reconsider using this for my next more D&D-oriented campaign.
One thing to note is that I like these rules light OSR systems for big groups, even starting at about 5 players, over
WFRP or D&D 5e with its plethora of options and robust characters.
House Rules
The biggest house rule I'd like to try is capping HP based on CON score, to keep human beings feeling realistic. (I've heard all the arguments about reconceptualizing hit points; I don't care, it still leaves me cold at the table). So here's what I think I'd do next time (with commentary), keeping much closer to rules as written.
Ability Scores
- 3d6 down the line, can always spend 2 points from any other stat to pump into prime req. (fighter STR, spec DEX, wizard INT, cleric WIS; elf DEX or INT, dwarf CON, halfling DEX)
- strength: melee to hit, open doors skill, paralysis saves
- dexterity: AC, ranged, save v reflexes/breath effects
- constitution: HP maximum equal to CON score+level (eg F3 CON 16=19 max hp), save v poison/death, add bonus to healing rolls (normal 1d3 per night rules)
- intelligence: adds to new Legend Lore skill (random history, esoterica, legends, and knowledge to be helpful about a thing in front of you your character knows but not player), and comprehend Languages skill, saves v illusions; wizard known spells are chart plus bonus (see below)
- wisdom: adds to all saves, cleric known spells are chart + bonus, Search skill
- charisma: note the reaction roll of friendly basically works Charm spell, person likes you based on appearance and mannerisms, opposite sex wants to be your lover, treated as friend and trusted, but natural, so won't be attacked, hurt if betray this trust, etc. Helpful reactions are also much more so. All of this is in a general background that everyone is distrustful and semi-hostile to strangers, everyone knows everyone in their world and cities/urbanity are the exception not the norm. So Charisma gains much more importance. I will also call for reaction rolls pretty much every encounter.
Background
- pick or roll a background after picking class
- character can simply do and know things that make sense for background, no need to roll (knight knows chivalry, how to care for horses and ride, etc)
- background based on class, like this:
Magic
- limit on chart is on number of spells known; casters can cast multiple times per day, but only from spells known; starting spells known (and recorded in spell book for wizards) equal to 1 (chart at first level) + INT or WIS
- can cast from scrolls or spell book for an unknown spell, but still must miscast roll; if miscast, scroll or spellbook page is destroyed by the vagaries of magic
- wizards can learn new spells for 1 month study and practice, and have access to spell book or scroll or teacher; chance 1 plus INT bonus in 6
- clerics learn new spells similarly, but must live righteously, fast, and in prayer for this month; also succeed at poison save or permanently lose 2 points from a random attribute (even wisdom, a crisis in faith!) (1d6 to determine which)
- Miscast: may cast known spell as many times as want, but each time cast roll 1d20, miscast on 1 + spell level + number of spells cast that day
- roll on Dark & Dangerous Magic chart when miscast for wizards/MUs, cleric's spell is denied and must do Penance (determined by ref based on situation) to atone until can cast again
- alternative non-medieval rules: no clerics, wizards have access to their spells as well but cannot cast in armor as normal (1d30 to determine random spells)
- this makes magic much more useful and common for casters, while still limiting them
Combat
- dual wield: +1 hit, pick weapon damage (max size 1 medium weapon, 1 small)
- parry can be used after enemy rolls but you lose your next round
- critical hits: either roll on WFRP critical charts or double damage dice
- all the maneuver rules as normal
- weapons: swords x2 cost, reroll 1s for damage, picks and hammers +1 hit plate, axes +1 hit leather or unarmored; shields stop attacks altogether on a roll of 1 in 6 (2 in 6 missiles)
- death: unconscious at 0; dead at negative 4 +/- CON bonus or roll on WFRP critical chart (see below) each time below (bleeding = -1 hp per round, if already 0, dead at -10 hp; stunned, lose next action, Tests = call for a save (usually Poison)).
Advancement:
- 1 xp per 1 cp (10 xp per 1 sp) recovered adventuring (including value of sold if recovered while adventuring); if good, 100 xp per person saved/rescued
- +1 ability score of choice each level
- advancement is too slow for my group under the regular standard, and I see no harm in mild ability score increases to reflect physical hardening, reading books, etc.
Generic Critical Hits (roll 1d100 if 0 or lower)
Location: 01-09 Head |10-24 L. Arm
|25-44 R. Arm| 45-79 Body| 80-89 L. Leg |90-00 R. Leg
1-10
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Gash (1): Gain
1 Bleeding Condition.
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11-20
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Gut Blow (1): Gain 1 Stunned Condition.
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21-30
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Low Blow (1): Gain 1 Stunned Condition. Pass a Hard (-20) Endurance Test or gain another 2 Stunned Condition.
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31-40
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Winded (2): Gain 2 Stunned Conditions. Pass an Average (+20) Endurance Test, or gain the Prone Condition. Movement is halved for
1d10 Rounds as you get your breath back.
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41-50
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Bruised (2): All Agility-based Tests suffer a –10 penalty for 1d10 days.
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51-60
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Torn Flesh (2): Gain 2 Bleeding Conditions.
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61-65
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Cracked Bone (3): Gain a Stunned Condition. All Tests suffer a –10 penalty
until you receive a successful Heal Test.
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66-70
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Gaping Wound (3): Gain 3 Bleeding Conditions. Any Wounds you receive to the
affected Hit Location will inflict an additional Bleeding Condition for the
next week as the cut reopens.
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71-75
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Cut (3): Gain 2 Bleeding Conditions and a Stunned Condition. Pass a Hard (–20) Endurance Test or gain the Unconscious Condition as you blackout from
the pain.
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76-80
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Fractured Bone (4): Gain a Stunned Condition. Take a Challenging (+0) Endurance Test or also gain the Prone Condition. All Tests suffer a
–10 penalty for the next 4 weeks.
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81-85
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Shredded (4): 4 Bleeding Conditions. Any Wounds you receive to the
affected Hit Location will also inflict 2 Bleeding Conditions as the tears
reopen for next 4 weeks.
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86-90
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Crippled (4): Gain a Prone Condition that can only be removed with a
successful Challenging (+0) Heal Test. All Tests suffer a –20 penalty until you receive this
medical treatment and spend at least a week resting.
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91-95
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Shattered Bone (5): Gain a Stunned Condition that can only be removed with a
successful Challenging (+0) Heal Test. All Tests suffer a –20 penalty until you receive this
medical attention, and spend at least a week resting.
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96-99
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Ruined (5): Gain the Unconscious Condition that can only be removed
with a successful Challenging (+0) Heal Test. The affected Hit Location is useless until you spend
a month on bed rest.
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00
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Torn Apart (Dead): You are hacked in two. Your top half lands 1d10 feet in a
random direction and all nearby Characters are showered in blood.
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