So I’ve been putting together a new version of my character sheet to fit with rules that have changed and things I’ve noticed in play.
Click below for the four page fold-over pdf.
Basic changes apart from obvious things covered in the House of Rules:
- Ranged weapon distances got kicked off the sheet, because needing to shoot someone far away and know the precise distance hasn’t really come up, and when it does I’ll just say “aw, it’s pretty far, you can do it but you’ll take -2 to the roll”, or “no, they’re hella far away”.
- The girls pretty quickly collected various different pieces of armour that they put on, and I’d like to acknowledge that. The main armour class still stays as Light/Medium/Heavy, but I added a section on the back where they can list the individual pieces and their Quality rating, added the numbers 1-5 under Defence for them to circle the Qualities that apply to their armour, and when they roll that number or less on their Defence roll it will damage that particular piece of armour first. I’d probably say that each additional piece of armour (like gauntlets, helmet, sabatons, etc.) adds 1/2 a point of AC, so you need two for +1AC, additional pieces can’t raise your AC by more than +2, and they don’t affect Heavy armour.
- I replaced Sneak Attack with a Quick Death. Sneak Attack always felt weird to me, sitting in there with the other skills but you don’t actually use it like a skill, it just adds a damage multiplier when you attack from surprise. So, a Quick Death does work like a skill. When you sneak up on someone or you’re grappling, if you make a successful Quick Death roll you’ll outright kill anything up to 2HD, and if they have more than 2HD it will add a damage multiplier equal to your skill level if you then successfully attack them. So it’s like learning the best way to cut something if you can get close enough.
If you fail when attacking from surprise, you can still make a normal attack but they don’t take any AC penalty.
And then I got to the encumbrance section with all the different movement rates listed and holy shit is it unnecessary, players don’t need to see that, and so I wanted to get rid of them but couldn’t think of what else to put with the encumbrance description.
Then I had the idea, for movement dice.
Roll it for chases or when contested speed is otherwise an issue (like when you and the cultist look each other in the eyes and dash towards the slime-spewing altar).
- An unencumbered human is d8. Encumbered is d6, Heavily encumbered is d4. Cheetahs are d100.
- Whoever rolls highest wins. In a one-on-one situation I’d probably apply -1 for Medium armour or -2 for Heavy armour.
- In a pursuit use the lowest Movement Dice of the group, and you could either resolve it as a one-off roll, or have a lost roll decrease your dice size, a win increase your dice size, and the pursuit ends when someone loses on a d4 or wins on a d20.
[By LotFP rules chases are contested d20 + 10% of your movement rate, which is still pretty easy, but I think this is easier and has much more obvious consequences for the amount of shit on your back.]
The lowest Movement Dice of the group is also used for random encounter checks, because if you’re heavily encumbered you’re shuffling and jangling around like an idiot, rather than the guy padding around with nothing but a sack and a knife like an agile agile cat.
I’m sure I’ve read something similar to the random encounter check recently but I cannot, for the life of me, remember where.
And then I looked at the light tracker with its boring-arse checkboxes, and realised that I hated it and changed it to something else.
Instead of a set time limit, light sources use a decreasing dice check.
- Torches start at d8, Candles at d10, and Lanterns at d20.
- When you’re asked to make a light check (so each Turn or what have you), you try to roll in the upper half of the dice, though there might be modifiers if it’s wet or windy.
- If you fail it drops down to the next dice for the next check.
- If you roll a 1 or fail on a d4 it goes out or you burn yourself and drop it.
- If you have to make a light check because of something threatening to extinguish the flame, if you fail it goes out.
I’m still not sold on using it for ammunition since I tend to run attacks as one roll one swing/shot and abstracting the ammunition feels wrong, but for something like fire, which can vary depending on conditions and quality, it seems just about perfect.
I think it’s a nice easy way to make light tracking interesting and maybe a little bit fun. Each Turn you don’t mark off a box, you roll to see what state your torch is in, and you don’t look down and see three empty boxes and think “okay I’ve got half an hour before I have to light another”, you look down and see that your torch is on a d4 and think “aw shit it’s all spluttery and stuff there’s a good chance it will go out the next time it matters, I should get another one ready”.
[Edit: After discussing it more with Jeff and James Young, we figured that using a target number is a lot better, and the best target number is 4. So, regardless of the dice you’re on you need to roll 4 or higher or you drop to the next dice. This also makes it easy to vary the required roll based on the situation, i.e. “It’s raining from nowhere, the ceiling seems to be screaming at you, roll 6 or higher or your torches all go out!”]