Lamentations of the Flame Princess House Rules

I’ve GM’d LotFP RAW and it runs great, but I wanted a few tweaks for Better Than Any Man. This is a well trodden path and there are lots of house rules out there, many focused on one or two items, and a couple of complete and significant sets such as Ten Foot Polemic’s Unified House Rules. I didn’t want to change too much, so hand picked a few house rules from different sources that seemed a good fit.

Character Creation

Occupations from lotfp666.com

Combat

Initiative – with Roll20 use individual initiative, around the table use group initiative

Criticals and Fumbles

 

Dual Wield [Ten Foot Polemic’s Unified House Rules]

  • When using two weapons to attack roll once to hit as with a normal attack.
  • If the attack hits roll damage twice, one for each weapon with damage delivered being equal to the highest value.
  • If the same number is rolled on both dice, damage is doubled (i.e. the total of both dice rolls).

Skills

Skill Checks

  • Skill checks are made on 1d6 as RAW
  • Create Advantage: the character creates an advantage by using appropriate tools, taking more time or some other aspect that will increase the chances of success – roll skill dice twice and take the best result [based on these house rules by The Gnarly Gnoll]

Additional Skills

First Aid

  • Takes one turn and if successful heals the recipients HP for the number shown on the dice.
  • Can only be used once per character after each combat to heal the damage from that combat.
  • A roll of 6 deals 1hp damage to the patient.
  • Requires a Healing Kit which costs 100sp and has 10 uses.

Lore [based on these new skills from Deep Delving]:

  • This skill represents the character’s knowledge about the game world – geography, history, current events.
  • Each character class has ‘Deeper Knowledge’ about their area of speciality which grants adds +1 to the skill
    • Cleric: Religions and Gods
    • Fighter: Wars, Military, Warriors, Weapons and Armour
    • Magic-User: Arcana, items of power
    • Specialist: Nations and Societies, Ruins and Catacombs
  • Common knowledge is always rolled with advantage

Skill Points [taken from these Class Revisions by Deep Delving]

  • While specialists are still the main class for developing skills, all classes can gain some skill points:
  • Cleric and Magic-User
    • 1 point at levels 2, 5, 8, 11, 14, 17
    • Can choose from First Aid, Languages, Lore, Search
  • Fighter
    • 1 point at levels 2, 5, 8, 11, 14, 17
    • Can choose from Bushcraft, Climb, First Aid, Languages, Lore, Search, Stealth
  • Specialist
    • 4 points at 1st level
    • 3 points at levels 2, 5, 8, 11, 14, 17
    • 2 points every level otherwise

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