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
Combat
Initiative – with Roll20 use individual initiative, around the table use group initiative
Criticals and Fumbles
- The tables below only apply when the PC’s roll a natural 20 for a critical or a 1 for a fumble
- If NPC’s/Monsters roll a natural 20 they do maximum damage + normal damage and if they roll a 1 they fumble as determined by GM
- Melee Criticals, Ranged Criticals, Fumbles from lotfp666.com
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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