Character Creation and Progression
At character level 1, start with an Effort Level of 1, and increase Effort Level by 1 at every third level (4, 7, 10, etc.). Possibly cap Effort at character level 10 (max Effort = 4).
At character level 1, start with 1 point of Edge which can be applied to any stat, and add a new Edge point to any stat at every third level (4, 7, 10, etc.). Possibly cap Edge at character level 10 (max Edge across all stats = 4).
Do not roll for HP. Instead, at each level, roll 1d4+2 and add that many points split across the three stat pools in any way. Races/classes with HD > 1d6 receive 1 additional Pool point to either Might or Speed for each unit increase in HD die (e.g. +1 for 1d8, +2 1d10, etc.).
DESIGN NOTES: The choice of 2d3 for stat Pools was meant to provide starting characters with roughly comparable total Pool points to starting LotFP character HP, and roughly comparable variance in starting attributes by way of modifiers after random rolling. This was entirely determined by eyeballing/intuition and not something mathematically derived nor that I'm committed to. The 1d4+2 Pool progression rate was also meant to be comparable to HP progression. The bonus points for characters with higher HD in Might and Strength is meant to serve a similar balance purpose, but I'm definitely worried about balance with this. The rate of progression and proposed caps on Edge and Effort was meant to keep the characters from getting too powerful (and making balancing easier ;) ); this is still meant to be OSR-esque and players shouldn't be able to 100% buy their way to victory.
Combat
Attacking
Melee: Before rolling to hit, spend any number of Might Pool points up to Effort level and add Might Edge, split up any way either to Attack Bonus (AB) or as a modifier to the Damage roll. At GM discretion, certain melee weapons could use Speed Pool and Edge instead of Might, such as a rapier.
Ranged: Before rolling to hit, spend any number of Speed Pool points up to Effort level and add Speed Edge, split up in any way either to Attack Bonus (AB) or as a modifier to the Damage roll. At GM discretion, certain ranged weapons could use Might Pool and Edge instead Speed, such as a Gatling gun.
Defending
Before rolling to defend, spend any number of Speed Pool points up to Effort level and add Speed Edge to AC. On a failed defense, subtract Damage from Might Pool. If Might Pool is depleted, subtract remaining/subsequent Damage to Speed Pool, followed by Intellect Pool.
Initiative
Either roll for players vs. enemies, or for individual character initiative, prior to rolling for initiative, spend any number of Speed Pool points up to Effort level and add Speed Edge to initiative roll.
Spellcasting
For Damage-dealing spells, before rolling Damage, spend any number of Intellect Pool points up to Effort level and add Intellect Edge as a modifier to the Damage roll. Do likewise before rolling for success if the spell has a misfire or negative outcome possibility for a low roll, or before any other spell roll with a graded response (see below for magic saving throws).
Before rolling a saving throw for Magic or Magical Device, spend any number of Intellect Pool points up to Effort level and subtract Intellect Edge to decrease the saving throw.
In addition to prepared spells, spellcasters can cast a number of additional spells per day up to Effort level. The spell costs as many Intellect Pool points as the spell level minus Intellect Edge (minimum 0).
DESIGN NOTES: My understanding is that most spells in LotFP are not damage-dealing, but I wanted to hedge my bets. I wanted to avoid touching saving throws altogether, but it seemed unavoidable here, so then i figured I may as well do the rest of them.
Saving Throws
Stat Pool Depletion
ADDITIONAL DESIGN NOTES
- Ideally I would like to apply this mechanic to skills as well, but can't think of a straightforward way to do so that doesn't require completely reworking skills. If it could be done in a way that used a relatively straightforward conversion rule, that would be ideal. In any case, especially for the Specialist this seems important to figure out.
- I have not considered what to do about retainers yet, but would probably fold charisma-esque stuff into intellect.
- I have not considered what to do about encumbrance yet, but would probably fold strength-esque stuff into might.
- There are plenty of other more specific rules for LotFP I have not thought about yet.
- I know that LotFP differentiates between various kinds of AC, but I don't know if this still makes sense given the level of abstraction of this three-stat system. That being said, I'd like to figure something out.
I've always found Cypher's mechanic of spending your "hp" to boost your rolls to be both brilliant and troubling. I've only played a few games using Cypher but neither me or any of my fellow players ever made use of it, preferring to conserve our "hp". Could just be down to our inexperience though. Would you say it is normal for Cypher players to conserve like this or do they take more risks with the mechanics available to them?
ReplyDeleteAs for hybridizing Cypher and LotFP, I think the trouble comes from trying to reconcile a system built around a core mechanic and one that is not. The beauty of LotFP, in my eyes, is that fact that it is just a bunch of workable little systems stapled together into a whole that seems, against likelihood, to work very well. The lack of a core mechanic makes it very moddable and thus well in line with the DIY OSR sensibilities. Unfortunately, making all these subsystems compatible with a core mechanic means making them interact with each other in ways they weren't intended to.
Sorry if this doesn't provide much in the way of usable answers, by the way!
On the bright side, I do think Cypher could be a great way to add some satisfying numeric crunch to a rules-lite system like FATE.
My understanding is that what you experienced is not uncommon, but it hasn't been an issue with my group personally, and while I do think it's a mental hurdle to get over, I do think it's a necessary component to really get the most out of the system.
DeleteI think there are always trade-offs. I agree that part of what makes old-school D&D so appealing is that it is so simple and modular, but I also find, personally, that because there is no central mechanic, many of those add-on mechanics feel fiddly and un-intuitive. Like half of the LotFP book is stuff where, I'm willing to hear the argument about what it adds to the game, but most of it seems like needless minutia in the vein of D&D 3.X.
I actually ran my first LotFP game last night (play post hopefully later today!), and I definitely ran into an issue where certain design decisions I made for my scenario I think would have been reasonably smooth with Cypher, but with LotFP ended up being kind of awkward. That's my own fault and not a fault of the system, but it's worth keeping in mind that, up to this date, I don't believe there is any perfect system, even given very specific intentions.
I tried to design this in such a way that it would be fairly trivial to convert from LotFP or any other simple OSR system, but as I say in the article,it doesn't account for all of the additional fiddly mechanics.
I agree that this would be good for FATE! I want to do a FATE: Decyphered eventually as well. I'm not a big fan of FATE dice but otherwise enjoy the system quite a bit.
Ah good, next time I play Cypher I'll encourage my players to make the most out of the mechanic instead of seeing it as a drawback.
ReplyDeleteI can see where you're coming from regarding central mechanics and how they tie a game together. They're definitely useful, but as someone who compulsively tunes and tweaks any system I end up running, central mechanics tend to cause more harm to my process than good.
Given as I'm in the middle of hacking LotFP myself, I'd like to hear more about the specific issues you had running LotFP, particularly the things that would have been better in Cypher.
Also I'd like to get your thoughts on the LotFP Summon spell, as I have a little project centered around it.
I want to see how it plays out in the second session after I make some adjustments, but then I'll let you know. I haven't used the Summon Spell in-game yet, but I did use it as a template for enemy creation which was useful, and it seems like a fun spell for adding some in-game craziness.
ReplyDelete