I used the free pre-gen characters and ran a few battles between them, and wow, Low Fantasy Gaming is a great system. My first feelings were mixed, like what is the difference between this and Castles & Crusades?
Castles & Crusades:
- Simpler character sheets (3x5 card)
- B/X style combat
- Simple AC vs. hit points
- OSR stunting
- Classic resource management (hit points, spells, torches, supplies)
- Classic classes, magic, monsters, spells, and races
- B/X compatible game
- A pure OSR experience with modern gameplay improvements
- It feels, sounds, and plays exactly like B/X
Low Fantasy Gaming:
- Moderately complex character sheets (8.5x11 paper)
- Pulp-action gritty B/X combat
- AC vs. hit points
- Minor, Major & Rescue Exploits
- Class abilities matter
- Rerolls & Luck saves
- Enhanced resource management
- Classic (hit points, spells, torches, supplies)
- Character (luck, rests, rerolls, class abilities)
- Reimagined classes, magic, monsters, spells, and races
- 5E compatible game
- A 5E implementation of the OSR
- It feels like B/X, but plays like than 5E
Luck Saves to Dodge?
One of my biggest mistakes was allowing luck rolls to dodge blows. The rules are not clear on if this can be done, and seeing how this one change slowed the game down considerably, I would not allow it. Once I stopped doing this, the game flowed and played much better. These were my first few combats, and I was a little confused about how things work, so it is understandable.
Luck Saves to Avoid Killing Blows?
For non-boss monsters and random NPCs, I would never allow luck saves to avoid a killing blow. The example in the rules on page 6 where a PC throws a spear at an enemy NPC on a rooftop did not have any mention of the NPC making a luck roll to avoid a deathblow, and this is the only example I could find but sets a good example for me to follow.
For boss monsters, essential NPCs, or player characters, I would probably allow a luck roll to avoid a killing blow. For level one characters, the end of my fights would often end in this tense series of potential killing blows and luck rolls to dodge them, with luck decreasing all the time until one failed and the combat ended. The rules on page 12 for luck checks are a little vague:
A Luck check or save may be modified by an attribute bonus or penalty, depending on the nature of the attack or hazard. For example, an adventurer’s DEX modifier applies to dodging out of the way of a Lightning Bolt spell. In such a case, the notation would be a Luck (DEX) save.
"Attack or hazard" cloud be interpreted as death blows by enemies, but I am guessing they mean monster attacks requiring saves. This will make your game less deadly and more pulp, but the more reasons to burn luck, the better, I suppose. It does lengthen combat, but we are talking just the end of a fight, and if player characters are heroic figures, then I would say yes, allow unmodified luck saves to avoid death.
I use unmodified luck saves for deathblow saves because once you link it to an ability score modifier, the bonus becomes too important. There is an argument for almost every ability score to modify this roll (dodge with DEX, survive with CON, see the blow coming with PER, continue living with WIL, etc.). And remember, each luck save reduces luck by a point, so every round you make a deathblow save, that luck goes down by a point until it recovers (which takes a while).
This rule adds a lot of tension to the end of fights and is admittedly more pulp-action than a straight OSR system. When I did this, the game felt very Savage Worlds, with lots of close luck rolls meaning the character could live another round to fight and turn things around. This gave low hit points and softer characters (rogue, magic users) a chance against the armored and high damage dealers (fighters, barbarians). My fights between a rogue and a fighter in plate felt much better once the thief had a chance to avoid a 12-damage deathblow, pull a major exploit, and turn the tide of battle.
But this rule does lengthen battles considerably.
But those ends to fights are fun as the characters made saves, and pulling off lucky turnarounds is incredibly satisfying.
What it sometimes avoids is the "sudden death" hit that comes in out of nowhere and kills a character with a full-luck pool, and that feels unfair in a more heroic game.
Deathblow Save, Barbarian Conflict
Note the above rule conflicts with the barbarian Rage ability, which allows a Luck (con) roll while raging to avoid a deathblow and be reduced to 1 hit point. So the "luck to avoid deathblow" rule I made is most likely an optional rule for more heroic-pulp games. It would require the barbarian ability to be changed to match the "complete avoidance" of the blow landing but give a con ability modifier bonus just for the barbarian class.
I would likely (just for the barbarian) add a free instant counterattack if the roll is made while raging. That would feel cool and fit my barbarian ideas.
Then again, the designers said, make up your own rulings, so this rule is actually in-line with how the game is designed, and the OSR plays. Go ahead, mod the game as it is yours.
Class Abilities Matter
All characters have special class abilities, and these matter a great deal. Some are always-on with no use limits (backstab), and others have uses per level, so make a note of this on your character sheet.
My rogue has a Tricks & Techniques ability, and this is a one-use per level ability. Within this pool of techniques is the "hidden blade" technique she can use, which allows her to reroll a failed melee attack. This gives her a second reroll that she can use whenever she expends a use. This ability got used frequently during my test combats once I knew what it did and how to use it, and it gave her the edge to turn a loss into a win.
The Difference: Pools & Mechanics
From 5E, LFG takes the class combat abilities that the classes give you every so often, putting many of them on a "use per adventure" pool that is recovered possibly during a short rest and entirely during a long rest (1d6 or 1d4 days of downtime).
This differs from D&D 5E, which has fewer "fun things to do" in combat, and your pools and rerolls matter greatly. Your resource management in LFG is more mechanical and rules-based than a regular OSR game. This makes it way different than either 5E or OSR and puts the game in a place of its own with a fun, almost euro-game, abstract pool of abilities to burn to use during your adventure. As a result (and with my accidental misinterpretation of the Luck/deathblow mechanics that made endgame fights incredible), the game took on this almost Savage Worlds style pulp-feeling with a nice layer of dark fantasy.
Exploits
Major and minor exploits are fantastic, giving the game that OSR feeling where you can say, "I swing on the chandelier and kick them off the table!" If you hit and do damage, you can try for an extra effect (once you fail an exploit against a target, you can't do another for the combat unless things change, such as an ally joining the fight or the target becoming staggered at half hit points.
This is a massive change from 5E and OSR combat and adds to that Savage Worlds feeling.
During my test combats, my rogue tried to disarm the fighter, kick dirt in the eyes, and do all sorts of nasty tricks just to avoid that colossal blow she knew was coming. She forced the fighter to fight with his dagger a few times. The fighter also used these to knock the rogue to the ground, stunning her, or otherwise set her up for that substantial d12+2 damage wallop to her 8 hit points.
The combats are a touch slower than B/X or C&C fights, but they have a lot of excellent mechanical depth and resource management that is even better than a 5E or C&C experience. It does come close to a Savage Worlds feeling, but instead of bennies, you are using pools in your character and class mechanics to pull off specific tricks and moves.
Combat in LFG is much more fun and interactive than either 5E or C&C but at the cost of complexity and resource tracking. For those players who like their character to have "a bag of tricks to pull from" and think on their feet with exploits and cool moves, this is a better game for them to play than either 5E, C&C, or B/X.
5E or OSR?
This game is honestly both 5E and OSR. But since the 5E OGL license requires significant changes to make a 5E-like game, the designers went all out and added a ton of "fun mechanics" to their system and did their own thing while keeping the numbers compatible with 5E material and abandoning the 13+ level out of control damage output game.
The result is a dark-fantasy game that plays a lot better than stock 5E, but it has the OSR feel. The resource management is tight, mechanically satisfying, and adds to the game's fun and creates tension.
I love C&C as my OSR game of choice, and it has all of the hallmarks and recognizable bits that I want from a B/X experience. You have the classic number range, the spells you know and love, and the experience that the OSR brings to the table.
With LFG, I can use 5E monsters and 3rd party books and play in this world without the overpowered and impossible-to-kill characters that 5E typically has and get my OSR feeling of danger. I also get better character mechanics than 5E, with some excellent resource management of character abilities. It is not as superpowered as the base 5E game, plus expansions where very few limits are placed on character power and stacking abilities ruin the game's balance.
LFG is a balanced, fun, great, and mechanically interesting 5E-like OSR-inspired game that does its own thing. You can play a 5E-style game without the official books and play in that classic OSR style without changing much of what you are used to.
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