Low Fantasy Gaming review

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Post October 18th, 2019, 7:24 pm

I heard about Low Fantasy Gaming (LFG) a while back and read a snippet or two for ideas I might mine for inclusion to my Coeur de Lion setting. I finally figured "What the hell!" and snagged a copy. The cover of the book contains the following, "LESS MAGIC. MORE GRIT."

I've not read through it yet but figure as I do so I can post some thoughts, from own Old School perspective, here about the chapters as I read them.

The first section of the book is WHAT IS LOW FANTASY GAMING? The text states:

Low Fantasy Gaming is a tabletop RPG built for gritty adventures in low or moderate magic settings.

Simple Rules
LFG has simple rules, flexible PC customisation, and an emphasis on Games Master (GM) rulings. It’s a heady mix of the best old school, modern, and new game design, wrapped around a familiar d20 based core.

Fast & Engaging Combat
Combat is designed to be fast and engaging, with minimal waiting between turns. Creativity is encouraged via unique abilities, martial exploits and magic.

Dangerous & Gritty
LFG is genuinely dangerous; every skirmish takes a toll and the threat of persistent injury or death is never far away.

Quasi-Realistic World
LFG settings tend to mimic our own classical or medieval periods, with humans as the default PC race. Magic and fantastic monsters exist, but are relatively rare.

Treacherous Magic
Magic is not only rare, it is perilous and uncertain. Be it arcane sorcery or divine blessing, magic is a power not meant for mortals, and adventurers engage with it at their own risk.

Bold Adventurers
LFG is about exploring the unknown, delving into the lost places of the world to unearth new mysteries. Player characters are not epic heroes charged with saving existence; they are bold adventurers seeking fortune and glory.

Open Sandbox
LFG is made for short, episodic adventures in an open world. Mechanics and random tables support GM improvisation, empowering the referee to handle any situation or side trek.

Generic Ruleset
LFG is a generic ruleset, easily adapted to most low or moderate magic worlds. Some roleplaying aspects relating to the Midlands Low Magic Sandbox Setting (p.273) are incorporated however (eg: gods and spell names).

That's a lot to promise. We'll see.
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Post October 18th, 2019, 7:56 pm

The next section of the book is CORE FEATURES which are as follows:

1. 9 Classes from which to choose: Artificer (inventor types - I hope this doesn't turn out to be like DragonLance tinker gnomes), Barbarian, Bard, Cultist (divine magic types), Fighter, Monk, Ranger, Rogue and Magic-User.

2. Class levels are capped at 12th

3. Unique Features: every 3rd level design your own PC ability in conjunction with your GM, or choose from 36 examples. (This smells of feats but we'll find out more later).

4. Roll <= an attribute to make a check. (Definitely reminiscent of the TSR-era non-weaopn proficiency system).

5. Skills provide access to a level based Reroll Pool, smoothing the fickleness of d20 probability distribution. (Rerolling to get around an unfavorable result definitely goes against "let the dice fall where they may" concept that I game by).

6. Willpower & Perception attributes replace Wisdom. (As someone who tinkers and house rules from time to time I look forward to seeing what was done).

7. Diminishing Luck attribute replaces saving throws and powers some Martial Exploits.

8. Minor, Major & Rescue Exploits on top of damage, not in lieu, promote improvised stunts and moments of greatness.

9. Dangerous Combat: Dropping to zero hp requires a roll on the Injuries & Setbacks table and healing is delayed by 1d3 minutes (magical or otherwise). Players don't roll to find out if their PC is All Dead or Mostly Dead until the battle ends, and someone checks the body. (I like my combat dangerous so look forward to what LFG considers dangerous).

10. Party Retreat & Chase rules allow the GM to throw whatever makes sense at the party, unshackling them from balanced encounters and quarantined zones. (I really dislike that new-skewl 'every-encounter-must-be-balanced- mindset).

11. 5 minute Short Rests allow PCs to attempt Willpower checks to recover hit points and class abilities, encouraging the party to push on rather than camp. (RED FLAG warning!)

12. Long Rests take 1d6 days (or 1d4 in a safe, comfortable environment), mitigating the nova, rest, repeat problem for adventures with long periods between battles (eg: wilderness treks). (Another RED FLAG warning!)

13. Dark & Dangerous Magic tests and Divine Rebuke tests make all spell casting inherently uncertain. No at-will, teleport, mind reading or resurrection magic. Magic Users are less reliant on spells, proficient in one handed weapons and light armour.

14. Spells have been renamed to give them more flavor which is a good thing in my book. I've been doing that in my Coeur de Lion setting. Examples provided are Silent Image, Invisibility, Magic Missile and Hold Monster are instead called Shadows & Dust, A Wisp Unseen, Lash of Unerring Pain and Crush of the Warp respectively.

15. Rare Magic Items, with obvious and discreet attunements, that unlock as users level up.

16. Lots of tables for GMs to use for improvization.

17. Online Play Support: an LFG character sheet is available for online play via Roll20 (we are exploring options with Fantasy Grounds).

18. Open Game Content: 99% of LFG text is "Open Game Content" under the Open Game Licence. (I hope this won't mean too many WotCisms in LFG).

19. Rules as Guidelines. The GM is the final authority on all LFG rules, which are expected to be tweaked to fit table preferences. (This one is pretty standard).
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Post October 18th, 2019, 11:33 pm

I look forward to seeing your review of the system as you read through. I checked out the PDF a while back because they had kickstarted a 2nd edition, I believe. But, once I got to the Artificer class and saw the "steam punk"-like elements and some other stuff, I quickly deleted the PDF and said, "Nope."

I'm sure there are players out there who enjoy the game, but it didn't really scream Low Fantasy to me and didn't have anything that would make me want to use it, over anything else.
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Post October 19th, 2019, 2:38 pm

LFG uses the standard polyhedral dice. If a die result has to be divided, round down unless otherwise instructed.

CHARACTER CREATION
The steps are pretty standard: pick a name, determine attribute values, pick a class, roll starting money and buying gear... LFG adds choosing skills, creating a short background and/or rolling for starting bonds with other PCs.

LFG has an option for the GM to run players through a "Zero Level Ordeal" to begin play. Each player has 3-4 0-level characters and the ones that survive advance to 1st level to form a party. This is pretty much straight out of DCC with their 0-level Funnel which is cool. The old Greyhawk Adventures from 1990 had an option for starting a party at 0-level which is cool, too. I never did that back in the day but have played though a 0-level Funnel and had a lot of fun with it.

Several options are presented for determining attribute (STR, DEX, CON, INT, Perception as alertness and observation, Willpower as self-identity and mental roughness, and CHA) values. The default method is a character starts with an automatic 15. Next roll 4d6 and drop the lowest for the other six values. The book notes the GM could just have players roll 3d6 if desired. Players assign the values as they see fit. This is pretty common except for the automatic 15. The AD&D DMG recommends that PCs should have at least one 15 but does not make it mandatory. I like the randomness of taking the numbers fate, i.e. the dice, generate and working with them... unless you have some terrible luck and roll up "hopeless" character. I don't allow an automatic 15, or any other value, in my games.

LFG provides alternate methods for generating attribute values. Rather than roll dice, since some players might have really good luck and others might have really bad luck, use a pre-set array of your own devising. The example in the book is 16, 14, 13, 11, 8, 7. This definitely smacks new-skewl "we're all equal" mentality. If players can devise their own arrays, where does the DM set the limit? If random determination is too much to handle (maybe as a result of low Willpower - heh) then why not just make every character a superhero?

Another alternate method is for players to start with the auto 15, roll as described above. Each player can choose the array that they like best for their attribute values. If a player keeps the numbers he generated then its the default method. If a player chooses an array generated by another player then the GM can, at his discretion (not mandatory) impose a d3 penalty for points to subtract from values as the player sees fit. This is, IMO, another way for players to boost starting stats rather than just letting the dice fall where they may. It's not a method I'd use. Generally, an 18 will be the normal limit. However, values of 19 or higher are possible due to magic, etc.

The LFG attribute value modifiers are as follows:
3-4 grants a -3
5-6 grants a -2
7-8 grants a -1
9-12 has no modifier
13-14 grants a +1
15-16 grants a +2
17-19 grants a +3
19+ grants a +4 or more.

By way of comparison, 5nowflake attribute value modifiers are as follows:
1 grants a -5
2-3 grants a -4
4-5 grants a -3
6-7 grants a -2
8-9 grants a -1
10-11 has no modifier
12-13 grants a +1
14-15 grants a +2
16-17 grants a +3
18-19 grants a +4
20-21 grants a +5, etc all the way up to a value of 30

Moldvay Basic has the modifiers as follows:
3 grants a -3
4-5 grants a -2
6-8 grants a -1
9-12 has no modifier
13-15 grants a +1
16-17 grants a +2
18 grants a +3

Castles & Crusades has the modifiers as follows:
1 grants a -4
2-3 grants a -3
4-5 grants a -2
6-8 grants a -1
9-12 has no modifier
13-15 grants a +1
16-17 grants a +2
18-19 grants a +3

AD&D (1st and 2nd) modifiers vary by attribute but mostly require a 7 or less for a penalty and a 15 or greater for a bonus.
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Post October 19th, 2019, 3:01 pm

Since we're talking about attributes in LFG, each adventurer has an 8th attribute called LUCK which reflects accumulated experience dealing with perils. There are two kinds of Luck rolls: saves and checks.

Luck Saves
Luck saves are for resisting serious adverse effects such as spells, traps, special monster attacks or major environmental hazards (particularly those with an area of effect). Luck saves are made in response to an attack or active danger, as opposed to an action you instigate, which are generally covered by attribute checks. This could be an interesting variant to standard saving throw mechanics if handled properly.

Luck Checks
Luck checks are primarily for Major Exploits, Rescues (see Combat) and Party Retreats, which rely on the Luck resource to pull off. I'm not sure why characters would require a game mechanic for something like a Party Retreat. The circumstances around the situation should allow the GM to adjudicate the attempt.

Starting Luck
At the start of an adventure, a character’s Luck attribute is equal to 10 + half their level (round up). To make a Luck roll, roll 1d20 and apply any modifiers. If the result is equal to or less than the current Luck attribute, the test is successful. Note that a character’s Reroll Pool is available for all Luck rolls. A successful Luck roll means the character avoids the threat (or lessens its effect), or performs the intended martial exploit. There's that Reroll option again in case things don't go right the first time which runs contrary to letting the dice fall where they may. A 1st level PC in LFG has a Luck of 11 so without a contributing variable like an attribute modifier, a PC has a 55% chance (11*5 for that "fickle" d20 probability distribution) to pass a Luck check for a saving throw. 1st level AD&D characters have a more difficult time passing saving throws since they need to meet or beat a number on a d20 as follows:
Clerics
10 or better for Paralyzation, Poison, Death Magic = 55% chance to succeed
13 or better for Petrification or Polymorph = 40% chance to succeed
14 or better for Wand, Staff or Wand = 35% chance to succeed
16 or better for Breath Weapon = 25% chance to succeed
15 or better for Spells = 30% chance to succeed
Fighters
14 or better for Paralyzation, Poison, Death Magic = 35% chance to succeed
15 or better for Petrification or Polymorph = 30% chance to succeed
16 or better for Wand, Staff or Wand = 25% chance to succeed
17 or better for Breath Weapon = 20% chance to succeed
17 or better for Spells = 20% chance to succeed
Magic-Users
14 or better for Paralyzation, Poison, Death Magic = 35% chance to succeed
13 or better for Petrification or Polymorph = 40% chance to succeed
11 or better for Wand, Staff or Wand = 50% chance to succeed
15 or better for Breath Weapon = 30% chance to succeed
12 or better for Spells = 45% chance to succeed
Thieves
13 or better for Paralyzation, Poison, Death Magic = 40% chance to succeed
12 or better for Petrification or Polymorph = 45% chance to succeed
14 or better for Wand, Staff or Wand = 35% chance to succeed
16 or better for Breath Weapon = 25% chance to succeed
15 or better for Spells = 30% chance to succeed
For LFG characters levels 1-2, Luck scores will be 11. At levels 3-4, Luck scores will be 12. At levels 5-6, Luck scores will be 13 and so on and so on. For AD&D characters, their saving throw target numbers mostly improve by 1 every 3 levels for clerics, 2 levels for fighters, 5 levels for magic-users, and 4 levels for thieves. With regard to initial Luck Saves at 1st level, LFG characters have an easier go of it than old school AD&D characters.


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. That's the same as using attribute mods to the standard saving throw numbers in the DMG.

Every time a character succeeds in a Luck roll, their Luck attribute is reduced by 1 point, to a minimum of half their level (round up). Luck is not reduced on a failed check. I do like the notion of burning through Luck - sooner or later it runs out. Diminishing Luck can eventually make saving throws more difficult for LFG characters than those in AD&D but it is totally dependent on the number and types of hazards the GM has in store for characters and the opportunities characters have to regain Luck (see below).

Other Uses
Luck is a flexible and ephemeral quality however, with some additional uses. Your table might allow further applications. For example, a GM might compare Luck scores to decide which PC is initially targeted by a trap or monster, (as opposed to the DM just deciding based on circumstances or rolling randomly) call for a check to see whether a guard patrol turns the corner at a critical moment, (or just deciding if he does or does not, especially if the PCs took action to draw the guard's attention elsewhere with a distraction, etc.) or to determine whether an old lantern has any oil left in it (as opposed to just deciding based on circumstances or determining a chance and rolling randomly). Such “oracle” like uses of Luck to determine independent parts of the game world do not reduce a PC’s Luck score.

Similarly, PCs might find other uses for Luck, subject to GM agreement. In playtesting for example, one player made a Luck check to choose their summoned monster instead of rolling for it (via Call Forth Simulacra). In this example, the
PC’s Luck score was reduced as normal.

Regaining Luck
Generally speaking, Luck returns at a rate of 1 point per long rest. There's that RED FLAG term again. At least luck doesn't completely reset by taking a few days off. Adventuring is supposed to be dangerous!
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Post October 19th, 2019, 4:53 pm

The next section in the LFG book is RACES. For a game whose title is Low Fantasy Gaming with a tag line of "Less Magic. More Grit.", I figured humans would be the only race in the game.

Human is the default race but the GM determines if others exist. And sure enough, Dwarves, Elves, and Halflings are right there! Each of the non-human races has some sort of advantage / disadvantage quality. Definitely a WotC 5e mechanic.

There is another race called a Half-Skorn. A skorn, aka halfmen or beastmen, is heavy set, pink skinned proto-humans, often scarred and heavily sunburnt. It would be 7 ft tall but for their stooping stature, with small eyes, flat face and rudimentary ear holes. Skorn (used as the singular and plural form) are dull witted cannibals, more beast than man, raiding outposts and caravans from nearby wildlands. They live to eat, breed and fight, inevitably bringing them into conflict with their neighbours. Skorn remind me of the beastmen from WFRP or the equivalent of orcs in mindset from AD&D. Half-Skorn could easily be considered the LFG version of half-orcs. The inclusion of dwarves, elves, halflings and half-skorn/orcs doesn't really jive with my idea of low fantasy.
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Post October 19th, 2019, 6:52 pm

The next section in the LFG book is CLASSES. As mentioned earlier, there are nine classes in LFG: Artificer, Barbarian, Bard, Cultist, Fighter, Monk, Magic User, Ranger and Rogue. The author notes that not all classes will suit all games (particularly the artificer, cultist and monk), so check with the GM which classes are available.

A few topics related to all classes are covered before the classes themselves are discussed.

Hit Points
All 1st level adventurers start with max hit points for their class. (This is a very common house rule so fine by me). When advancing from 1st to 9th level, hp increases by their class hit die roll, plus the bonus indicated on the class tables (plus Con bonus, if any). From 10th to 12th level, hp increases only by the fixed amount shown on the class tables. The fixed progression from 10th to 12th level is similar to that of AD&D so its fine with me.

An example given is: A 1st level Barbarian with Con 16 (+2 modifier) starts with 14 hit points (d6 hit die maxed out + 6 for system design + 2 for CON). At 2nd level, the player rolls a d6, scoring a 3, gaining a total of 11 (d6 result of 3 + 6 for system design + 2 for CON) hit points, for a grand total of 25 hit points at 2nd level. At 10th level, the Barbarian’s hit points increase by 4 (fixed amount by class). That's a guaranteed minimum 7 hit points per level without a CON bonus for every level after the 1st. Seems a wee excessive for my tastes and for a game that espouses "MORE GRIT." Maybe the author was looking to appease new skewl players with greater hit points to coincide with the generally easier saving throws previously discussed. The author also offered this:

GMs that prefer lower average hp might substitute larger dice rolls and remove the class bonus (eg a Rogue rolls 1d8 instead of 1d4+4 hp, a Fighter 1d10, etc). This is straight from 5e. The thief rogue from AD&D1e & 2e uses a d6. Again, as a fan of letting the dice fall where they may, I like the excitement that comes with rolling the hit die. I'm happy with a high roll, accept a low roll, and keep on playing.

Unique Features
Every 3rd level, devise one new ability, trait or theme for your adventurer. Feel free to borrow feats, class abilities, perks and so on from other RPGs, modified to suit LFG. The advancement need not be limited to traditional class themes,
allowing for a degree of multi-classing. Yep. That's what I thought. Feats. Yuck.

The open nature of these Unique Features requires some table discussion to keep things balanced and consistent with the genre of your game. (I couldn't help but think the genre is supposed to be Low Fantasy with MORE GRIT. From my experience, Feats tend to go in the opposite direction.) Consider these advancements under constant playtesting and subject to tweaking. For those uncomfortable with creating their own Unique Features, some examples appear on p.43. Conversely, for more experienced players, GMs might allow a bonus Unique Feature at 1st level to allow for greater PC customisation. Feats. Again... Yuck. YMMV.

Players favouring simplicity might ignore this advancement altogether, or increase a single attribute by 1 point instead (maximum 18). (Now that's pretty condescending. Simplicity? A play style favoring free form imaginative improvisation (i.e. Old School) over mechanically driven feat based stunts is just different; not simple.)

Languages
Each adventurer begins the game knowing how to read, write and speak their native language (plus “common”) and a number of bonus languages equal to their Int modifier. If your adventurer has a negative Int modifier, that character never learnt to read or write, and speaks only their native language (and a smattering of “common”). In a standard D&Desque fantasy game, I've no issue with all PCs being literate. In a Low Fantasy, MORE GRIT game, I'm inclined towards some PCs being illiterate, especially those with low INT as mentioned above, but also from areas without schools / centers of learning, or whose cultures utilize an oral tradition and don't espouse reading and writing.

Starting Gear & Gold
Each character starts the game with 3d6 x 10 gold pieces (“gp”), except for fighters who start with 5d6 x 10. This gold may be spent on items from the Equipment chapter, or similar items with the GM’s approval. Any unspent gold is retained to spend during the game. Alternatively, for speedier equipment selection, the GM might allow you to choose a Gear Pack instead (see p.56). (Starting gear packs have the advantage of speeding things along to get to actual game play but they also seem a bit convenient for lazy players who won't / can't give thoughtful consideration to how to equip their PC. Several other games use "gear packs" so this isn't a reflection on LFG, just a general observation.)
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Post November 17th, 2019, 12:45 pm

Now for a look at classes in LFG.

Artificer - this class makes tricked out gadgets / weapons / mixtures. A minimum INT of 15 is required but since the default attribute value method let's everyone start with a 15 there is no chance of not being able to play one.

At 1st level the character starts with a number of items (inventions) equal to the INT modifier. A 15-16 INT grants a +2. Hit points are a d3+3 per level after max at 1st level.

Inventions listed in the class description include: Black powder weapons, Breathing mask (allows for clean air during a gas attack and to breathe underwater), Chaintooth weapon (chainsaw swords or other items like piston hammers, torch maces), Corroding sprays, Flash rig (blinding flash), Fume flask (gas attack), Hellfire glass (grenade), Ironward (magnetic shield to deflect metal based weapons), Thunder gauntlet (channels a shockwave at a single target), Mutagen (random benefit determined by a d8), Truth serum, X-ray goggles.

At 2nd level, once per point of INT modifier per adventure, the character may attempt to improvise a jury rigged device or ad hoc mixture to bypass a current obstacle, or assist the party in some other way. A successful INT check is required (Reroll Pool available to combat that "fickle" d20 result the player may not like), modified at the GM’s discretion. GM determines whether a proposed item is possible in the circumstances, and how long it takes to create. Some examples might include: a parachute (no, I'm not kidding), Tailored acid that melts through a lock in a few moments before turning inert (Aliens' blood anyone?), One shot flare gun or magnetic grapple, Fusing agent to bind two inanimate objects together (superglue), Sticky gloves to climb a sheer surface.

As a character rises in levels, he will new features, skills, breakthroughs (like prosthetic, clockwork / steam / canned lightning limbs), etc.

HO. LEE. SHIT. Not only NO... but HELL NO! This is awful. Just awful. The artificer reads like an attempt to put Batman's utility belt into "fantasy" gaming. If this is what 5e enthusiasts view as "Low Fantasy" then I have even less in common with them than I thought.
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Post November 17th, 2019, 1:19 pm

Barbarian - savage warrior from the wilds, mostly superstitious, illiterate, distrusting of magic. Hit points are d6+6+CON bonus per level after max at 1st level.

At 1st level the barbarian has the "ferocious rage" ability. A barbarian may start an adventure with the capacity to rage once per level of experience. Spent ragings are regained with short or long rest. To enter or end a rage, the player must must declare such during his turn... or the player can trigger it in response to suffering damage or being subjected to a charm, fear or madness effect during someone else’s turn.

Rage lasts a number of rounds equal to the CON modifier (if triggered after your turn, that round doesn’t count). Rage is loud and guttural, ruining any chance of stealth. The barbarian may speak but most words are incomprehensible, and he can't cast spells... which is a serious drawback for a class that is superstitious, illiterate, and distrusting of magic.

Game benefits to Rage: +2 bonus on STR and CON checks, attack and damage rolls, and Luck saves. Immunity to, or suspend, charm, fear and madness effects, AND all damage suffered is halved (including damage that triggers a rage).

At 7th level, a raging barbarian reduced to zero hit points may choose to make a Luck (CON) save to be reduced to 1 hit point instead.

At 1st level the barbarian has advantage on checks related to wilderness lore.

At 2nd level the barbarian has advantage when making checks to resist ambush and surprise.

Barbarians add new "unigue features" (feats) at levels 3, 6, 9, 12 and new skills as they advance at levels 4 & 8.

At 5th level the barbarian gains the "Killer Instinct" ability which let's them score a crit on a roll of 19-20. Also, any weapon attack that reduces a target to single digit hit points (9 or less) reduces the target to zero hit points instead.

At 7th level the barbarian can spend a Reroll die to make a second attack that turn (if two weapon fighting, no second extra attack).

Other than inflated hit points, a convenient way to end the rage, no fatigue penalties after a rage, feats, 50% damage reduction while raging, dispensing with bookkeeping for opponents under 10 hit points, and the ability to resist damage that would result in a KO... this is a fairly straight up conversion of the UA barbarian. Heh.
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