I have finally had time to really chew on and experiment with the play test notes for an eventual Lamentations of the Flame Princess Second Edition. We probably won't see the second edition for some time because they recently have done a reprint of the core book which is great because it gives the community a lot of time to play test and make sure the second edition is the best it can be. Anyway, I have found most of the play test rules genius and they are things that can be ported over into other games. I will talk about the playtest rules and then add my opinion in italics.
First up is the Ability scores (you still roll the usual 3d6 and all of that jazz) and each ability plays a bigger roll in the game instead of just being a means to get modifier bonuses.
CHARISMA: Determines how many d6's the player gets to roll for magical saving throws. The logic behind this is that magic is a force of personality.
CONSTITUTION: Determines the characters Hit Die size instead of your class.
DEXTERITY: Determines what size of dice the player gets for the initiative roll. This means that initiative will go to an individual based resolution instead of steam base. Also, Dexterity no longer modifiers Armor Class or Ranged to hit rolls.
INTELLIGENCE: Modifies the skill points. There is an updated skill point system that will be discussed later.
STRENGTH: Determines how many items make up one encumbrance point. This replaces the old encumbrance calculations and Strength no longer modifies Melee to hit rolls.
WISDOM: Determines how many d6's the player gets to roll for non magical saving throws.
Unless otherwise specified all NPCs are considered to have ability scores in the 9-12 range.
This is a solid and fresh take on ability scores and I am a huge fan of this. It really makes each score feel important and eliminates the idea of a dump stat.
Second section up is Character Classes and Gaining Levels. The following changes are;
- Only Fighters, Magic Users, and Specialists will be available. No Clerics and no Demi-Humans.
- All classes have the same XP tree.
- At first level fighters toll two hit dice as determines by their constitution and keep the best result.
- Hit dice are rolled every level and if the score is higher you change your total.
Third up are the Attack Bonuses which are split into Melee, Ranged, Firearms, and Guard. Fighters get a +2 in all areas and gain an additional +1 in all areas every level. Other classes start with a +1 in Firearms and an addition +1 in an random area.
At first, I did not like this very much but it grew on me quickly. I am not a fan of random determining the second +1 bonus as it takes away player agency in character design/concept.
Fourth up are the New Combat Rules;
I love the Guard action. I think it is way more dynamic then the original Parry rules and now is more open ended for a dodge action. I think Holding an Action as written is over complicated and will bog down combat. I am also not a fan of the Weapon Damage and Armor rules as it over complicates combat. I can understand the reasoning behind this and if you want to make all weapons do d8 then shooting from the hip Armor Class against minor and small weapons gets an +2 bonus and armor class against great weapons and polearms suffer a -2 penalty (as written, in is way to close to the firearm rules regarding armor and makes carrying around polearms and great weapons more beneficial the using a firearm).
Fourth up are the new Skill rules. The updates skill list are as follows;
- Architecture
- Bushcraft
- Climb
- Languages
- Leadership
- Luck
- Medicine
- Seamanship
- Search
- Sleight of Hand
- Stealth
- Tinkering
All skills start at zero and all classes at first level get a +2 and a +3 (this one is random) bonus to put into two different skills. The Specialist gains an additional four +1 bonus to distribute and +2 skill points per level. When using a skill the GM or the player rolls a d6 + skill bonus. If it equals 6 or more the attempt is a success. There are rules for skills with negative modifiers and rules with skills at a +5 bonus. The Luck skill offers the player rerolls, Seamanship is like Buschcraft but for the sea, and the Medicine skill helps increase first aid/healing.
This new skill system is a great evolution of the x in 6 system which I have always been a fan of but I think this a lot better. As I have mentioned before, I Am not a fan of the random element due to I feel like it takes away from the player agency and character design. The Backstab skill is missing so I hope specialists would get an x3 damage ability if attacking in that fashion but this is easy to house rule. One of those things salt to taste.
And Finally, the new Saving Throw System is up. As stated above, Charisma determines how many d6s you get to roll for magical saving throws and Wisdom determines how many d6's you get to roll for non magical saving throws. If none of the dice come up a 6 the save is failed and the character takes the full effect. If one 6 is gained then the character suffers a partial effect and if two 6's show up on the roll then the character is not affected at all.
I think this really simplifies the saving throw mechanic and I like it so much better then the classic split saves, the WILL/FORT/REF method, and even the single save found in White Box (which has been my favorite). In addition, the math has been shown that this saving system is actually in the players favor, especially at low levels which I think is a huge plus.
Except where I have noted, the changes are positive and really improve the system.
The full play test rules can be found in Eldritch Cock that was their 2018 Free RPG Day hardback and full color release.
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