Basic Rules

Hello! You've found the rules of the setting. This setting was built run using the rules found in the Lamentations of the Flame Princess rule book. It is free for download on the Lotfp site. If that doesn't float your boat, keep in mind the setting is system agnostic.

This page has descriptions of how some mechanics work, but is mostly add-on material and in no way changes the rules of the game.


 * Hit Points are pretty lengthy so I put that on a different page. I'm thinking about scrapping this mechanic and simply making everyone, no matter the class, as having d8 per level hit points.
 * Advantage/Disadvantage is essentially the same as 5th edition.
 * Skills are mechanically the same as LotFP Grindhouse.
 * To Hit increases as a skill. Fighters automatically increase To Hit every level. Other classes can spend a skill point to increase To Hit.
 * By LotFP rules if a Specialist fails to pick a lock they can’t try again until they gain a level because they’re not good enough, which feels… dumb?
 * Specialists can now try as many times as they want, but after the first try, they have to check their tools for Breakage after every failure. from Last Gasp.
 * Skill Points are awarded to every class at a rate of 1 per level, in addition to any other increases granted by the particular class.
 * Time is a pain in the ass to keep track of.
 * Combat time is in rounds and turns. A new turn starts when everyone has finished all of their attacks and actions. Neither rounds nor turns has an actual game-time value. The exact amount of time spent in a particular combat is determined by the DM in whatever way they wish. Arbitrarily, influenced by the real-time length of the combat, is my favorite means.
 * Keeping track of non-combat time is more important.
 * It takes fifteen minutes to Search a 10 foot square area in a thorough fashion. Quicker searches are sloppy and incur Disadvantage. Longer searches grant Advantage.
 * Torches and lanterns and such roll a d12 and try to roll a four or higher, every 15 minutes or whenever the Referee remembers. If a 3 or lower is rolled, the roll at the next check is one die type lower. So the next would be a d10, then a d8, then a d6, and finally a d4. If the roll is failed on a d4, then the torch or lantern has burned out/exhausted its fuel.
 * Combat is similar to what The Alexandrian has here. However, weapon damage is not d6, but rather the standard LotFP Grindhouse. I understand what they did there, and like the idea and may use it in the future.
 * Initiative is rolled by group on a d6. Players figure out their own order by whatever means. Bad guys roll by groups or bosses.
 * Minions and Mooks are weaklings, effectively level 0, who have only 1 HP. Otherwise, they have all abilities and powers standard to their kind. This is one of the things I liked from 4th edition.
 * Saving Throws are similar to Swords & Wizardry, as I understand them through hearsay and third parties (I haven't looked at or read S&W yet). All savings throws are a roll of a d20 with a base roll-over value of 20. This roll is modified in the following ways.
 * Each level after the first grants the character gets a cumulative +1 to their roll.
 * Ability modifiers are applied if appropriate.
 * Any other special modifiers from class, spell effects, items, status effects, or the like.
 * Encumbrance works like LotFP Grindhouse with no changes.
 * Money and Gems. This game operates on a silver standard. Most RPG suppliments use a gold standard.
 * When using a suppliment that assumes a gold standard, simply scratch out any reference to gold and replace it with silver. Any reference to silver is now copper. Any reference to platinum is now gold.
 * 1 gold = 50 silver = 500 copper