house rules

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coil23
Ranger Lord
Ranger Lord
Posts: 2508
Joined: Tue Dec 08, 2015 2:11 pm

house rules

#1 Post by coil23 »

Labyrinth Lord house rules
I know, I know, it looks a mess, right? Most of this will be a done deal after character generation and a few pieces may change at level up. Oh, and at death too.


combat rolls
natural 20 = critical hit, roll damage die again for extra damage
1 = automatic miss, possibly worse consequences as well

combat options
offensive focus is +2 to hit, -2 AC
defensive focus is -2 to hit, +2 AC
full defense is no attack, +4 AC
note: these are declared at start of round, assumes ascending AC

death
* < = 0 hp —> save vs death
success = 1hp and unconscious
failure = death

healing
* in complete comfort (inn,hospital,etc.) + being tended to = 1d3/day
* complete rest “in the field” = 1d2/day
* bedding down for the night “in the field” = 1/night or 8 hours
* use of healing kit/poultices = 1d2 over 4 hours
* use of healing kit/poultices by trained healer or cleric = +1

char gen
* ability scores - 4d6, drop lowest, assign as desired

* hit dice -
cleric 1d8
dwarf 1d10
elf 1d8
fighter 1d10
halfling 1d8
magic-user 1d6
thief 1d6


* starting hp - max at first level

* bonus spells (cleric, elf, magic-user will calculate from prime attribute)
ability score additional memorized spells
9-12 none
13-15 +1 1st level spell
16-17 +2 1st level, +1 2nd level
18 +3 1st level, +2 2nd level

* alignment - 9 aspect grid (LG,CG,NG,etc.)

* thief skills - see revised thief skills below

* AC - ascending AC which means…

Ascending AC = 19 - Descending AC

then incorporate the base attack modifiers in the chart further down

* 



* armor type-----------------ascending AC
leather------------------------------11

padded------------------------------11

studded leather--------------------------12

scale mail----------------------------13

chain mail---------------------------14

banded mail-------------------------15

splint mail---------------------------15

plate mail---------------------------16

shield------------------------------+1



revised thief skills

level------climb walls %-----hear sounds-----other skills %-----discretionary points
1----------85--------------3 in 6------------35---------------20

2----------86--------------3 in 6------------40---------------10

3----------87--------------4 in 6------------45---------------10

4----------88--------------4 in 6------------50----------------5

5----------89--------------4 in 6------------55----------------5

6----------90--------------4 in 6------------60-----------------

7----------91--------------5 in 6------------65------------------

8----------92--------------5 in 6------------70------------------

9----------93--------------5 in 6------------75------------------

10---------94--------------5 in 6------------80------------------

11---------95--------------6 in 6------------85-----------------

12---------96--------------6 in 6------------90-----------------


* other skills = delicate tasks and traps, hide in shadows, move silently, open locks

* maximum 90% for any skill utilizing discretionary points

* particular conditions/situations may help or hinder percentages
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