house rules
Posted: Wed Mar 02, 2016 11:04 pm
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
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