Houserules
Posted: Mon Dec 16, 2019 3:30 pm
Playing the Game
Special Combat Rules
-A fighting retreat is allowable as per the rule from Labyrinth Lord: A fighting retreat allows a character to move backwards at 1/2 normal encounter movement. However, there must be a clear path for this movement.
-By the book, firing (or throwing) a ranged weapon into melee isn't possible without a considerable chance of hitting an ally. You guys are heroes though and I don't want to deal with friendly fire. Firing into melee will give the defender a +2 cover bonus to AC.
Dying
-A character at 0 HP is unconscious as per the rules
-Once a character drops to negative HP, they remain alive (although bleeding to death at the rate of 1 hp/round if no assistance is rendered) until the character reaches negative hit points equal to the character’s level. In other words, a fifth-level character actually dies only upon reaching -5 hit points.
-They can be stabilized through magical healing, potions, or bandaging by another PC or NPC
-If a PC or NPC uses an action to bandage an unconscious character, they must succeed roll 4d6 at or below their wisdom stat to successfuly bring the unconscious character back to 0HP. This can be repeated once per round for the entire party until the unconscious character is dead.
-Clerics can use edged weapons
-Any character can use any weapon BUT takes a -1 to the attack roll if they are not normally proficient
-Any character can use any armor BUT if that armor is not allowed by their class, they lose all class abilities
-We use ascending armor class as per the rules. At times, I may mention a Base “To-Hit” Bonus or Base Attack Bonus. For more information you can see the information on page 44. This number is then generally added to either a strength bonus (for melee weapons) or a dexterity bonus (for ranged weapons) and potentially a weapon bonus in the case of magic weapons to get a total attack bonus for a weapon.
-If a Skill/Ability check comes up, you will need to roll at or below your usable stat using a number of d6's determined by me according to the difficulty of the check. 2d6=Easy, 3d6=Average, 4d6=Difficult, 5d6=Extreme, 6d6=Ask for divine intervention.
If you are able to somehow prepare for the check, have equipment that could help or have a secondary skill that you can argue helps you, then you can roll with advantage. In this case, roll two separate rolls and take the lower trying to roll at or below your usable stat.
Special Combat Rules
-A fighting retreat is allowable as per the rule from Labyrinth Lord: A fighting retreat allows a character to move backwards at 1/2 normal encounter movement. However, there must be a clear path for this movement.
-By the book, firing (or throwing) a ranged weapon into melee isn't possible without a considerable chance of hitting an ally. You guys are heroes though and I don't want to deal with friendly fire. Firing into melee will give the defender a +2 cover bonus to AC.
Dying
-A character at 0 HP is unconscious as per the rules
-Once a character drops to negative HP, they remain alive (although bleeding to death at the rate of 1 hp/round if no assistance is rendered) until the character reaches negative hit points equal to the character’s level. In other words, a fifth-level character actually dies only upon reaching -5 hit points.
-They can be stabilized through magical healing, potions, or bandaging by another PC or NPC
-If a PC or NPC uses an action to bandage an unconscious character, they must succeed roll 4d6 at or below their wisdom stat to successfuly bring the unconscious character back to 0HP. This can be repeated once per round for the entire party until the unconscious character is dead.
-Clerics can use edged weapons
-Any character can use any weapon BUT takes a -1 to the attack roll if they are not normally proficient
-Any character can use any armor BUT if that armor is not allowed by their class, they lose all class abilities
-We use ascending armor class as per the rules. At times, I may mention a Base “To-Hit” Bonus or Base Attack Bonus. For more information you can see the information on page 44. This number is then generally added to either a strength bonus (for melee weapons) or a dexterity bonus (for ranged weapons) and potentially a weapon bonus in the case of magic weapons to get a total attack bonus for a weapon.
-If a Skill/Ability check comes up, you will need to roll at or below your usable stat using a number of d6's determined by me according to the difficulty of the check. 2d6=Easy, 3d6=Average, 4d6=Difficult, 5d6=Extreme, 6d6=Ask for divine intervention.
If you are able to somehow prepare for the check, have equipment that could help or have a secondary skill that you can argue helps you, then you can roll with advantage. In this case, roll two separate rolls and take the lower trying to roll at or below your usable stat.