Monday, February 25, 2013

Labyrinth Lord/Basic D&D House Rules (2/25/2013)

Ok, since one of my possibilities for my next campaign is another attempt at running Labyrinth Lord, here are my updated LL house rules (compatible with all versions of Basic D&D). The only portion I'm feeling a bit leery about these days is Combat. I'm feeling like I should heavily simplify/do away with Combat Maneuvers and everything below it. I'm just not sure if I want all those levels of granularity, but rather keep things as abstract as possible, in the pure tradition of D&D combat.
Anyway, here they are (please let me know what you think...feedback is welcome): 
GENERAL:
Hit Points: max at first level.

Attribute Checks: (as needed) roll d20 under attribute score; bonuses/penalties can come from DM for perceived difficulty, difference in levels/HD and/or attributes between character and opponent, etc.

Bonus spells slots for high INT or WIS: see LL Advanced Edition Companion chart for clerics.

Zero HP: at 0 HP or less, save vs. death. Success means 1 hp and unconscious. Failure means...well, death.
Shields and Saves: at GM discretion, shields may give +1 bonus to saving throws such as breath weapons.

COMBAT:
Two-Weapon Fighting: gives +1 to hit.
Natural 1 and Natural 20: a natural 1 is always a miss and a “fumble,” the effects of which are up to the GM. Natural 20 is an automatic hit. GM may also allow for some“fantastic effect.”
Hold Action: during combat, a player can hold their action for use later in the round. However, held actions not used in a round are lost at the end of the round.
Combat Maneuvers: from ACK System (most are -4 to attack roll, opponent save vs. paralysis). These can include disarming, wrestling, etc.
Firing into Melee: on a roll of 1-3, a character hits a friendly. Roll another to-hit to see if the friendly takes damage. Chance to hit friendlies is eliminated if a player takes time to aim. Aiming and firing in the same round confers a to-hit penalty of -2. Aiming and waiting until the next round eliminates penalty.
Called Shot: performed at a -8 penalty, but a hit usually means automatic critical (double damage). Taking rounds to aim lowers penalty by 1 for each round taken.
Offensive Focus (declared at beginning of round): +2 to hit, +2 AC for round
Fighting Defensively (declare at beginning of round): -2 to hit, -2 AC for round
Full Defense (declare at beginning of round): no attack, -4 AC for round

MAGIC USERS:
Counterspell: a magic user can counter another magic user’s spell by casting a spell of the same level. An INT check is made to determine if MU can identify opponent’s spell. The countering is an automatic success, with both spells cancelling each other out.
Retaining Spells:  When casting a spell, player must roll equal to or less than INT minus level of spell. Success means spell is not used up. Failure means spell is lost until PC rests and recovers spells per RAW.

CLERICS:
Retaining Spells: When casting a spell, player must roll equal to or less than WIS minus level of spell. Success means spell is not used up. Failure means spell is lost until PC rests and recovers spells per RAW.

ELVES:
Immune to all undead attacks and also hear noise on roll of 1-2 on d6
Retaining Spells: When casting a spell, player must roll equal to or less than INT minus level of spell. Success means spell is not used up. Failure means spell is lost until PC rests and recovers spells per RAW.

HALFLINGS:
Fey Luck: Three times per session, a Halfling can choose to make any of their rolls (or the roll of another player) an automatic success.
Hide on roll of 1-5 on d6

DWARVES:
Can harm creatures that can only be harmed by magic (even with bare hands).

Can also tell direction underground on roll of 1-2 on d6.

FIGHTERS:
Automatic hit and double damage on natural 20.

Cleave: can attack another opponent immediately after killing/incapacitating an opponent (from ACKS).

THIEVES:
All thief skills progress as Hear Noise (all use d6). After 15th level, roll 2d6 and only fail on double six.
Read Language: Level 1=20%, 2=40%, 3=60%, 4=80%
Use Scroll: 10% at level 2, and +10% per level until 10th level (90%)


4 comments:

  1. Halfling luck is a pretty powerful ability! Three automatic successes -- are you sure about that? Even if I have just a 1 in 1000 chance to succeed?

    Maybe give them a chance to reroll, rather than an automatic success?

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  2. @Butch: I've tried the reroll thing, and I've seen a lot of disappointment in player's eyes when they use this ability and the reroll is just as bad, or worse, than the original roll. In actual implementation, I've found that the automatic success version of the house rule isn't so overpowering, and can really make the player's feel great to have such an ace in the hole, to fall back on, in case of bad luck with dice rolls and when roleplaying isn't getting them where they want to be.

    And I was using the auto success when I was running my Castles & Crusades game, which is more complex than LL.

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  3. I realize this is an old article, but I dig your thief fix. Have you tried it in play?

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  4. No prob, Nick. Nothing is too old here on the internet, right? ;-) Anyway, yes, I've had a chance to use my thief house rules in actual play, and they seemed to work fine...at least for our group and what we wanted to do/how we wanted the rules to work for us.

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