ASE Labyrinth Lord House Rules
The game has come a long way since I put up something like this, and with new players set to join the group what better time to refresh the house-rules. Somewhat inspired by Jack Shear's house rules.
Making a
Character
Ah player characters. Furry barbarian guy, check. Mage type with silly staff, check. Dodgy guy in black, check. Moody wilderness type, check. Hey dodgy guy in black, Cleric or Thief?*
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ABILITY SCORES –
OPTIONS – YOU ARE EITHER:
· Hardcore, Know the Score: 3d6 in order, OR
· Softco..**
“ahem” ...Bet Hedger: Roll 4d6/drop lowest. Two ability scores may be swapped.
Quit complaining already, that is choice right there, and anyway
at least we’re not using the OD&D ability scores. And don’t go all ‘Bet Hedger’ and swap out
Charisma for a quick bonus because charisma (HENCHMEN) is really important in
this game.
CLASS ABILITY SCORE REQUIREMENTS
You bet that these are in force. Class ability score requirements are as per
Labyrinth Lord and Advanced Edition Companion (AEC)
LEVEL LIMITS
As per LL and AEC, however the most powerful characters and
NPCs in the setting are in the 7-9 level range.
EXPERIENCE POINTS:
EARNING XP
XP is mostly earned for treasure. Some game-time and achievement awards will
also be given. XP for monsters is as per
the book. If DM is feeling lazy, XP will
be value of treasure, 50xp per hd, and a fudge factor.
EXPERIENCE
POINTS: NEW CHARACTERS
If you are new to the game, your character begins at level 1
and has 0 XP. You may opt to start with
two characters and have one as a primary and one as a secondary/henchman. One of them (at least) will probably die.
If you are replacing a fallen character, you get half of the
XP your previous character had. If your
new character dies in the first session then you do not have to divide in two
again.
HIT POINTS
Thieves and Assassins get 1d6 per level.
All classes receive a minimum of ½ Hit Die at first and
second level. Reroll 1s at 3rd
and 4th.
CHANGES TO CLASSES
Magic Users: Magic Users can use light-crossbows and pistols.
Thieves and Assassins: All thief skill tests use the ‘Hear
Noise’ chance for the appropriate level. Obviously racial and ability bonuses
will no longer apply.
Fighters: Straight
class fighters use the Monster attack tables (+1 hit per level). Sub-class fighters use the fighter
table. A straight class fighter also
gets 3/2 attacks at 4th level.
2/1 attacks at 8th level.
A sub-class fighter gets these abilities at 6th and 10th
level respectively.
SNEAKING AND THIEFY
STUFF
Every class can do the things that a thief can. Non-thieves get a flat 1 in 6 chance.
Thieves and Assassins must be wearing light or no armour to
use their abilities. Light armour is defined
as that which gives AC8, or AC7 (mostly because I think studded leather is the
most metal of all).
ALIGNMENT
3 way alignment will be used as a guide to character/NPC
behaviour and does not represent some sort of spiritual commitment. Alignment based abilities or spells will still
be useful but not as black and white.
E.g. Protection from Evil will hold
the trans-dimensional wraith at bay.
Gear and
Stuff
ENCUMBRANCE
We will be using the Lamentations Of The Flame Princess
(LOTFP) encumbrance rules. Strength
adjustments apply. E.g. If your STR is 7 (-1) then your
encumbrance/movement is calculated as if you were carrying one extra item. If your STR is 16 (+2) then your
encumbrance/movement is calculated as if you are carrying two less items.
EQUIPMENT
If you are bringing in a new character at ½ XP of the old
one just pick your gear. It’s
quicker. Roll starting money x ‘X’ to
determine how much cash you have where X= (D6) 1=x150%, 2=100%, 3=50%, 4=10%,
5=0%, and 6=you owe 50%.
If you have a new 1st level PC then roll for cash
(3d8x10) and buy equipment.
FIREARMS
As per the Anomalous Subsurface Environment (ASE) for now.
Combat etc
ZERO HIT POINTS
At zero hp you make a saving throw verses death. If you succeed you live, but are helpless and
at 0hp until you get medical attention. If
you fail, then start reaching for the D6s.
If you go to -6 or lower, you get a permanent reminder of
your brush with death. Effect to be
negotiated based on the nature of the damage.
At -10 your PC is dead, no saving throw.
INITIATIVE - FORMAL
RULE
·
Go round the table and get statements of intent.
·
Roll group initiative on 1d6
·
Go around the table in the same order for
actions.
INITIATIVE - INFORMAL
RULE
Individual initiative bonuses will be applied on a ad-hoc
basis, e.g. one on one, and situational contingencies will also be
applied. E.g. Moving to attack a guy with a loaded
crossbow, the guy with the crossbow goes first (unless surprised). E.g. Guy with dagger needs to close the gap
on a guy with a two handed sword, guy with two handed sword attacks first
(unless surprised).
CRITICAL HITS
A natural 20 will result in maximum damage
SPELL CASTING
If you take damage in the round prior to casting, you are
not able to cast that round. (Currently
we are not playing that you lose the spell, but that is mostly me going soft
because of the low level)
COUNTER-SPELLS
We use the Dungeon of Signs counter-spell rules. To employ ‘counter-spell’ you may use it as a reaction, but it takes your action for
the round, you cannot have acted
yet, and you must know the spell to be
countered.
Roll D20 plus level and INT bonus against AC10 less caster’s
level and INT bonus. This saved the party's ass in session 8 (which is where we
introduced it).
** That was going to say ‘Softcore’, not what you pervs were
thinking, honest.
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ReplyDelete(1) If you want your ex back.
(2) If you want to stop having bad dreams.
(3) You want to be promoted in your office.
(4) You want women/men to run after you.
(5) If you want a child.
(6) You want to be rich.
(7) You want to tie your husband/wife to be yours forever.
(8) If you need financial assistance.
(9) If you want to stop your divorce.
(10 If you want to divorce your husband.
(11) If you want your wishes to be granted.
contact the Vampires Lord on his Email: Richvampirekindom@gmail.com