Tuesday, 10 September 2013

Labyrinth Lord - AEC House Rules & FAQ

These House Rules are not in addition to the ones used in the basic version of Labyrinth Lord, they are a re-write using some of the things that I found to be good and changing some of the things that I found that I didn't like in the previous version.  They will be in effect for the X4 / X5 Desert Nomads series.

Core & Advanced Edition Companion (AEC) rule-books

RACES
All the AEC races are allowed.  We will be using the Ability Modifiers rule, not the Requirements rule.
So therefore:

Race
STR
DEX
CON
INT
WIS
CHA
Dwarves
-
-
+1
-
-
-1
Elves
-
+1
-1
-
-
-
Gnomes
-
-
-
-
-
-
Halflings
-1
+1
-
-
-
-
Half-Elves
-
-
-
-
-
-
Half-Orcs
+1
-
+1
-
-
-2
Humans
-
-
-
-
-
-

There is no restriction on what classes can be taken by what races, nor are there level restrictions.  There are, however, experience modifiers for classes (these are influenced by whether in the core rules the race can take the class and the level limitations that they could achieve).

Race
Assassin
Cleric
Druid
Fighter
Illusionist
Dwarves
-5%
-5%
-15%
+0%
-15%
Elves
+0%
-5%
-15%
+0%
-15%
Gnomes
-5%
-5%
-15%
-5%
+0%
Halflings
-15%
-15%
-15%
-5%
-15%
Half-Elves
+0%
-10%
-15%
+0%
-15%
Half-Orcs
+0%
-10%
-15%
+0%
-15%
Humans
+10%
+10%
+10%
+10%
+10%

Race
Magic-User
Monk
Paladin
Ranger
Thief
Dwarves
-15%
-15%
-15%
-15%
+0%
Elves
+0%
-15%
-15%
-15%
+0%
Gnomes
-15%
-15%
-15%
-15%
+0%
Halflings
-15%
-15%
-15%
-15%
+0%
Half-Elves
+0%
-15%
-15%
-5%
+0%
Half-Orcs
-15%
-15%
-15%
-15%
+0%
Humans
+10%
+10%
+10%
+10%
+10%

Dwarves
Weapons: A Dwarf can use the following 2H or 1H/2H weapons, Battleaxe, Heavy Pick, Warhammer, Crossbow, Shortbow.
Optional Skills: Appraise, Crafting, Engineering.

Elves
Optional Skills: Etiquette, Healing, Lore.

Gnomes
Weapons: A Gnome can use the following 2H or 1H/2H weapons, Battleaxe, Heavy Pick, Warhammer, Crossbow, Shortbow.
Optional Skills: Alchemy, Engineering, Crafting.

Halflings
Surprise: A Halfling is only ever surprised on the roll of a 1 on a 1d6.
Weapons: Halflings cannot use any weapon that is 2H nor can they use any weapon that is classified as 1H/2H. They may not use Lonbgows or Heavy Crossbows. Mace, Longsword, Flail, Light Pick, Scimitar all require 2 hands when used by a Halfling.
Optional Skills: Crafting, Husbandry, Survival.

Half-Elves
Optional Skills: Deceit, Etiquette, Survival.

Half-Orcs
Optional Skills: Athletics, Streetwise, Survival.

Humans
Optional Skills: Crafting, Deceit, Etiquette, Horsemanship, Husbandry, Survival.

ROLLING ATTRIBUTES
Each player will roll their attributes down the line.  But each attribute can be modified before rolling with additional dice.
  • Every attribute will start with 3d6 assigned to it.
  • The player assigns 5d6 worth of additional dice to their attributes as desired.
    • A maximum of +3d6 can be assigned to any single attribute.
  • After rolling all the dice, the 3 best dice are taken.
  • If the average of all final attributes is < 10, the player may re-roll.
CLASSES
Assassin
Backstab: The Assassin can only backstab with a weapon that is classified as a 1H weapon, not a 2H weapon or a 1H/2H weapon.
Assassination: As the Assassination attempt requires a successful backstab, the weapon restrictions for a successful Backstab apply.
Thief Abilities: An Assassin uses their Thief abilities as per the rule-book.
Armour: Assassin's can wear Studded Leather armour.
Optional Skills: Apothecary, Athletics, Streetwise.

Clerics
Memorizing Spells: A Cleric can memorize a lower level spell in a higher level spell slot.
Turning Undead: A successful Turn Undead applies only for 1 round.  If the undead have already acted, a Turn Undead will immediately compel them to move again, though in this instance they can only move as though performing a Fighting Withdraw.
Spell Failure: A Cleric with a low Wisdom (see Wisdom Table II) must roll for spell failure.
Optional Skills: Etiquette, Healing, Theology.

Druids
Memorizing Spells: A Druid can memorize a lower level spell in a higher level spell slot.
Spell Failure: A Druid with a low Wisdom (see Wisdom Table II) must roll for spell failure.
Animal Shapes: A Druid cannot cast spells or communicate whilst in animal shape.
Optional Skills: Apothecary, Husbandry, Survival.

Fighters
Optional Skills: Athletics, Engineering, Tactics.

Illusionists
Memorizing Spells: An Illusionist can memorize a lower level spell in a higher level spell slot.
Learning Spells: An Illusionist gains 1 spell in their spellbook of a level that they can cast when they go up an experience level.  New spells require 1 day per level of spell to transcribe into a spellbook, but requires no roll to learn.
Optional Skills: Crafting, Deceit, Lore.

Magic-User
Memorizing Spells: A Magic-User can memorize a lower level spell in a higher level spell slot.
Learning Spells: A Magic-User gains 1 spell in their spellbook of a level that they can cast when they go up an experience level.  New spells require 1 day per level of spell to transcribe into a spellbook, but requires no roll to learn.
Optional Skills: Alchemy, Crafting, Lore.

Monks
Thief Skills: A Monk's Thief Skills are as per the Core rule-book.
Optional Skills: Athletics, Healing, Lore.

Paladins
Turn Undead: The Paladin's Turn Undead follows all the same rulings as the Cleric.
Cleric Spells: A Paladin uses the same rulings for spells as a Cleric.
Optional Skills: Etiquette, Horsemanship, Theology.

Rangers
Halfling Rangers: A Halfling Ranger is only surprised on the roll of a 1 on a 1d8.
Druid Spells: A Ranger uses the same rulings for spells as a Druid.
Magic-User Spells: A Ranger uses the same rulings for spells as a Magic-User, with the exception that they do not gain additional spells every level of advancement.
Optional Skills: Athletics, Husbandry, Survival.

Thieves
Backstab: A Thief can only backstab with a weapon that is classified as a 1H weapon, not a 2H weapon or a 1H/2H weapon.
Armour: Thieve's can wear Studded Leather armour.
Optional Skills: Streetwise, Deceit, Athletics
Thief Abilities: Thief Abilities for Thieves ONLY (not Assassins or Monks), use the 2nd Edition rules allowing customisation of the abilities.

Each ability has a Base Score.  This is modified by the Racial bonuses, Dexterity, and Armour.

Ability
Base
No Armour
Studded Leather
Elven Chain
Pick Pockets
15%
+5%
-30%
-20%
Open Locks
10%
-
-10%
-5%
Find/Remove Traps
5%
-
-10%
-5%
Move Silently
10%
+10%
-20%
-10%
Hide in Shadows
5%
+5%
-20%
-10%
Detect Noise
15%
-
-10%
-5%
Climb Walls
60%
+10%
-30%
-20%
Read Languages
0%
-
-
-

Dexterity modifiers are listed in the Dexterity table.

At first level, the character gets 60 discretionary points that may be allocated as the player sees fit, with a maximum of 30 points in any single ability.  Each level thereafter, the number of discretionary points received is 30 with a limit of 15 points maximum.

No skill can be raised above 95%.

HIT POINTS and HEALING
Characters receive maximum HP at first level, but will roll for it at all other levels, but with a minimum HP / die. d4 = 1, d6 = 2, d8 = 3

Characters have a HEALING RATE.  This is equal to the minimum HP / die + 1/2 Level (round down).  This is how many HP a character will heal after a full nights rest.  If the party rests for a full day, they will receive double this amount.  Use of the healing skill will double the HEALING RATE, but the healer will not heal.

SKILLS
It is assumed that training to be an Adventurer is a long and time consuming process, leaving little to no time for other areas of expertise.  However, each character class has certain areas of knowledge, as listed below.  These Skill areas may sometimes require an attribute check if the task is difficult or is under duress or carries with it risk.  A character may select 2 skill areas from those pertaining to their class or race, alternatively they may swap out one of them for a Secondary Skill (as listed in the AEC rule-book).

A character can take a skill that they would otherwise not be able to get at the cost of both skill categories, (for example a Dwarvern Fighter can give up their two choices to take 'Lore').

The skills are:
Alchemy, Apothecary, Appraise, Athletics, Crafting, Deceit, Engineering, Etiquette, Healing, Horsemanship, Husbandry, Lore, Streetwise, Survival, Tactics, Theology

EQUIPMENT / ENCUMBRANCE
  • The Warhammer is a 1-H/2-H weapon that deals 1d6/1d6+1
  • The Spear is a 1-H/2-H weapon that deals 1d6/1d6+1
  • The Trident is a 1-H/2-H weapon that deals 1d6+1/1d6+2
  • The Morning Star damage is changed from 1d6 to 1d6+1.
  • The Bastard Sword damage is changed from 1d8/2d4 to 1d8/1d8+1
  • The Heavy Crossbow damage is changed from 1d8 to 1d10
We will not be using the Encumbrance Rules.  Instead, characters have their movement affected depending upon the armour they are wearing.
Turn Movement will be 5x speed instead of the usual 3x speed.
      Armour Worn
      Turn Movement
      Encounter Movement
      Running Movement
      Plate Mail
      125'
      25'
      75'
      Chain, Splint, Banded, Scale
      150'
      30'
      90'
      Studded Leather, Leather, Padded
      175'
      35'
      105'
      Shield, 2-Handed Weapon or Heavy Crossbow
      -25'
      -5'
      -15'
      None
      200'
      40'
      120'

COMBAT
Initiative
Individual Initiative has been replaced with Team Based Initiative to keep it quicker and simpler.
  • Each round, the Initiative Roll moves clockwise around the table.  
  • Whoever rolled Initiative for that round for the players acts first and then impulse moves around clockwise again.
Movement 
A character's movement stops as soon as a combatant comes into base to base with an enemy (assuming that enemy can see them), and assuming that the enemy is active in combat with a weapon (or natural attack).
  • In subsequent rounds, characters can move again, they are not "stuck" in base to base with the enemy, however they can only move at half speed for the entire round (as though performing a fighting withdrawl).
A character can only move half their movement and attack in a round, not their full movement and attack.
Death & Unconsciousness
  • 0 HP is unconscious. Each round a character is unconscious, they must make a Save vs Death or Die.
  • A natural 20 on the Save v Death indicates that the character has stabilized automatically.
  • If a character takes any additional damage (at all) whilst unconscious, they die.
  • Any character can stabilize another character, this takes 6 rounds (5 for a Cleric) during which they cannot be disturbed. The unconscious character does not have to make Save vs Death ST during this time. A stabilized character is treated as having 0 HP (if they had fewer) but no longer needs to make Save vs Death ST unless they take damage again or are violently moved.
Critical Hits & Fumbles
  • Critical Hits: A Natural 20 is a Critical Threat, Roll again to confirm. If a hit, maximum damage is automatically scored. Fighters and Paladins score a Critical Threat on a Natural 19 or 20.  A Critical will instantly kill a 'mook' enemy.
  • Fumble: A Natural 1 is a Fumble Threat, Roll again to confirm. If a miss, character must make a DEX check. If failed, he must drop his weapon or take normal damage (his choice).
Optional Rules
  • The rules for Parrying are in play.
  • Dodging rules will be the same as the Parrying rules, but use DEX instead of STR.  If Dodging, you cannot move at all, and if you have already moved - your dodge is rendered ineffective. 
  • Two-Weapon fighting rules are in play, but can only be employed by Assassins, Fighters, Monks, Paladins and Rangers.

IDENTIFYING MAGIC ITEMS
The CORE Rules state : "Powerful magic users (above 15th level)can identify magic items, but it can take many weeks to do so."  I want to utilize a system that enables characters to identify items for which they are familiar with.

Characters may only make 1 attempt to identify any item at a time.  If they fail to identify the item, they may not try again until they have gained a level.

Potions: Potions can be identified by taking a sip, this isn't enough for the potions magical effects to fully work, but should generally be enough to tell the imbiber what the potion does.  This requires an INT check.  Failure will indicate that the imbiber either doesn't know or believes it to be another, random potion. Anyone with the Alchemy skill gets -2 on the die roll for this purpose.

Alternatively, anyone with Alchemy may study a potion in an alchemist lab for a week at which time they may automatically identify the potion with no chance of failure.

Rings: Rings can only be identified by wearing it for a week.  After one week of wearing the ring (never taking it off), the wearer may make an INT check to determine the properties of the magic ring.  Failure indicates that the character either doesn't know, or believes it to be another, random ring.  Any spellcaster with the Crafting skill gets -2 on the die roll for this purpose.

Scrolls: A scroll can be identified by anyone capable of reading it.

Rods, Staves and Wands: These devices can only be identified by someone capable of using them.  Anyone able to identify the device must spend one week studying the device and then make an INT check to determine the properties of it.  Any spellcaster with the Lore skill gets -2 on the die roll for this purpose.  Failure indicates that the character either doesn't know, or believes it to be another random device instead.

Miscellaneous Magic: If the object is worn, then it is identified in the same way as a Magic Ring.  If it is not worn, then it is identified in the same way as a Rod, Staff or Wand.

Weapons and Armour: Anyone capable of using the weapon must use and practice with the weapon for a week, after which they may make an INT check to determine the properties of the weapon.  Armour must be worn for a week.  Failure indicates that the character either doesn't know what the weapon or armour does, or believes it to have another, random property.  Any spellcaster with the Crafting skill, as well as Fighters, Paladins, Rangers and Assassins get -2 on the die roll for this purpose.

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