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Post by Dead Greyhawk on Nov 2, 2012 19:48:32 GMT -5
So I'm planning on running LL at Terpcon because its quick and easy to run. Its available as a free download at goblinoidgames.com/labyrinthlord.html. Basically (ouch, punny!) its a B/X D&D clone. Some interesting tricks I've noticed so far: All classed characters have equivalent THAC0 through 3rd level. No reason for the mage not to mix it up in combat (well, except for the AC problem). Thieves can use any weapon! Plus I don't see a restriction on backstabbing! I foresee a lot of polearm-wielding thieves in my future. The weapon weight, type, and damage isn't internally consistent. I'll make a quick pass over the table to make: 1) Classes able to wield any weapon be able to do more damage than classes restricted by weapon type (fighters vs clerics) and 2) Cheaper weapons of the same type and damage weight more than more expensive weapons. Bows shoot once per round, and long bows do more damage than short bows. I'm probably going to add in a "Shields may be shivered" that will increase shield-bearing class survivability, since everyone will have almost no HP.
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Post by Dead Greyhawk on Nov 2, 2012 19:51:18 GMT -5
Here's the house rules I'm planning on using too:
Shields Shall Be Splintered: Any character with an equipped shield can choose to sacrifice the shield in exchange for a successful hit. The character must choose prior to the damage roll. Magic shields can be splintered up to their magical bonus and still be repaired at the cost of 100 GP per bonus.
Dutch Courage: The drinking of a reasonable amount of an alcoholic beverage (1 pint of wine) returns 1 HP to the consumer. A save vs. poison must be made, or the character is healed 1d3 HP and is drunk, suffering a 4 point penalty on all rolls.
Counterspelling: Spell casters may choose to distract opponent spell casters by counterspelling, at the cost of revealing the spell casters' relative strength. Any spell caster faced by a counterspelling spell caster must successfully save versus spells to cast any offensive spell. The saving throw roll is altered by 1 point per level difference between the casters. A counterspelling spell caster suffers penalties to AC equivalent to casting a spell
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Post by Wolfgar on Nov 2, 2012 21:34:27 GMT -5
Are you playing with the Core Rules or the Advanced Edition Rules?
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Post by Dead Greyhawk on Nov 3, 2012 19:23:35 GMT -5
Core for the mechanics, AEC for any particular classes that someone might qualify for (Paladin, Ranger, etc.) and spells. Base HD though (Fighters with d8). Shield splintering (and either stocking up on them or hiring someone to carry them for you) makes a significant difference in survivability for those classes that can carry them. A few men-at-arms with shields become quite decent protection.
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