Thursday, 5 June 2014

ASSUMPTIONS AND HOUSE-RULES II

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?*

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).


 *   Image found here:  http://thewertzone.blogspot.com.au/2013_05_01_archive.html

**  That was going to say ‘Softcore’, not what you pervs were thinking, honest.