Tuesday, March 26, 2019
[Advanced Labyrinth Lord] Rationalized Reaction Roll House Rules
Thursday, April 12, 2018
[Labyrinth Lord] Alternate Thieves Skill System
ARSON: This ability enables the Thief to quickly start fires, assure that fire goes where desired and at the speed desired, burn specific buildings or sections of buildings as appropriate, and so forth, including the detection of an arson job by another arsonist. This skill also enables the Thief to properly and (usually) safely manufacture and handle Greek Fire as well as various fire accelerants.
BLUFF: This broad skill includes all forms of con games (both long and short con), lies, deception, persuasion, diplomacy, haggling, and bargaining.
Saturday, March 5, 2011
[House Rules] Player Character Morale
Players may always consider their characters to be death-dealing fearless machines; however, while the player may force the issue, and have the character dive into battle willy-nilly, the character himself may not always feel so very certain about the results! Thus, PC Morale is an important issue.
The table below determines the base Morale of the Player Character, based on the PC's Charisma Score:Player Character Morale Table
Score ....... Base Morale
1 ...................... 3
2 ...................... 4
3 ...................... 5
4-5 .................. 6
6-8 .................. 7
9-12 ................ 8
13-15 .............. 9
16-17 ............. 10
18 ................... 11
19 ................... 12
A paladin adds his level to his base Morale; a knight adds half his level, rounded up, to his base Morale. A fighter, mystic, or ranger adds 1 to his base Morale every three levels (3rd, 6th, 9th, etc.) [Note: a ranger instead adds his full level to his base Morale when facing goblinoids and giants].
Any magical bonuses that apply to fear effects instead affect a character’s Morale (as does now the bless spell). Note that any character that is immune to fear need never make a morale check! If Morale, after any modifiers, remains at 12 or better, there is no need to check Morale, as the character's morale cannot break (but neither can he gain the benefit of becoming Resolute, see below).
Note: Any time the player responds to surprise or other such events by exclaiming, “I’m scared!” or “I piss myself!” it is an automatic Morale failure, save in the case when the character is a knight or paladin, in which case the player may make a Morale check unmodified by level (but certainly negatively modified if applicable) to not break Morale.
A player must check Morale for his character under the following circumstances:
- Whenever he is surprised; if surprised by an obviously superior foe (numerically or supernaturally), he suffers a penalty to his Morale of -2 or half the difference in EHD/Levels between him and the most obviously powerful foe, whichever is greater;
- Whenever encountering certain supernatural or potent and mighty creatures, such as dragons, giants, demons, and devils, or culturally terrifying legendary creatures (i.e., “boogie-men”), whether surprised or not;
- If a non-spell caster, he must check Morale the first time in an encounter that an enemy spell caster uses obvious magic against the PC party (+2 bonus if his own party has a spell caster);
- Whenever he is first struck in combat for Hit Point damage;
- Whenever he falls to less than 1/2 his full Hit Points;
- The first time a comrade-in-arms/party member is slain or flees in the current combat;
- Whenever half or more of his party is slain or has fled.
A player character never need make more than three Morale checks in any one encounter; if he makes all three successfully, he is Resolute, and gains a +2 bonus to hit, to damage, to all saving throws, and to all ability checks (+10% to %-based skills) for the rest of the encounter.
The first time he fails a single Morale check, however, he is Shaken, and suffers a -2 penalty to hit, to damage, to saving throws, and to ability checks for the duration of the encounter (-10% to any %-based skills), and spell casters casting spells while shaken suffer a 10% chance of spell failure (base if normally no chance, or increases normal chances); if he successfully makes two subsequent Morale checks, he is no longer Shaken, but he is not Resolute.
If he fails a second Morale check in the same encounter, he is Frightened; he suffers double the penalties as per Shaken, above. If he succeeds at the third Morale check, he is merely Shaken and is no longer Frightened.
Finally, if the character fails his third Morale check in an encounter, he is Panicked; he must drop anything he holds and flee at top speed from the source of his fear, as well as any other dangers he encounters, along a random path. He can’t take any other actions. In addition, he suffers the penalties outlined in Shaken, above. If cornered, a panicked character acts confused, as per the spell confusion. A panicked character can use special abilities, including spells, to flee; indeed, the character must use such means if they are the only way to escape.
Monday, January 10, 2011
[LL House Rules] Alignment in the Realm
Lawful Good: This alignment represents the best of all that is Good about Law. This is the alignment of the truly Saintly; thus, very, very few fall into the Lawful Good category. Should they ever lift their hand in anger, save against Chaos, they lose Lawful Good status and merely become Lawful, until they can atone through an appropriate quest. Lawful Good clerics need not memorize their spells in the morning; they still need to pray for an hour after eight hours of rest, but they can miraculously (“spontaneously”) cast their spells as they need them; they may only cast “Good” versions of spells, never the Evil versions. They can use any spells listed in the Labyrinth Lord Core book; additional spells from the AEC and otherwise can only be cast after the nature of the miracle has been revealed to them by their deity or one of its servants. Even non-clerical Lawful Good characters and NPCs can gain miraculous benefits, if the need is dire and their faith is strong. [Lawful Good]
Lawful: The Cosmic Force of Law involves all things that are Good and Orderly; Law seeks to bring Order unto Chaos (often, placing Order before individual Freedom) and bring the most Good unto the most beings (often counterpoised with the idea that “The needs of the Many outweigh the needs of the Few”). Note that one cannot truly be Lawful and Evil; Evil is by its nature Chaotic. At best, one who is Lawful can be dispassionate about individual weal, but cannot proactively seek to oppose it. Conversely, one who is Good cannot truly be Chaotic, as Chaos is by its nature Evil and thus opposed to Good (seeking “aggrandizement of the Self whatever the cost to the Other”). Lawful clerics must pray for and memorize spells as per the normal rules; like Lawful Good clerics, they can only choose from the LL Core book, and only the “Good” versions of spells, though they too may have additional spells revealed to them by the Gods of Law. [Lawful Neutral, Neutral Good, Chaotic Good (sometimes)]
Neutral: Most beings fall into this category, choosing neither Law nor Chaos, whether out of a lack of passion for either side or merely because they seek to remain independent from either force. Neutrals can be good or evil, orderly or disorderly, even saintly or diabolic in word and deed; many can be as good as one who is Lawful Good, or as vile as one who is Chaotic Evil. However, Neutrals do not actively serve these Cosmic Forces, even if they may do so unwittingly. Those who act regularly in such a fashion do, however, become targets for recruitment by the servants of the Powers Cosmic. Neutral clerics serve both the Gods of Law and the Gods of Chaos; however, these devout if less-than-zealous clergy cannot advance beyond 6th level without first fully committing themselves to their Cosmic Force. Neutral clerics must keep a Prayer Book/Grimoire, from which they memorize their spells as does a magic-user. The Prayer Book/Grimoire normally contains only the spells their specific Hierarchy allows; to learn to cast any other spell, even a spell otherwise appropriate to their alignment, is considered Heresy! Neutral clerics serving Law, like their Lawful and Lawful Good brethren, cannot wield bladed/piercing weapons. Neutral clerics serving Chaos can use any weapon, even bladed ones (and usually prefer to wield daggers and scimitars). Neutral clerics of Lawful deities, like Lawful and Lawful Good clerics, can only cast the “Good” versions of spells; Neutral clerics of Chaotic deities can cast only the “reversed” or “Evil” versions of spells (yes, this means that there are no normal cure spells available to clerics of Chaotic deities). [Neutral, Chaotic Good (mostly), Lawful Evil (sometimes)]
Chaotic: Metaphysically, Chaos is simply that… Chaos, unbridled action without concern for reaction or causality… it is Eternal, Infinite Cosmic Madness, after a fashion. Chaos doesn’t make sense, as there is no sense, no reason; things just… are, with Chaos. On a personal, mortal level, Chaos is all about Evil, Anarchy, Personal Power, Domination of Others, and Whatever Else We Can Get Away With. That said, followers of Chaos aren’t stupid, or foolish, or even insane, necessarily; they merely place personal self-interest and gratification above all other considerations in all situations. Personal loyalty, notably, isn’t out of order; many Chaotic minions serve their masters unto death not necessarily out of fear, but out of a weird, often sick, and invariably perverse joy… they like giving themselves and their will over to more powerful beings, though most also expect rewards on a quid pro quo basis. Devils, with their strict (if usually roiling and ever-shifting) hierarchy, epitomize the best, “organized” form of Chaos, where terrible and powerful being co-operate enough toward their common goals, if they are still ever out to stab each other in the back to gain a bit of leverage or power. Chaotic and Chaotic Evil clerics, like Neutral clerics of Chaotic deities, may only learn and memorize spells from their Grimoire, or as otherwise provided from time to time (often without rhyme or reason) by their Masters… and woe betide an ambitious lesser functionary who is granted greater powers than his Hierarchal superiors! Chaotic clerics may wield any weapon, preferring daggers, scimitars, and especially poison. [Lawful Evil (mostly), Neutral Evil, Chaotic Neutral]
Chaotic Evil: The epitome of all that is Evil and Nasty in Chaos, Chaotic Evil beings have zero consideration for other beings, and often little enough for themselves; psychopathy and sociopathy are but limited forms of the true Evil that is one who is Chaotic Evil. Merest whims are as great Cosmic Truths; perversions and horrors are as bread and butter. The pain of others is the greatest source of pleasure, whether said pain is a means in pursuit of another end or merely the end in and of itself. Demons and their ilk are the metaphysical personification of Chaos and Evil; they are great enemies of Devils not merely out of simple rivalry over power and influence, but also out of a “lack of dedication” to “The Cause,” whatever that may be to each Demon Lord. Chaotic Evil clerics must use Grimoires, as above, for spell memorization; they may wield any weapon, preferring daggers, scimitars, and especially poison. [Chaotic Evil]
Notes: This system is inspired by the original Law vs. Chaos system from B/X, with a helping of the five-fold alignment system that briefly existed between OD&D and AD&D (LG, LE, N, CG, CE), and a retrenchment of influence from the current alignment system of (gasp!) D&D 4E (LG, G, U, E, CE). The Metaphysical Cosmic Force aspect of it comes from the original sources, the works of Poul Anderson and Michael Moorcock.
Sunday, January 2, 2011
[The Realm] The Realms and the Rules
Inspiration for the Realm
As you can tell from its history, the Realm is a post-apocalyptic fantasy setting, though it is still quite strongly High Medieval/late Renaissance in culture and style. Science-fantasy elements are minimal, though present.
The strongest broad influences on the Realm are the default assumptions present in the game itself... there are a lot of dungeons filled with treasure, there are monsters crawling all over each other in the wilderness between the small settlements, and there are a lot of adventurers seeking to loot said treasures and slay (or better, avoid) said monsters.
The strongest pre-existing world that has the strongest influence on the Realm is the Realm of Dungeons & Dragons presented in the old Dungeons & Dragons cartoon. Though I've scrapped the "Dungeon Master" and "Venger" characters and duality, the rest of the nature of the world and its design assumptions are the strongest influence, stylistically, for the Realm.
The works of Lin Carter are another strong influence, particularly the Gondwane Epic and, to a lesser extent, the Thongor Cycle; small realms with diverse landscapes, ancient ruins piled on ancient ruins beneath the very feet of rat-on-a-stick vendors, wandering heroes and scoundrels getting caught up in the strange world around them and either getting chewed up and spit our or grasping the tiger by the tail and building their own kingdoms. The science-fantasy elements come mostly via these sources, especially the use of crystals in magic, floating islands, and the pseudo-science of some wizardry... though such is usually masked artistically (i.e., not chrome and plastic, but gold and gems).
Tolkien's Middle-earth: everything else said aside, elves, dwarves, and hobbits (yup, hobbits, not halflings) are all done up high-fantasy Tolkien style. There are a few exceptions here and there, but they are very much exceptions to this rule. However, like the D&D Cartoon Realm, such races are found mixed together in the towns and villages, as well as living separate and distinct.
Judges Guild's Ready Reference Sheets and other such materials in various JG booklets (Village Book, Castle Book, etc.); the three original LBBs; Holmes; the original 1E Dungeon Masters Guide; select pre-2nd Edition Dragon Magazine articles; select tables and articles from Fight On! magazine; select elements of B/X BlackRazor's B/X Companion; and of course, the works of the OSR fans of the Blogosphere, especially Jeff Rients, Al of Beyond the Black Gate, Joe Bloch, Lord Kilgore, and many others, an article here, a mention there. I also plan to add the Castles & Crusades Castle Keeper's Guide to this list once I secure a copy.
Core House Rules
Here are the current House Rules that I'm using with the Core LL Game:
Roll 3d6 six times in order; if the total modifiers of all six abilities do not equal +1, you may reroll all six;
Your starting level is d6: 1 = 1st level, 2-5 = 2nd level, 6 = 3rd level;
Hit Points at 1st level are equal to your Constitution score plus your class Hit Die plus Constitution Modifier; each level thereafter goes up as normal;
Alignments are: Lawful Good, Lawful, Neutral, Chaotic, Chaotic Evil; alignment is as much an alliegance to a Force as it is a moral/ethical issue;
Lawful Good clerics can cast their spells "miraculously," i.e., do not need to memorize their spells, but still must pray every morning for their spell slots. Lawful clerics gain and memorize spells normally. Neutral, Chaotic, and Chaotic Evil clerics must maintain and use a Prayer Book of spells they are granted by their Hierarchy; to add a spell otherwise to this book is Heresy.
Lawful Good and Lawful clerics can only cast spells in a "good" fashion, i.e., the "normal" version of spells (note the "good" version of animate dead is destroy undead). Chaotic and Chaotic Evil clerics can cast either version of a spell, but of course, rarely use the "good" version of a spell except to save themselves or chosen minions. Chaotic and Chaotic Evil clerics can also use edged weapons.
Neutral clerics cannot advance beyond 7th level.
Clerics can belong to one of the organized temples or not; with a temple, they get hierarchical support, without they are on their own.
Fighters get Weapon Specialization in a weapon of choice at 1st level; +1 to hit and damage OR +1 to AC (if weapon appropriate), choose before Initiative is rolled each round; increases to +2 at 3rd, +3 at 6th, and so forth.
Magic-users get bonus spells for their Intelligence as clerics get bonus spells for Wisdom. Each spell they have memorized also has an attendant Cantrip that can be used again and again (though rarely with certainty) as long as the spell is memorized. In Core MU spellcasting remains otherwise Vancian; I'll use a Spell Slot Power Point system in the AEC Campaign. Magic-users can use any weapons they choose, but only do 1d4 damage with 1-handed weapons; they do 1d6 damage with 2-handed weapons. They can wear armor but not cast spells while wearing it; the armor's AC is one worse, and for encumbrance, it counts as one worse (leather as metal, metal as 30' (10')).
MUs have a spell book for every spell. If they do not have their spell books, they can only re-memorize spells they cast the prior day (Vancian style). All MUs start with a townhouse, small tower, hut, cottage, etc. as their base of operations, needful for the large magical paraphernalia needed to research and maintain their spells (c.f., Shimrod's cottage in Vance's Lyonnese trilogy). They also have a manservant/minor animate/permanent unseen servant/demonling/ etc. to serve them in basic butler/maid/chef capacities at their home.
Thieves in my AEC Campaign will get a wide variety of skills they can choose from, but the Core campaign skills are by the book. They can wear any armor, but it affects them like it does magic-users; if they try to use a skill while wearing it, they suffer a 10% penalty per point of AC the armor provides better than Leather, and if they fail, they fail spectacularly.
Elves get bonus spells as per magic-users, but can only choose one Cantrip per spell level rather than getting all cantrips for all spells memorized. Elves get weapon specialization but can only choose from sword, bow, or spear.
Dwarves get weapon specialization with axes AND hammers OR crossbows.
Hobbits can choose weapon specialization with one weapon OR any three thieves skills that advance as he does.
I have a different pricing scheme for armor; 10 gp for AC 8, 20 gp for AC 7, 40 gp for AC 6, and so forth, up to 2500 gp for AC 0 Jousting Armor.
Characters have three "Loot Carrying Capacities:" Hands-Free/Backpack (400 cn), One-Handed/Small Sack (700 cn), Two-Handed/Large Sack (1,000 cn). We keep track of loot carried and what they have in their hands thusly... the first time they had an encounter while everyone was carrying large sacks was rather comical... the floating disk spell is now considered indispensible!
I keep close track of time in the dungeon and thus of of torches/oil lantern quantities, especially in parties with humans.
Obviously, Resource Management is quite important in my games!
I give 100 XP per HD of creatures slain, overcome, or carefully (not accidentally) avoided, plus GP value of treaure... advancement is at a nice clip, but not blazing, nor classically slow.
We use group Initiative, with PCs then acting either in order that seems most sensible based on the situation at hand or, when in doubt, by Dexterity order.
I use Carl Parlagreco's "Good Hits & Bad Misses" critical hit charts from Dragon #39; Critical Hits are on every Nat 20, Fumbles on every Nat 1; PCs always get saves against really bad results, as do Major Villains.
I use a variant of Jeff Rient's Death's Door rule for PCs and Major Villains.
that's about it for now...