Showing posts with label Heroes & Horrors. Show all posts
Showing posts with label Heroes & Horrors. Show all posts

Tuesday, August 21, 2018

Labyrinth Lord Next: Thief

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.


Changes to the class are in yellow.




Thief
Requirements: None
Prime Requisite: DEX
Hit Dice: 1d4; +2 HP per level starting at 10th level
Maximum Level: ---

Class Abilities
   • Thief Abilities
   • Backstab
   • They can only use leather armor but my use 
      any weapon
   • Read Languages with an 80% chance may hide 
      by rolling a 5 or better on a d20 roll at 4th level
   • Thief Den at 9th level
   • Read and Cast Magic-User and Elf spells from 
     a scroll with a 90% chance by rolling a 3 or better
     on a d20 roll 

Level   XP         AtB*  BrA    Po/D   Pe/P    W   Sp/D     
1            0          +1     16       14      13       15     14 
2        1,251       +1     16       14      13       15     14 
3        2,501       +1     16       14      13       15     14
4        5,001       +2     16       14      13       15     14
5       10,001      +2     14       12      11       13     12 
6       20,001      +3     14       12      11       13     12 
7       40,001      +3     14       12      11       13     12 
8       80,001      +3     14       12      11       13     12 
9      160,001     +4     12       10        9       11     10 
10    280,001     +4     12       10        9       11     10 
11    400,001     +5     12       10        9       11     10 
12    520,001     +6     12       10        9       11     10
13    640,001     +7     10         8        7         9       8 
14    760,001     +7     10         8        7         9       8 
15    880,001     +8     10         8        7         9       8
16    900,001     +8     10         8        7         9       8 
17   1,000,001   +9       8         6        5         7       6 
18   1,120,001   +9       8         6        5         7       6
19   1,240,001   +10     8         6        5         7       6
20   1,480,001   +10     8         6        5         7       6
*Attack Bonus

Thief Ability Table (Uses a d20 and works like a saving throw)

Level   PL    FRT    PP**     MS    CW    HS    HN     
1          18     19      17          17       4       19     15 
2          17     18      16          16       4       18     15 
3          16     17      15          15       4       17     11
4          15     16      14          14       4       15     11
5          14     15      13          13       4       14     11 
6          12     13      13          13       3       12       8 
7          10     11      11           11       3       10      8 
8           8        9        9            9        3         8      8 
9           6        7        7            7        2         6      8 
10         4        5        5            5        2         4      5 
11         2        3        3            3        2         3      5 
12+       2        2        2            2        2         2      5

Monday, July 16, 2018

Labyrinth Lord Next: Magic-User

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.

Changes to the class are in yellow.




Magic-User
Requirements: None
Prime Requisite: INT
Hit Dice: 1d4; +1 HP per level starting at 10th level
Maximum Level: ---

Class Abilities
   • Cast magic-user spells
   • They may use a type of wand known as a virge 
     (when a virge targets a creature it must make a 
      save vs wands or suffer 1d6 damage. However, 
      it can only be used if the magic-user has at least one 
      unused spell slot left)
   • May create new spells and magic items    
   • Stronghold at 11th level

Level      XP      AtB*  BrA    Po/D   Pe/P    W   Sp/D     
1            0          +1     16       13      13       13     14 
2           2,501    +1     16       13      13       13     14 
3           5,001    +1     16       13      13       13     14
4         10,001    +2     16       13      13       13     14
5         20,001    +2     16       13      13       13     14 
6         40,001    +2     14       11      11       11      12 
7         80,001    +2     14       11      11       11      12 
8       160,001    +3     14       11      11       11      12 
9       310,001    +3     14       11      11       11      12 
10     460,001    +3     14       11      11       11      12
11     610,001    +4     12        9        9         9        8 
12     760,001    +4     12        9        9         9        8 
13     910,001    +5     12        9        9         9        8 
14  1,060,001    +6     12        9        9         9        8 
15  1,210,001    +6     12        9        9         9        8
16  1,360,001    +7       8        7        6         5        6 
17  1,510,001    +7       8        7        6         5        6 
18  1,660,001    +7       8        7        6         5        6 
19  1,810,001    +8       7        6        5         4        4
20  1,960,001    +8       7        6        5         4        4
*Attack Bonus

Tuesday, July 3, 2018

Labyrinth Lord Next: Fighter Class

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.

Text in yellow are changes I have made to the class.




Fighter
Requirements: None
Prime Requisite: STR
Hit Dice: 1d8; +2 per level starting at 10th level
Maximum Level: ---

Class Abilities
   • Gain a +1 to damage with weapons
   • Rolls a critical hit on a natural 19 or 20
   • They can wield any weapon and wear any armor
   • Land and leader of men at 9th level
   • Gain an additional attack at 15th level and every 
      5 levels thereafter, to a maximum of 4 attacks 
      at 25th level

Level   XP         AtB*  BrA    Po/D   Pe/P    W   Sp/D     
0            -           +0     17       14      16       15     18 
1            0          +1     15       12      14       13     16 
2        2,035       +1     15       12      14       13     16
3        4,065       +2     15       12      14       13     16
4        8,125       +3     12       10      12       11     14 
5       16,251      +4     12       10      12       11     14 
6       32,501      +5     12       10      12       11     14 
7       65,001      +6      9         8       10        9      12 
8      120,001     +6      9         8       10        9      12 
9      240,001     +7      9         8       10        9      12
10    360,001     +8      7         6        8         7      10 
11    480,001     +8      7         6        8         7      10
12    600,001     +9      7         6        8         7      10 
13    720,001     +10    5         4        6         5       8 
14    840,001      +11   5         4        6         5       8 
15    960,001      +12   5         4        6         5       8
16   1,080,001    +13   4         4        5         4       7
17   1,200,001    +14   4         4        5         4       7
18   1,300,001    +15   4         4        5         4       7
19   1,440,001    +16   4         3        3         3       6
20+ 1,560,001    +16   4         3        3         3       6
*Attack Bonus

Friday, June 29, 2018

Labyrinth Lord Next: Elves

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.






Elves
Requirements: INT 9
Prime Requisite: STR and INT
Hit Dice: 1d6; +2 HP per level starting at 10th level
Maximum Level: 10

Class Abilities
   • May cast elf spells
   • Infravision out to 60'
   • When actively searching, they detect hidden and 
      secret doors on a 1-2 on a d6 roll d20 roll of 14+
   • They can wield any weapon and wear any armor
   • They may use a type of wand known as a virge 
     (when a virge targets a creature it must make a 
      save vs wands or suffer 1d6 damage. However, 
      it can only be used if the elf has at least one 
      unused spell slot left)
   • The are unaffected by the paralysis from ghouls
   • Stronghold in a natural setting at 9th level, while
     they may hired any race as a specialist, they may
     only hire elven soldiers.


Level   XP         AtB*  BrA    Po/D   Pe/P    W   Sp/D     
1            0          +1     15     12      13     13     15 
2        4,065       +1     15     12      13     13     15 
3        8,125       +2     15     12      13     13     15
4      16,251       +3     13     10      11     11     13
5      32,501       +4     13     10      11     11     13 
6      65,001       +5     13     10      11     11     13 
7    130,001       +6      9        8       9        9     11
8    200,001       +7      9        8       9        9     11 
9    400,001       +8      9        8       9        9     11 
10  600,001       +9      7        6       7        7      9 
*Attack Bonus

Labyrinth Lord Next: Dwarf Class [UPDATED]

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.

Finally, this post contains each set of Armor converted to Ascending AC.


Dwarf on Mountain by Mpbug



Dwarves
Requirements: CON 9
Prime Requisite: WIS
Hit Dice: 1d8+1; +3 +4 HP per level starting at 10th level
Maximum Level: 12

Class Abilities
   • Infravision out to 60'
   • Detect traps, false walls, hidden construction, and 
      noticing if passages are sloped on a 1-2 on a d6 
      roll d20 roll of 14+
   • They can wear any armor but cannot wield two-
      handed weapons or longbows
   • Underground Stronghold at 9th level


Level   XP         AtB*  BrA    Po/D   Pe/P    W   Sp/D     
1            0          +1     13       8      10       9     12 
2        2,187       +1     13       8      10       9     12 
3        4,375       +2     13       8      10       9     12
4        8,751       +3     10       6       8        7     10
5       17,501      +4     10       6       8        7     10 
6       35,501      +5     10       6       8        7     10 
7       70,001      +6      7        4       6        5      8 
8      140,001     +6      7        4       6        5      8 
9      280,001     +7      7        4       6        5      8 
10    400,001     +8      4        2       4        3      6 
11    540,001     +8      4        2       4        3      6 
12    660,001     +9      4        2       4        3      6
*Attack Bonus

Ascending AC Armor Chart
Banded Mail AC 16
Chain Mail AC 15
Horse Barding AC 15
Leather AC 12
Padded AC 12
Plate Mail AC 17
Scale Mail AC 14
Shield +2 AC
Splint Mail AC 16
Studded Leather AC 13
Unarmored AC 11


Tuesday, June 26, 2018

Labyrinth Lord Next: Cleric Class [UPDATED]

I've been thinking about running B/X DnD, probably using Labyrinth Lord because of it's organization. However, my players are all used to ascending AC, which I prefer and that means Attack Bonuses instead of THAC0. I wanted to present all of the relative information about each class for my players in one block, as well. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD. And finally, I'm switching the Turn Undead Table to a d20 role, which connects nicely as an alternative for my Turn Undead Table used as a Skill System.

I just thought naming it all LL Next would be a fun nod. 


Mercion the Cleric from the DnD Toy Line

Cleric
Requirements: None
Prime Requisite: WIS
Hit Dice: 1d6; +1 HP per level starting at 10th level
Maximum Level: ---

Class Abilities
   • Cast cleric spells
   • Turn undead (see below for table using 2d6 a d20
   • A cleric can "lose" any prepared spell to cast 
     any cure spell of the same spell level or lower
   • They can wield any armor but my only use 
      weapons without an edge.
   • Stronghold at 9th level

Level   XP         AtB*  BrA    Po/D   Pe/P    W   Sp/D     
1            0          +1     16       11      14       12     15 
2        1,565       +1     16       11      14       12     15 
3          3,125        +1     16       11      14       12     15
4          6,251        +2     16       11      14       12     15
5       12,501      +2     14        9       12       10     12 
6       25,001      +3     14        9       12       10     12 
7       50,001      +3     14        9       12       10     12 
8      100,001     +3     14        9       12       10     12 
9      200,001     +4     12        7       10        8       9 
10    300,001     +4     12        7       10        8       9 
11    400,001     +5     12        7       10        8       9 
12     500,001        +6      12        7       10        8       9 
13    600,001      +7      8         3        8         4       6 
14    700,001      +7      8         3        8         4       6 
15     800,001         +8       8         3        8         4       6
16    900,001      +8      8         3        8         4       6 
17    1,00,001         +9       6         2        6         4       5 
18    1,100,001       +9       6         2        6         4       5 
19    1,200,001      +10      6         2        6         4       5
20    1,300,001      +10      6         2        6         4       5
*Attack Bonus

Turn Undead Table 
(Uses a d20 and stolen from the Basic Fantasy RPG)

Cleric                            Hit Die of Undead
Level     1     2      3     4     5       6      7      8      9+
1           13   17    19   No  No     No   No   No   No
2           11   15    18   20   No     No   No   No   No
3              9    13    17   19   No     No   No   No   No
4            7    11    15   18    20     No   No   No   No
5            5     9     13   17    19     No   No   No   No 
6            3     7     11   15    18     20    No   No   No 
7            2     5      9    13    17     19    No   No   No 
8            T     3      7    11    15     18    20    No   No 
9            T     2      5     9     13     17    19    No   No   
10          T     T      3     7     11     15    18    20    No 
11          D     T      2     5      9      13    17    19    No
12           D     T     T     3       7      11    15    18    20
13          D     D     T     2      5        9    13    17    19 
14          D     D     T     T      3       7     11    15    18
15            D     D     D     T     2        5      9    13     17     
16          D     D     D     T     T        3      7    11     15  
17            D     D     D     D     T       2       5     9      13 
18            D     D     D     D     T       T       3     7      11 
19            D     D     D     D     D       T      2      5       9
20            D     D     D     D     D       T      T      3       7 




Sunday, June 5, 2016

Heroes and Horrors: D&D 5th Edition Meets Labyrinth Lord and OSRIC

Heroes and Horrors is a simple version of DnD 5E that merges old and new.

At the moment, I'm choosing Race as a Class. When making a character, you choose a Background from 5E and when it applies, you have Advantage on your Ability roll. Ability Modifiers would be per 5E (at the moment). Weapon damage would be per Class (so weapon choice would be cosmetic). Saving Throws would mimic 5E's Death Check, roll a d20, equal or exceed a 10 and don't add Ability Modifiers. Max level would be 20 (for now). AC from armor and shields would be per 5E. You add the appropriate Ability Modifier to any Ability or Damage roll. Here is how Two-Weapon Fighting works: if you hit on your melee weapon attack roll AND your d20 roll is Odd, you deal an additional 1d6 damage.


CLERIC
Hit Die: d8.

Armor/Shield Permitted: Any.

Weapon Damage: d8 (One-Handed) or d10 (Two-Handed).

Spellcasting: Spells known and spells per day are per the Cleric in DnD 5E. Wisdom has no affect on Saving Throws.

Turn Undead: Any undead that can see or hear you, within 30 feet must make a Saving Throw or be Frightened for 1 minute or until they take damage.



DWARF

Hit Die: d12.

Armor/Shield Permitted: Any.

Weapon Damage: d10 (One-Handed) or 2d6 (Two-Handed).

Bonus Attacks: Starting at 9th level, you make 2 attacks per round.

Darkvision: You can see in complete darkness out to a distance of 60 feet.

Magic Resistance: You have Advantage on Saving Throws against Poison and Spells.

Stonecunning:  You have Advantage on Ability rolls while underground to Detect Traps and Secret Doors, or Notice If A Passage Is Sloped.



ELF
Hit Die: d6.

Armor/Shield Permitted: Any.

Weapon Damage: d6 (One-Handed) or d8 (Two-Handed).

Bonus Attacks: Starting at 11th level, you make 2 attacks per round.

Keen Senses: You have Advantage on Ability rolls when Searching for Secret Doors.

Fae Ancestry:
You have Advantage on Saving Throws to resist paralyzation.

Nightvision: You can see at night out to a distance of 60 feet.

Spellcasting: Spells known and spells per day are per the Sorcerer in DnD 5E. Charisma has no affect on Saving Throws.


HALFLING

Hit Die: d6.

Armor/Shield Permitted: Light and Medium armor and All shields.

Weapon Damage: d6 (One-Handed) or 2d4 (Two-Handed).

Agile: You have Advantage on ranged attack rolls.

Quick: You may use a bonus action to Disengage or Dodge.

Small: You have Advantage when Hiding.



FIGHTER
Hit Die: d10.

Armor/Shield Permitted: Any.

Weapon Damage: d10 (One-Handed) or d12 (Two-Handed).

Battle Hardened: You gain a +2 to Saving Throws.

Bonus Attacks: Starting at 7th level, you make 2 attacks per round and at 13th level, you make 3 attacks per round.

Combat Reflexes: You have Advantage on Initiative rolls.

Martial Training: You have Advantage when attacking with weapons.

Weapon Specialization: Choose one particular type of weapon, you roll a critical hit on an 19-20.


MAGIC-USER
Hit Die: d6.

Armor/Shield Permitted:
None.

Weapon Damage: d4 (One-Handed) or d6 (Two-Handed).

Spellcasting: Spells known and spells per day are per the Wizard in DnD 5E. Intelligence has no affect on Saving Throws.

Specialist Wizard: Choose a Spell School to specialize in, when you cast a spell from that school that requires a Saving Throw, your target has a -2 to their Save.


THIEF
Hit Die: d8.

Armor/Shield Permitted: Light armor.

Weapon Damage: d6 (One-Handed) or d8 (Two-Handed).

Backstab: When you surprise a target in melee or ranged combat or an ally is within 5 feet, you gain Advantage on your attack roll and an additional 1d6 to the damage roll.

Rogue: You have Advantage on rolls to Climb, Find Traps, Hide in Shadows, Move Quietly, Open Locks, Disarm Traps, Pick Pockets, and Decipher Languages.


Dabbler: You may cast spells from scrolls.

Thieves' Cant: You know the language comprised of hand signals and hidden signs used by Thieves.











Pocket Dark Sun: Dune Reaper & Gaj

Dune Reaper: "The reaper prowls the sandy wastes in wild packs, leaping from dunes to ambush and impale its prey on its scythe like l...