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Smoldering Wizard

~ Old-School Role Playing

Smoldering Wizard

Monthly Archives: September 2020

Labyrinth Lord OEC House Rules

11 Friday Sep 2020

Posted by Doug in DM Resources, Player Resources

≈ 3 Comments

Tags

house rules, labyrinth lord, oec, Original Edition Characters

I mentioned starting a Labyrinth Lord Original Edition Characters (OEC) campaign recently, and having created some house rules. I tried to keep them as minimal as possible, my main goal was to slightly increase the power of the Fighting Man and give Magic-Users (MUs) some extra flexibility to cast utility spells by way of the Holmes scroll rules (a MU of any level can create a scroll of any spell they know for 100gp and 1 week per spell level). I’ve created a player quickstart, like I did for a few other games, which allows the MU to start play with a scroll of one 1st-level spell, or 100gp (I’ll post the quickstart in the next few days).

I’ve also incorporated the special trait tables for demi-humans from the Non-Human Player Codex, to add some flavor. I don’t think this gives demi-human PCs too much power, the trait abilities are minor, and I am still using the by-the-book level limits for
Halflings, Dwarves and Elves.

The save vs. death rule is one I’ve been using in my games recently. I’ve found it works very well in play, without eliminating the pervasive fear of death that makes old-school games so exciting. If anything, leaving the PC who saves vs. death alive with 1hp but no second chance and no possibility of non-magical healing increases the tension during a combat.

Ability Scores

  • All classes get +1 to open door attempts and +600 coins carry capacity for a STR 15+, with corresponding penalties for a STR of 6 or less.
  • Fighting Men get +1 to damage rolls for a STR 15+.

Combat

  • If a Fighting Man kills his opponent, he can immediately attack another foe who is within melee range (one only).
  • Variable weapon damage is used.
  • Spears do double damage if set against a charge, and can attack from the second rank. They do d8 damage if used two-handed.
  • Firing missile weapons into melee is risky (-4 to-hit). On a miss, roll a random friendly target and re-roll attack with no bonuses or penalties.

Wounds/Dying

  • PCs at zero or negative HP must save vs. death to survive, adding any CON bonus/penalty and +1 for Fighting Men. If they fail they are dead, otherwise they live with 1 HP and cannot regain more without magical healing or a full day’s rest.
  • Any PC can bind wounds of another (or themselves) after any combat to heal 1d3 HP, but this can never restore full HP.

Class and Racial Abilities/Limitations

  • Elves, Dwarves and Halflings roll one special trait from the Non-Human Player Codex.
  • Clarification on weapon use: Dwarves and Halflings cannot use lances, polearms, two-handed swords, or longbows (but can use other two-handed weapons).
  • Halflings gain +1 to missile attack rolls and can sneak quietly & hide when not in metal armor.
  • Magic-using Elves can cast spells in Elven chain armor (in addition to magic armor).
  • Magic-Users know read magic as an extra spell each day.
  • Holmes scroll rules in effect for MUs.

Simplified Encumbrance

  • PCs can carry a reasonable amount of equipment (the easiest way to do this is to have them note where they are carrying each item) and 1,200 coins (one large sack), no more.

Summer Gaming

09 Wednesday Sep 2020

Posted by Doug in Gaming

≈ 3 Comments

Tags

5e, old-school, summer

Well the summer is winding down and I was just reflecting on a few decent months of online gaming. My 5e game continues (mostly) weekly, as a player in ‘Ghosts of Saltmarsh’. It’s a fun, shared story of heroic PCs who like to kick ass, and quite different from the old-school experience. Our group started with face-to-face sessions, but moved to Roll20 this past March. Although I miss the real tabletop experience, I have to say that for a game like 5e with lots of rules, having access to the compendium data online is a great time saver (I find I use it mostly for spell lookup).

My old-school group also plays weekly, this summer my friend John ran quite a few games for our us. One is a Moldvay B/X (by way of OSE) game called ‘Below Nienne’, which is a ‘ruined city beneath the city’ sandbox. The other is a homebrew pulp game based on the tiny d6 mechanics and set in the 1930s. Both have been great fun, aided by the GM’s masterful ability to improvise (although I admit as a player it’s sometimes hard to tell what is improvised on the spot and what is planned).

For my part, I ran a few sessions of my OD&D campaign, Nolenor, and just this past week started a new campaign using the Labyrinth Lord Original Edition Characters (OEC) rules, set in the Known Lands (I’ll have more to say about that in some future posts, including some house rules and a new quickstart). I also did some work on my Ravendale setting.

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