by Gandalfscion » Sat Aug 20, 2016 12:58 pm
House Rules:
Hammers, Maces, Morning Stars, Picks, Heavy Crossbows and Longbows penetrated armor well by concentrating their force at a single point of impact, but were also unwieldy and not as versatile as swords. Therefore, a character using one of these weapons enjoys a +1 to hit bonus when attacking an opponent in metal armor (banded, chain, scale, or plate) or rigid monster flesh such as dragon scales or beetle carapace. The versatility penalty of these weapons is already reflected in their lower variable damage die.
Flails could wrap around enemy shields even if they were a bit clumsy. Therefore, a character using a flail gains a +1 to hit bonus against a target with any sort of shield. Again, the flail’s lower variable damage die already reflects the difficulty of using it.
Two Handed Weapons enabled users to put more of their weight into the blow. Therefore, any character using a two-handed weapon may add an additional +1 to his damage die.
Custom Classes for Labyrinth Lord
These optional rules for Labyrinth Lord provide a mechanism through which players can mix and match the capabilities of existing classes to create their own new custom classes. Each custom character begins with 28 Build Points (BP) and can spend them as desired to acquire capabilities per the Capabilities Table. To make a custom character just step through the capabilities hierarchy choosing as you go.
Capabilities Table
Capability/BP Cost/Notes
Armor/Shields
All/6
Some/4/ No metal armor
None/0
Attack Table
Fighter/8
Cleric/Thief/6
Magic User/4
Code of Conduct/0/Earn +2 BP
Favored Enemy/2/Pick any one category of monster
Hit Die
D10/ 10
D8/8
D6/6
D4/4
Spell Casting
As Magic-user/Illusionist/16
As Cleric/Druid/8
Partial/(1/4) the usual cost/Up to spell level two only
None /0
Thief Abilities
All/8
Some/4/Pick any three
None/0
Turn Undead
As Cleric/2
As Paladin/1
Weapons
Use All/6
Use Some/4/Exclude at least one category of weapons
None /0