Telengard house rules outline

I’m going with Labyrinth Lord. I’ll house rule a few things but I really like the basic rules. I’m thinking I’ll house rule:

  1. Races and classes. All normal Labyrinth Lord classes will be used, as written. Half-elves and Half-orcs will be playable too — they just use human Classes (Fighter, Thief, etc.) with no mechanical difference from humans.  Additional classes and races become available as the game develops and the Adventurers’ Guild develops new training programs.
  2. Skills. I’m stealing the LotFP:WF skill system. One addition is that all characters get to add a point to one skill for their “background.”  I’ll work out the details later.
  3. Combat. I will use the “Shields shall be splintered” rule from Trollsmyth. Metal shields have two uses, wooden shields one.
  4. I will use the “Super-simple combat maneuvers”.
  5. I will adopt something very close to the Robertson Games “Choose your weapon” rules for weapons.
  6. Critical hits? Maybe. It will just be maximum damage, no doubling.
  7. Entourage. Begin with Henchmen numbering 1/2 you maximum retainers according to CHA. Dump stat indeed!  These are 1st level NPCs who are loyal to the PC and available as instant replacement characters should the almost inevitable happen and a PC dies.  They must be equipped from the PC’s starting money, and can optionally be left behind in the Adventurer’s Guild if desired.
  8. Clerics will use spell books (=prayer books). Begin with all 8 1st level spells in it and two 2nd level spells.
  9. Ritual magic.  In addition to what is memorized, you can cast any spell in your book or from a scroll, but it takes 1 turn per spell level. If higher level spell than you can normally cast, failure or disaster is possible.
  10. Clerics begin the game Lawful, but otherwise characters begin Neutral.  Alignment may be changed, of course, as characters develop.
Published in: on September 28, 2010 at 6:00 am  Comments (2)  
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2 CommentsLeave a comment

  1. 8) how about they recieve spell book from church at 2nd level.

  2. Yeah, that makes perfect sense since clerics don’t spells until 2nd level.

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