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08:41, 26th April 2024 (GMT+0)

House Rules.

Posted by DMFor group public
DM
GM, 2 posts
Tue 8 Sep 2009
at 02:59
  • msg #1

House Rules

PLAYER CHARACTER DEATH
PCs die at -1 hit points.  At 0 hit points the character is unconscious.  Healing will have no effect on dead PCs, however they may be affected by the spells Raise Dead, Reincarnate, or Resurrection.


TWO HANDED WEAPONS
The following weapons either require the use of two hands or can be used two-handed for higher damage(*).

Bastard sword*
Battle axe*
Crossbow
Heavy flail
Heavy pick
Longbow
Morningstar*
Pole arm
Quarterstaff
Short bow
Two-handed sword
Warhammer*


WEAPON DAMAGE
Battle axe	1 handed 1d8 / 2 handed 1d10
Bastard sword	1 handed 1d8 / 2 handed 2d4
Morningstar	1 handed 1d6 / 2 handed 1d8 (cannot be used by clerics)
Warhammer       1 handed 1d6 / 2 handed 1d8


CRITICAL HITS
Critical hits occur with a roll of a natural 20; requires a second to-hit roll for a critical strike; results in maximum damage for the weapon used.

CRITICAL MISSES
Critical misses occur with a roll of a natural 1; the result of a critical miss can include dropping your weapon, a temporary reduction in AC, or a self inflicted injury.  This will be determined by the LL based on the current circumstances.


TWO WEAPON FIGHTING
Those classes that can use a shield may use two weapons instead.  The exception to this rule is that Thieves may use two daggers.  Fighting with two weapons grants a +1 to hit.  Both should be one-handed weapons and typically one should be smaller  than the other.  The DM has the final word on what weapons may be used together.

The following weapons can be combined in two handed fighting: dagger, short sword, long sword*, scimitar*, hand axe, club, mace, light hammer, war hammer*, morningstar*

*Two weapons of this type may not be used at the same time.


MAGIC USER WEAPONS
Magic users may use daggers, darts, or slings.


ARMOR
Type               AC   Cost (gp)   Weight (lbs.)
Padded             8    5           10
Leather            8    20          15
Studded leather    7    30          20
Scale mail         6    65          40
Chain mail         5    150         30
Splint mail        4    200         45
Banded mail        3    250         35
Plate mail         2    600         50


ARMOR DEGREDATION
Whenever a character receives a critical hit (a natural 20 on 1d20) their armor is damaged and it's AC is increased by 1.  Armor can only be increased to an AC of 9.

This damage can be repaired.  Soft armor can be repaired by a fighter with no special equipment.  The fighter can restore AC points equal to their level and it will take 1 hour to repair each point.  Metal armor must be repaired at a smith or armory at a cost equal to 25% of the armors original value per AC point.


EQUIPMENT AND ENCUMBERANCE
I ask that players keep track of how much weight (in pounds) their characters are carrying.  I won’t be overly stringent on this but nobody should be carrying one of each weapon, plate mail, every type of equipment, a one year supply of iron rations, and 10,000 gold pieces.  Characters should have some means of carrying extra equipment or treasure such as backpacks or sacks.


STRENGTH AND ENCUMBERANCE
Characters with higher Strength scores can carry more equipment.  Add or subtract the following values from those given in the Movement and Encumbrance Table (p. 44).

3      -35
4-5    -25
6-7    -15
8-9     0
10-11   0
12-13  +10
14-15  +20
16     +35
17     +50
18     +75


SPELLS AND SPELL BOOKS
Clerics have access to all spells of their level when they pray for them.  Clerics may only cast the spells that they have prepared.

Magic-users and elves are restricted to the spells written in their spell books.  Starting magic users and elves start with two 1st level spells and one 2nd level spell in their spell books, although they may only memorize one 1st level spell at a time at 1st level.  Magic-Users/Elves start the game with a spell book and the ability to 'read' their own spell book.  They will need to learn 'Read Magic' later on to read other magical tomes, scrolls, etc.

New spells can be acquired for a fee from a higher level wizard if one can be located or copied from recovered scrolls.  To copy a spell from a scroll the character must be able to cast the level of spell on the scroll and must cast ‘Read Magic’.  Spells copied from scrolls disappear.

Spells that have not been cast do not need to be re-memorized the next day.


ABILITY CHECKS
The success or failure of actions performed by characters such as jumping over chasms, balancing on a rope, or breaking a table will determined by ability checks.   These will involve a roll of 1d20 against the appropriate ability.  A roll lower than your ability score means you were successful.  These rolls may be modified up or down at the LLs discretion.  However, a roll of 1 is always successful while a roll of 20 always means failure.


MORALE CHECKS
We will be using the Morale Check rules for monsters and NPC retainers.


EXPERIENCE POINTS
Experience points will be awarded for defeating monsters (killed, incapacitated, captured, etc.), acquiring treasure (1 gp = 1 ep), and completing quests. Additional experience points will be awarded by the DM for exceptional actions, roleplaying, or achieving various milestones.

THIEF SKILLS
Thieves start with a base 1 in 6 chance of success in each skill category. They have 4 skill points to distribute among the skill, but must allocate points to at least two skills. Each point allocated raises the chance of success by one. For example, spending two skill points on Pick Locks means that the thief will successfully pick a lock a 1-3 on 1d6. Thieves gain an additional 2 skill points for each level of experience. If any skill in increased to 6, the skill check will be made with 2d6; failure occurs only on a roll of two sixes.

Pick Locks:         1 on 1d6
Find/Remove Traps:  1 on 1d6
Pick Pockets:       1 on 1d6
Move Silently:      1 on 1d6
Climb Walls:        1 on 1d6
Hide in Shadows:    1 on 1d6
Hear Noise:         1 on 1d6

Note: Any character may attempt to Hear Noise or Climb walls with a 1 in 6 chance of success but they may not improve these abilities. Likewise, dwarves can find traps hidden in walls, floors, or ceilings and halflings can hide in shadows with a 2 in 6 chance of success but these abilities may not be improved.
This message was last edited by the GM at 18:40, Sat 26 Oct 2019.
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