Use the Advanced Labyrinth Lord rules (or the free, no-art rules), with the exceptions noted below.
Roll 3d6 for each ability score. Arrange the scores as desired.
New first-level characters start with maximum hit points.
When rolling hit dice for single-class fighters, roll two dice and keep the higher result.
Single-class fighters deal d10 damage with a single-handed weapon or d12 with a two-handed weapon.
A classic/basic elf character may wear armor while casting spells. However, they use the attack bonus of a magic-user, not a fighter.
Single-class, advanced-style elves follow the attack bonus and armor restrictions of their class.
When magic-users gain a level, they may choose one new spell and select another by random roll. A magic-user only learns other spells by adventuring (pilfering enemy spell books or discovering dusty scrolls) or from a non-player character.
Use class-based damage. When wielding a single-handed weapon, a character causes damage equal to their class hit die.
Single-class fighters deal better damage: d10 with a single-handed weapon or d12 with a two-handed weapon.
For unarmed combat or improvised weapons, use one die smaller. A cleric engaged in fisticuffs deals d4 damage, for example.
d20 + Attack Bonus + Other Modifiers ≥ ascending AC hits
i.e.:
d20 + Attack Bonus + Other Modifiers ≥ 20 - descending AC hits
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Attack | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|
Attack | +11 | +12 | +13 | +14 | +15 | +16 | +17 | +18 | +19 | +20 |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Attack | +0 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +4 | +4 |
Level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|
Attack | +5 | +5 | +6 | +6 | +6 | +6 | +7 | +7 | +8 | +8 |
On a natural attack roll of 20, the attack causes double damage and triggers a morale check for the opponent.
On a natural attack roll of 1, non-magical weapons break. For magical weapons, roll another d20; the weapon breaks only on another result of 1.
Armor determines movement rate. For a reasonable amount of gear, don’t otherwise track encumbrance, except that every 500 coins carried drops movement by one tier.
Armor | AC | AAC | Movement |
---|---|---|---|
Naked | 9 | 11 | 180′ |
Shield only | 8 | 12 | 180′ |
Leather armor | 8 | 12 | 120′ |
Leather & shield | 7 | 13 | 120′ |
Chain mail | 5 | 15 | 90′ |
Chain & shield | 4 | 14 | 90′ |
Plate mail | 3 | 17 | 60′ |
Plate & shield | 2 | 18 | 60′ |
+Encumbered | 30′ |
In a week, assuming they do not ceaselessly adventure or travel, a spell caster of any level can create a scroll of a spell they know, or a potion of a spell they know that targets the caster/imbiber.
Spell Lvl | Potion/Scroll Cost |
---|---|
1 | 100 gp |
2 | 200 gp |
3 | 400 gp |
4 | 800 gp |
5 | 1,600 gp |
6 | 3,200 gp |
7 | 6,400 gp |
8 | 12,800 gp |
9 | 25,600 gp |
Characters earn 1 XP for each gold piece worth of treasure recovered.
These are things likely lead to a treasure:
Since retainers attach to a particular player character, all the retainers of a player character share a fraction of the XP equal to that awarded to a player character — up to half. This XP is not deducted from the total awarded to the player character; it’s additional XP for the retainer.
Between all a player character’s retainers, divide a full XP share by the number of retainers plus one.
No. Retainers | XP multiplier |
---|---|
1 | 0.5 |
2 | 0.333 |
3 | 0.25 |
4 | 0.2 |
5 | 0.166 |
6 | 0.142 |
7 | 0.125 |
For example, a player character has two retainers. The character earns 910 XP, and each retainer receives 300 XP (910 × 0.333).
If a player designates one retainer as the party’s linkboy, and the linkboy forgoes participating in combats, the party will always (circumstances permitting) have light.
If a player designates one retainer as the party’s porter, and the porter forgoes participating in combat, assume the porter carries a reasonable amount of any routine equipment costing less than 10 gp. The party may forgo tracking ammunition.
See also adventures, monsters, spells, treasure, and ref sheet.
Paul Gorman, 2019–2020.