Fantasy Game House Rules (TLDR edition)
- See the full rules for more info.
- Use the spells from [Advanced Labyrinth Lord].
Abilities
- Roll abilities 3d6 in order, then swap one pair if desired.
- Ability modifiers apply only outside combat.
- Situational advantage/disadvantage (roll two d20, take the higher/lower) may apply in combat.
Clerics
- Clerics get a spell at first level, but Turn Undead is a spell.
- When a cleric prays for spells, they get all random spells, but…
- A cleric may swap out any prepared spell for a Turn Undead or Cure Light Wounds spell at any point during play.
Fighters
- When rolling hit points, fighters roll two hit dice, and choose the higher roll.
- Fighters have a significantly better attack bonus than other classes.
- Fighters deal more damage than other classes.
Magic-Users
- Magic-users start with Read Magic, one spell rolled at random, and one spell chosen by the player.
- Other spells must be found during adventures or discovered by research.
Elves
- Elves cast magic-user spells while wearing any armor.
- After third level, elves keep only a quarter of the experience points they earn.
- Elves roll hit points, attack, and deal damage like magic-users rather than fighters.
- Elves ignore aging and fear effects, Sleep, Charm, Hold, and ghoul paralysis.
Dwarves
- Dwarves act as fighters.
- They save with a +4 bonus.
- Dwarves know about stonework, gems, engineering, and metalwork.
- On 1–2 in 6, dwarves notice secret doors simply by passing near them.
- After level 6, dwarves suffer a 50% reduction in subsequent earned experience.
Alignment
- Law, Chaos, or Neutrality.
- Law and Chaos do not necessarily correspond neatly to Good and Evil.
Hit Dice
- All hit dice are d6.
- Fighters roll two hit dice, and choose the higher roll.
Experience and Advancement
- Treasure gives XP. Killing monsters does not.
- Exploring new rooms/hexes gives an XP bonus.
Armor, Encumbrance, Wandering Monsters
- Armor determines movement rate.
- Movement rate determines the likelihood of a random encounter.
- Use ascending armor class.
Combat, Damage, Death
- Running away is always an option.
- A “20” attack roll deals double damage and triggers a morale check.
- A “1” attack roll breaks the attacking weapon.
- Most attacks do d6 damage.
- Fighters deal d8 damage, or d10 with two-handed weapons.
- At zero or fewer hit points, roll on the Death or Dismemberment table.