Wednesday, July 4, 2018

Labyrinth Lord Next: Halfling

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.

Changes to the class are in yellow.






Halflings
Requirements: Dex 9, CON 9
Prime Requisite: STR and DEX
Hit Dice: 1d6
Maximum Level: 8

Class Abilities
   • They cannot wield large or two-handed weapons
      but may use any other weapon and wear any 
      armor
   • In bushes or in outdoor cover they have a 90%
     chance to hide may hide by rolling a 3 or better
     on a d20 roll 
   • They may hide on a 1-2 on a d6 chance by rolling
      a 14 or better on a d20 roll
   • They gain a +1 to initiative rolls (see below) 
      when alone or wither other halflings
   • They gain a +2 to AC against creatures larger 
      than human +1 to AC 
   • They gain a +1 "to hit" with ranged weapons
   • Stronghold in a serene setting at 8th level, where
     they become sheriff


Level   XP         AtB   BrA   Po/D   Pe/P  W   Sp/D     
1            0          +1     13      8       10      9      12 
2        2,035       +1     13      8       10      9      12 
3        4,065       +2     13      8       10      9      12
4        8,125       +3     10      6        8       7      10
5      16,501       +4     10      6        8       7      10 
6      32,501       +5     10      6        8       7      10 
7      65,001       +6      7       4        6       5       8
8    130,001       +6      7       4        6       5       8 
#Attack Bonus

Each Player and the Dungeon Master roll a d20 for initiative and add the appropriate DEX modifier at the beginning of combat. Highest initiative total goes first, then second highest goes next, etc. If there is a tie, consult the DEX score with the highest winning the tie.

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