House Rules

These are supplemental rules for Labyrinth Lord (LL) Advanced Edition Companion (AEC). When specific pages are cited:
LL=Labyrinth Lord (Proctor, 2009)
AEC=Advanced Edition Companion (Proctor, 2010)
PH=Players Handbook (Gygax, 1978)

Published Optional Rules
Individual Initiative (pp. LL6, AEC4) is in effect.
Crossbow Rate of Fire (p. PH38) is in effect.
Encumbrance Rules (p. LL44) are NOT in effect.
Equipment Costs (pp. LL15, AEC25) are guidelines only.
Advanced HD (p. AEC21) is in effect.
Secondary Skills (p. AEC21) are in effect.
Good and Evil Alignment (p. AEC22) is in effect.
Age (p. AEC23) is NOT in effect.
Character Inheritance (p. AEC25) is NOT in effect.
Morale (p. LL56) is in effect.
Combat Options (p. AEC142):
Helmets are NOT in effect.
Parrying is in effect.
Subdual damage is in effect.
Two-weapon fighting is NOT in effect.

Character Generation
Ability Scores
To generate character Ability scores: Roll 3d6 and add up the scores, repeat this six more times, then drop the lowest total, to generate a set of six numbers between 3 and 18. Assign each number to the Abilities in the order you rolled them. If the total of all ability modifiers result in a 0 or negative, you can re-roll all ability scores again as above.

Hit Points
1st level characters start at maximum possible hit points.

Bonus Spell levels from INT or WIS
An Arcane Spellcasters INT bonus or a Clerical caster WIS bonus grants that character bonus spell levels, which allow the character to spontaneously cast (without memorisation) bonus spells from any level they can cast. For example, if a wizards can cast 2nd level spells and has a +3 Int bonus, they could either cast 3 additional 1st Level spells, or one 2nd level and one 1st level.

Resting & Natural Healing
Characters must rest/sleep at least 8 hours in 24 to be considered rested. Being fully rested confers the following benefit once per 24 hour period: Natural healing of 1-3 points + Constitution hit point bonus, if any. Achieving full rest requires 8 hours of rest/sleep as above, and the following additional conditions must be met:
• Access to a bed, bedroll or similar makeshift bedding materials.
• Shelter from inclement weather (building, tent, cave or similar).
• Removal of bulky equipment such as backpacks & armor.

If the above conditions are not met during the 8-hour rest period, characters are still considered rested for purposes of fatigue recovery but no natural healing occurs.

First Aid
Once per combat (during or immediately after) any character who was hurt during that combat may bind wounds for 1d3 points of healing. This takes a full round to accomplish and requires the use of a Bandage, which must be purchased and carried. Bandages typically costs 2 sp and they have an Encumbrance value of 1. When a bandage is used, it is removed from your inventory.

Disfigurement
Once in their adventuring career, when a character (and ONLY a character) reaches 0 or fewer hit points, and would have otherwise been killed can instead opt to survive with 1HP by rolling on the Disfigurement table.

2d6 Disfigurement
2 Arm severed at shoulder
3 Arm severed at elbow
4 Hand severed
5 Eye plucked out
6 Ear lopped off
7 Lost a finger
8 Ear chopped off
9 Nose cut off
10 Foot severed
11 Leg severed at knee
12 Leg severed at hip

Character Classes
Race as class (pp. LL8, AEC7) is not used

Character Languages
Alignment languages (pp. LL14, AEC22) are not used. All thieves can silently communicate with each other using a sign language called “Thieves’ Cant”. Thieves automatically know this cant, regardless of INT.

Donning Armour:
Characters may find themselves in a situation where they must quickly put on their armour. The following times are required:
Armour Type Time Needed to Put On
Leather Armour 3 Rounds
Chain Mail 5 Rounds*
Plate Mail 9 Rounds*
Magical: -1 Rnd, additional -1 per ‘plus’

Armour: Removing
The time required to remove armour is half the figures given above, rounded down.

Shield Sacrifice
A.K.A. “Shields shall be splintered” from Archive of the Rotted Moon
Anytime you are about to take damage and have a shield equipped, you may choose to attempt to sacrifice the shield in order to avoid incurring the wound. Make a saving throw vs. death and, if the save is successful, the shield is sundered by the blow and destroyed, but you take no damage. In the case of spells that allow a saving throw for half damage, you may invoke this rule if you fail your save against the spell. Doing so successfully reduces the damage by half. In the case of magical shields, invoking this rule successfully means that you take no damage from blows (or half from spells) but the shield loses one “plus” from its enchantment. Thus, a +1 shield would become a normal shield; a +2 shield becomes a +1 shield, etc.

Spent Missile Recovery
For every arrow or crossbow bolt fired, roll 1d6: A result of 1-3 means the missile is broken or lost. A result of 4-6 means the missile is recovered and can be added back into your inventory. Sling bullets and stones are recovered only on a result of “6” due to the much smaller size of these projectiles.

Critical Hits and Fumbles
A natural 20 “to hit” is a critical hit and does maximum damage for the weapon or attack form employed. A natural 1 is a fumble to be interpreted by the DM as circumstances suggest, usually resulting in the character or monster spending a round or two regaining balance, retrieving a lost weapon, or the like. (It’s the roleplaying equivalent of “missing a turn”.)

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House Rules

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