Monday, July 4, 2011

Labyrinth Lord Cover to Cover: Part 6, pages 10 and 11, The Elf

For this series of posts I will be using the free PDF of the 
Labyrinth Lord rules that can be found Here at Goblinoid Games
This is the sixth part of a series, here are the 1st, 2nd, 3rd,  4th, and 5th part

The Elf

   I will admit to being slightly prejudiced against them coming from my Dwarf Fortress background but I will try to give the cannibalistic nature loving elves a fair review.
   The first thing to know about them is that they are Magic User and Fighters all rolled into one class and as such have both strength and intelligence for prime requisites and require both to be big enough to get bonus experience points and to be one you need at least 9 intelligence. Their hit die is the d6 so while worse then a true fighter is better then a true magic user in this regard.
   Now the fun stuff. Elves have a lot of abilities. First up is they have infravision out to 60 feet. Along with this their eyes are so keen they have a 1 in 3 chance to find hidden doors  unlike the normal 1 in 6. Next is that because they are SO connected with nature they are unaffected by a ghouls paralyzing touch.
   Now the thing that is supposed to balance all of those abilities, a level cap of 10. This does mean they only get spells up to level 5 and being a spellcaster is more affect by the level cap then say a dwarf but still if your group doesn't get up to high levels, well I will let you make up your own mind about it.



This is the sixth part of a series, here are the 1st, 2nd, 3rd,  4th, and 5th part
Labyrinth Lord rules that can be found Here at Goblinoid Games

No comments:

Post a Comment