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 thirteenth part of a series, here are the links to the
The Group
Section 4 starts off with stuff about the adventuring group. Stuff like how you should have a diverse party because different classes do different stuff. It follows this up with suggesting that a group has a marching order and since most labyrinth hallways fit two people abreast a line with two a row would be good way to move. It follows it up with suggesting having Fighters in front followed by Thieves, then Magic Users and Elves, and ending the line with Dwarves or Clerics. All of these are useful suggestions to give a new group and so are the right thing to start off with in the section.
The Labyrinth
The place you will likely spend most of your time. Whether you call it a dungeon, labyrinth, or a cave it basically means some underground space with monsters and traps. Turns are equal to ten minutes and a round is ten seconds. Now for one of the things that disapeered for the most part from the newest editions of D&D and that is the need for rest.
In Labyrinth Lords after 5 turns of activity you need a turn of rest. If you don't you get - to hit and to damage rolls till you have rested a turn. I guess in a place that is for the most part able to kill you at the drop of a hat you might get strung out a bit quicker then normal.
Doors in the dungeon can be locked or hidden though no mention of being stuck. I personally like that in the really old D&D version the doors where basically out to get you. Nothing in LL about the doors swinging closed on their own or needing spikes to keep them open.
Traps are another thing somewhat different though this is more of a actually having a way to find them other then clues left by the DM. Everyone except Dwarves get a 1 in 6 chance of find a trap while a Dwarf will have a 2 in 6 chance. Thieves also happen to have special skill at finding traps though that is all it say here so I guess if you want to know how you actually have to go to the thief entry.
In Labyrinth Lords after 5 turns of activity you need a turn of rest. If you don't you get - to hit and to damage rolls till you have rested a turn. I guess in a place that is for the most part able to kill you at the drop of a hat you might get strung out a bit quicker then normal.
Doors in the dungeon can be locked or hidden though no mention of being stuck. I personally like that in the really old D&D version the doors where basically out to get you. Nothing in LL about the doors swinging closed on their own or needing spikes to keep them open.
Traps are another thing somewhat different though this is more of a actually having a way to find them other then clues left by the DM. Everyone except Dwarves get a 1 in 6 chance of find a trap while a Dwarf will have a 2 in 6 chance. Thieves also happen to have special skill at finding traps though that is all it say here so I guess if you want to know how you actually have to go to the thief entry.
This is the thirteenth part of a series, here are the links to the
Labyrinth Lord rules that can be found Here at Goblinoid Games
No comments:
Post a Comment