This rather oblique thought emerged unbidden from my mind this morning and planted itself on a piece of paper. I shall now transcribe it for the edification of the curious.
The basics:
A system which allows one to play Labyrinth Lord with build-your-own classes.
(Note: I'm not particularly a fan of such systems, and don't plan to use it, but I thought it was worth recording for posterity.)
Ability scores rolled as normal.
All characters progress using the fighter XP table (for the sake of simplicity).
Players get 12 points to spend on the options below.
Race & class are separate, as per the AEC.
I guess multi-classing is out.
Saving throws? Not sure... probably just use the chart which seems to fit best.
Fighting ability:
Basic (0 points) -- Magic-user attack chart, d4 hit dice.
Moderate (2 points) -- Cleric / thief attack chart, d6 hit dice.
Advanced (6 points) -- Fighter attack chart, d8 hit dice.
Combat techniques:
Heavy armour (2 points) -- Gain full benefit from shields and heavy armour. Without this technique, characters can't use a shield and have a max AC of 6, whatever armour they're wearing. (Plus it's assumed that armour interferes with magic and thief skills.)
Heavy weapons (2 points) -- Use two-handed weapons, heavy crossbow, longbow competently. Without this technique characters suffer -2 to hit with these weapons.
Two-weapon fighting (2 points) -- Fight with two one-handed weapons. Without this technique, two-weapon fighting is not possible.
Backstab (2 points) -- Damage multiplier when attacking someone from behind by surprise.
Skills:
The standard thief skills plus any extras allowed (1 point each).
Arcane magic:
(Includes the ability to make scrolls, potions, etc.)
Slow advancement (4 points) -- Slow spell progression table (not included), starting from experience level 2.
Medium advancement (8 points) -- Standard magic-user spell progression.
Fast advancement (12 points) -- Standard magic-user spell progression, plus bonus spells for high INT.
Divine magic:
(Includes turning undead.)
Slow advancement (2 points) -- Slow spell progression table (not included), starting from experience level 2.
Medium advancement (4 points) -- Standard cleric spell progression.
Fast advancement (8 points) -- Standard cleric spell progression, plus bonus spells for high WIS.
Example 1: fighter:
Advanced fighting ability (6)
Heavy armour (2)
Heavy weapons (2)
Two-weapon fighting (2)
Example 2: thief:
Moderate fighting (2)
Backstab (2)
8 skills (8)
Example 3: magic-user:
Basic fighting (0)
Arcane magic, fast advancement (12)
Example 4: cleric:
Moderate fighting (2)
Heavy armour (2)
Divine magic, fast advancement (8)
Example 5: paladin:
Advanced fighting (6)
Heavy armour (2)
Divine magic, medium advancement (4)
Example 6: ranger:
Moderate fighting (2)
Heavy armour (2)
Heavy weapons (2)
Two-weapon fighting (2)
Skills: move silently, hide in shadows, climbing, tracking (4)
Example 7: bard:
Moderate fighting (2)
Heavy armour (2)
Skills: move silently, hide in shadows, pick pockets, read languages (4)
Arcane magic, slow advancement (4)
Great minds. I'm very close to releasing a very similar system, although mine goes down a different path to achieve the same goal. It's great to compare the way you've gone about it Gavin to the way I have. I better get my arse into gear and finish the job. :-)
ReplyDeleteI look forward to reading about it Dave!
ReplyDelete