D&D Outland
December 5, 2016 | Author: Foxtrot Oscar | Category: N/A
Short Description
D&D...
Description
Dungeons & Dragons ADDITIONAL
Rules for Amazing Weird Science-Fantasy Campaigns Playable with Paper, Pencil, Funny Dice, and Miniature Figures
Supplement LXXXVI
BY JEREMY DERAM
works with
Labyrinth Lord™
NOT PUBLISHED BY
TSR RULES
Dungeons & Dragons
Supplement LXXXVI
Being a collection of house rules to be used for adventuring in the weird and fantastic world of Outland. BY JEREMY DERAM
2=,5*26..7>= Introduction ...................................................................................................................... 4 Character Creation Quick-Start ........................................................................................ 5 Ability Scores .................................................................................................................... 6 Character Classes .............................................................................................................. 8 Fighter....................................................................................................................................................... 9 Cleric ....................................................................................................................................................... 10 Turning Undead ................................................................................................................................. 11 Magic-User ............................................................................................................................................. 12 Sorcery ................................................................................................................................................. 13 Thief ........................................................................................................................................................ 16 Thief Skills ........................................................................................................................................... 17 Dwarf ....................................................................................................................................................... 18 Elf ............................................................................................................................................................. 19 Hobbit ..................................................................................................................................................... 20 Orc ........................................................................................................................................................... 21 Goblin ...................................................................................................................................................... 21 Tiefling .................................................................................................................................................... 21 Equipment ....................................................................................................................... 22 Starting Equipment Packages............................................................................................................. 22 Armor ...................................................................................................................................................... 22 Adventuring Gear ................................................................................................................................. 23 Weapons ................................................................................................................................................. 23 Weapon Damage by Class ................................................................................................................. 23 Adventuring Rules .......................................................................................................... 24 Time......................................................................................................................................................... 24 Movement .............................................................................................................................................. 24 Light ........................................................................................................................................................ 24 Traps and Trap Detection.................................................................................................................... 25 Earning Experience .............................................................................................................................. 25 Carousing................................................................................................................................................ 25 Hirelings ................................................................................................................................................. 25 Henchmen .............................................................................................................................................. 27 Encumbrance ......................................................................................................................................... 27 Spellbooks and Scrolls ......................................................................................................................... 27 Combat ............................................................................................................................ 28 Combat Resolution ............................................................................................................................... 28 Healing .................................................................................................................................................... 28 Death & Dying........................................................................................................................................ 28 Crits & Fumbles ..................................................................................................................................... 28 Two-Weapon Fighting ......................................................................................................................... 28 Shield Bash ............................................................................................................................................. 29 Shields Shall be Splintered ................................................................................................................. 29 Helmets Shall be Shattered ................................................................................................................. 29 Order of the d30 .................................................................................................................................... 29
7>297 What is this booklet? This document is a player reference for the house rules used in my D&D games set in the fantastic world of Outland. It is meant to be used as a supplement to either the Dungeons & Dragons Basic and Expert rules, published in 1981 (hereafter referred to as B/X D&D), or the Labyrinth Lord rulebook. You still need the actual rulebooks for spells and textual explanations of a lot of the rules. I don’t have Labyrinth Lord or B/X D&D. Where can I get it? Labyrinth Lord is currently available in print, and there are also electronic PDF versions available, including a free downloadable version with no art. Check with your local game store for a print copy (they might have to order it, but they should be able to get it), or visit www.goblinoidgames.com for the electronic PDF versions. The original Basic and Expert D&D books are out of print and are not legally available in electronic form. However, used copies can be generally be acquired cheaply via Ebay or Amazon. The entire box set is not needed, just the rules booklets. If you decide to go this route, be sure to get the correct ones. The Basic Rulebook is edited by Tom Moldvay. The Expert Rulebook is edited by David Cook and Steve Marsh. The versions edited by Frank Mentzer, while very good, are not the ones we are using. I don’t feel like reading this crap. What’s really important? In this booklet, you will find all of the necessary tables for XP, attack bonuses, and saving throws. It is meant to be used as a reference for players to help with creating characters, buying basic equipment, leveling characters, and other such mundane tasks. At a minimum, I’d recommend skimming the combat section in order to familiarize yourself with some of the combat house rules. They might just save your life! Here is a brief summary of what you will find in here that deviates from the standard B/X D&D or Labyrinth Lord rules:
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XP tables, attacks, saving throws, and charisma table brought back in line with B/X D&D, so you can more easily remember that your fighter needs 2,000 XP to reach level 2, rather than LL’s 2,035! Any character can use any weapon. Damage done is based on the PC’s class. None of the PC races have natural infravision. Don’t forget to buy torches! Risk-taking magic-users may use the optional sorcery system for spells. Thief skills system is replaced with a simpler and more generous 2d6 system. Three additional races are available: Orcs, Goblins, and Tieflings. Hobbits may opt to level as thieves rather than fighters if they’d like. Ascending armor class is used. Crits and fumbles are in play. Special rules for two-weapon fighting and shield bashing. Shields Shall Be Splintered rule is in effect. Any character can wear a helmet. A helmet can negate a single crit per session. The order of the d30 is in effect.
1*.* 1. Roll ability scores (3d6 in order, reroll 1s) 2. Note any ability score modifiers (pages 6-7) 3. Choose a class (pages 8-21) 4. Record attack bonus, saving throws, and any special abilities or spells based on your class 5. Note any experience bonus 6. Roll hit points 7. Equip your character (pages 22-23) 8. Record armor class and movement rate (pages 22 & 24) 9. Record alignment (new characters start neutral) 10. Name the character
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