# Labyrinth Lord Original Edition Characters (OEC) House Rules ## Ability Scores - All classes get +1 to open door attempts and +600 coins carry capacity for a STR 15+, with corresponding penalties for a STR of 6 or less. - Fighting Men get +1 to damage rolls for a STR 15+. ## Combat - If a Fighting Man kills his opponent, he can immediately attack another foe who is within melee range (one only). - Variable weapon damage is used. - Spears do double damage if set against a charge, and can attack from the second rank. They do d8 damage if used two-handed. - Firing missile weapons into melee is risky (-4 to-hit). On a miss, roll a random friendly target and re-roll attack with no bonuses or penalties. ## Wounds/Dying - PCs at zero or negative HP must save vs. death to survive, adding any CON bonus/penalty and +1 for Fighting Men. If they fail they are dead, otherwise they live with 1 HP and cannot regain more without magical healing or a full day's rest. - Any PC can bind wounds of another (or themselves) after any combat to heal 1d3 HP, but this can never restore full HP. ## Class and Racial Abilities/Limitations - Elves, Dwarves and Halflings roll one special trait from the Non-Human Player Codex. - Clarification on weapon use: Dwarves and Halflings cannot use lances, polearms, two-handed swords, or longbows (but can use other two-handed weapons). - Halflings gain +1 to missile attack rolls and can sneak quietly & hide when not in metal armor. - Magic-using Elves can cast spells in Elven chain armor (in addition to magic armor). - Magic-Users know read magic as an extra spell each day. - Holmes scroll rules in effect for MUs. ## Simplified Encumbrance - PCs can carry a reasonable amount of equipment (the easiest way to do this is to have them note where they are carrying each item) and 1,200 coins (one large sack), no more. .