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Labyrinth Lord: Dolphin Men

David Stark

The inhabitants of remote coastal regions and river deltas, Dolphin Men are feared as sadistic raiders. Occasionally, one of the brighter ones will go adventuring. Requirements: 12 DEX Prime Requisite: DEX Hit Dice: 1d4 Maximum Level: 9 Level Progression: Like Cleric Attack Rolls: Like Fighter...

Labyrinth Lord: Axolotl Men

David Stark

Following a discussion playing Labyrinth Lord a while ago, here's a quick proposed "Axolotl man" class: Requirements: None Prime Requisite: CON Hit Dice: 1d6 Maximum Level: 12 Level Progression: Like Dwarf Abilities Underwater breathing Regenerates as many HP as levels each day Fully heals from...

Internal consistency and dragons

David Stark

This is another installment of "how I would do fantasy creature X". This time: dragons. I like my science fiction and fantasy to be pretty grounded in reality with a bunch of well-delineated differences. My suspension of disbelief breaks down pretty quickly if, for example, a setting contains...

Addendum on Ranged Weapons

David Stark

The previous two installments left out ranged weapons on purpose, because the rules are rather different. Looking at the weapons table in Labyrinth Lord, similar problems as with melee weapons are apparent: if playing with simple damage rules, there is little point to the heavy weapons. If playing...

Overcomplicated Addendum

David Stark

On further reflection, here is a table of Labyrinth Lord weapons with both reach and variable damage, as well as adjustments made to bring up prices and make weights more historically accurate. The following table, except for the last two entries, unarmed and pike, is the same set of weapons as...