Old D&D and D&D3E/4E treat initiative and combat order differently like so: D&D 3.5 / 4E: All participants roll individual initiative, once only at the start of combat. Each player takes ...
A staple of of early D&D is the "1 in 6" or "2 in 6" chance for surprise, finding secret doors, and so on. Recently, some of the retro-clones, mostly noticeably Lamentations of the Flame Princess ...
In Labyrinth Lord, when there is a possibility of surprise for both PCs and foes, both sides roll 1d6. A 1-2 indicates that side is surprised for the first round. If both sides roll a 1-2, both ...
Spider climb lets me climb walls and ceilings by making my hands and feet stick to surfaces. The spell specifics from the Labryinth Lord Advanced Edition Companion The subject can climb and ...
Exactly how does Adventurer Conqueror King differ from B/X D&D, Labyrinth Lord, and Pathfinder? If I wanted to begin playing with a system-light D&D, preferred ascending AC, and wanted ...
How do the rules of the 0e retro-clone Swords & Wizardry differ from Labyrinth Lord? What are the differences that a player or GM would notice when going from one system to the other?
The Labyrinth Lord rules, p11, say: Beginning at 15th level, a fighter gains one additional attack per round. One further attack is gained every 5 levels to a maximum of 4 attacks per round. So, ...
For those unfamiliar with the concept semi-diceless gaming is only having the players roll the dice. It's used in Cinematic Unisystem and the old (and now free) game Legendary Lives. I'd like to ...