28

I sat down with both PDFs this morning and compared them system-by-system, drawing on my experience with B/X D&D and Adventurer Conqueror King System to zero-in on the parts of early D&D that frequently vary and make the most difference. These notes apply only to core Swords & Wizardry (not White Box), and core Labyrinth Lord (not including ...


9

Even assuming you don't fall, you need to release one end of a sling to release the bullet; this is not possible if items smaller than 5 pounds stick to your hands.


9

The affected creature must have its hands and feet free and bare to climb in this manner. Holding a sling doesn’t leave your hand free, thus you cannot climb in that manner, and barring any other way to stick to the wall or ceiling, it certainly seems to me that you would fall.


9

The single difference that will have the most effect on an ongoing campaign or one shot adventures with characters above 3rd level is in Lamentations of the Flame Princess the only increases to to-hit bonus are received by the fighter. The fighter has a +1 bonus to-hit over the other classes at level one as well. The result is a 10th level cleric, magic-...


8

Most retroclones are very similar. Personally, I use many of them interchangeably, including content from Swords & Wizardry, Labyrinth Lord, LotFP, AD&D, and more. They are so similar, conversion is rarely necessary and it is very simple when it is. So I wouldn't stress compatibility. Some Considerations for Choosing: The most relevant difference ...


2

Since you're assumed to walk on all fours, I suspect it's only logical that while you move, not all 4 of your limbs are always touching the surface. I would assume you could hang in place only using 3 limbs (probably only 2), but not able to move this way. The other problem is the 5 pound objects rule. I would say that when you swing the sling, the momentum ...


1

Labyrinth Lord is based on the Moldvay/Cook B/X D&D rules, while Lamentations of the Flame Princess is based on the Frank Mentzer Basic D&D rules (the first of the BECMI rulesets). These original rules are very close to each other, but not the same.


1

I think that, in the case where both sides have Surprise, the Surprise round is a good time to roll a Reaction check (or a Morale check, if appropriate), if you haven't rolled for it already, to see what the opposition does. Some random monsters don't want to fight, been beaten by the PC's already, or are only prepared to defend themselves if attacked, ...


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