I plan on running a Dolmenwood hexcrawl campaign eventually, so I've been looking over a variety of OSR systems to use as a chassis to bolt house rules onto. I've always liked Labyrinth Lord and my players tend to like AD&D, so here I am tinkering on classes.
I plan on having the players use the core human classes (cleric, fighter, magic-user, and thief) and a non-magical explorer/ranger class. I want to give them a few extra abilities, and tweak them a bit.
Prime Requisite: DEX
Hit Dice: 1D6
Saving Throws: Same As LL Thief, but see class abilities for a bonus vs. traps.
Thieves have a THAC0 as per the standard LL rules.
A thief usually belongs to a Thieves Guild from the character's local town, where they can seek protection, shelter, and information between adventures as long as they pay their dues... Thieves cannot wear armor heavier than leather, and they cannot use shields (but their AC improves at levels 4, 7, and 9). They can use any weapon. A thief can backstab if they can roll a successful move silently and hide in shadows skill. This grants them a +4 to hit and will multiply all damage by 2 (but this increases at higher levels). They get a bonus to saving throws vs. traps at 2nd and 5th level. Finally, Thieves at 3rd and 8th level can reduce their falling damage by the amount in feet shown if they can use a nearby wall to slow themselves.
Note that there are a few new thief skills below and that their percentages are higher than the core LL ones.
|0||1||6 HP||Backstab, Thief Skills|
|1,251||2||2D6||Save vs. Traps: +3|
|5,001||4||4D6||AC: 1 Better|
|10,001||5||5D6||Save vs. Traps: +6|
|20,001||6||6D6||Backstab: x3 Dmg.|
|40,001||7||7D6||AC: 1 Better|
|160,001||9||9D6||AC: 1 Better|
|280,001||10||10D6||Backstab: x4 Dmg.|
|Thief Skill||Lvl 1||Lvl 2||Lvl 3||Lvl 4||Lvl 5||Lvl 6||Lvl 7||Lvl 8||Lvl 9||Lvl 10|
|Find and Remove Traps||41||50||58||66||73||80||86||91||95||98|
|Find Secret Doors||1-2||1-2||1-3||1-3||1-3||1-4||1-4||1-4||1-5||1-5|
|Hide in Shadows||33||42||50||58||65||72||78||83||87||90|