# 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.