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Post by The Fiendish Dr. Samsara on Dec 19, 2012 18:09:59 GMT -6
The really specific stuff, like XP tables in B/X end in 0's; they end in 1's in LL. And this has probably been done to death before, so no need to reinvent the wheel, just point me towards the right thread. 
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Deleted
Deleted Member
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Post by Deleted on Dec 19, 2012 18:35:29 GMT -6
Clerics get a spell at first level in LL but not in B/X.
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monk
Level 5 Thaumaturgist
 
Posts: 237
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Post by monk on Dec 20, 2012 19:13:01 GMT -6
Attack matrices are expanded, so that your THAC0 changes more often, but not in 2 or 3 point leaps.
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Post by geoffrey on Dec 20, 2012 22:52:04 GMT -6
Perhaps the single biggest change is that (unlike B/X) LL includes 7th-9th level magic-user spells and 6th-7th level cleric spells.
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Post by inkmeister on Dec 21, 2012 19:11:40 GMT -6
Weapons list in LL is, some would say, needlessly expanded and made more complex; you have scimitars, short swords, and the like, instead of "sword." This may be to stay close to the OGL or something.
Experience totals are different in a non important but aesthetically displeasing way.
Wandering Monster tables are different. I believe they are missing entries like "acolyte."
No level titles.
The combat tables are different; for fighters I think it works out to be the same as D&D at levels 1, 4, 8, but the progression itself is smoothed (and will favor fighters at those in between levels). I may not be recalling correctly, but I think the magic user and cleric may be slightly nerfed from D&D. I kind of like this approach.
Mostly pretty minor stuff.
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Post by The Fiendish Dr. Samsara on Dec 23, 2012 10:17:37 GMT -6
That's the stuff exactly.
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