Target 20 combat for Labyrinth Lord

Delta’s discussion of the best combat algorithm, the Target 20 System, and Grognardia’s post on Chartless Combat sound like something I would have breezed by when they were originally posted. But after running Labyrinth Lord for a year, they come as a revelation. I remember the days of THAC0 in AD&D 2E, but this is way better.

The Target 20 system is a way of presenting the resolution of attacks as an algorithm rather than as a table. In standard Labyrinth Lord, a character or the GM/LL rolls a d20, adds modifiers for Strength or Dexterity and weapon magic to the result, and consults the Character Attack Table or Monster Attack Table (Labyrinth Lord, p. 60). In Target 20, every character or creature has an additional attack modifier based on their level, the Target 20 Attack Modifier (T20AM or “troam”). To determine whether an attack succeeds, the character or LL/GM rolls a d20 and adds the attacker’s T20AM, Strength or Dexterity modifier, and any other modifiers. If the result plus the target’s Armor Class value is greater than or equal to 20, then the attack hits.

To faithfully reproduce the Labyrinth Lord attack tables, use the T20AM from the following table. Dwarves, elves, and halflings use the Fighter column (using racial classes). Monsters round up their Hit Dice, so a creature with 1+1 Hit Dice gets the modifier for a creature with 2 Hit Dice. Monsters with less than 1 Hit Die still get a +1 T20AM, while 0-level humans have a +0 T20AM.

Level or Hit Dice Fighter Cleric or Thief Magic-User Monster
1 +1 +1 +1 +1
2 +1 +1 +1 +2
3 +2 +1 +1 +3
4 +3 +2 +2 +4
5 +4 +2 +2 +5
6 +5 +3 +2 +6
7 +6 +3 +2 +7
8 +6 +3 +3 +8
9 +7 +4 +3 +8
10 +8 +4 +3 +9
11 +8 +5 +4 +9
12 +9 +6 +4 +10
13 +10 +7 +5 +10
14 +11 +7 +6 +11
15 +12 +8 +6 +11
16 +13 +8 +7 +12
17 +14 +9 +7 +12
18 +15 +9 +7 +13
19 +16 +10 +8 +13
20 +16 +10 +8 +14
21 +16 +11 +9 +14
22 +16 +11 +9 +15
23 +16 +11 +9 +15
24 +16 +11 +10 +15
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