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Len Lakofka’s OD&D - Dungeon Doors

I previously shared a Len Lakofka article that I transcribed from an old Diplomacy Zine called “Liasons Dangereuses” discovered via the Diplomacy Zine archive. I've been doing some more digging through these scans of old zines since, and there are OD&D gems to be found therein. I’m hoping to transcribe some more bits and pieces in the coming months, but as some of these articles are badly faded away and the scans quite poor there are words lost unless of course I can find a better scan (which in many cases is difficult) or find the article republished much later in Dragon or some such more well preserved form.

A recent discovery is an article written by Len Lakofka in regards to dungeon doors in Liasons Dangereuses #73. This article along with many others by the same author might be considered an authoritative take on supplemental OD&D rules given Lakofka had a close working relationship to Gary Gygax.

Len Lakofka’s OD&D - Dungeon Doors

The particular rules regarding dungeon doors which I’m sharing today are great for adding some helpful mechanics to an OD&D campaign group but they are also very useful for solo play, so I will be incorporating them into my own solo rules, specifically, adding them into Gary Gygax's Solo Dungeon Adventures rules printed in Strategic Review #1.

Here are the transcribed rules, unfortunately incomplete in a few minor places due to deterioration of the ink on the paper/low quality scanning. I'd ask any one who might help me complete the missing sections to get in touch via the comments. That would be most helpful!

Here are some images of the original scan:


The original source of these images can be found here.

And here is my transcript (if you are reading on a phone I would recommend tilting the screen to landscape):

#

#

#


Dungeon doors can have various # #

They can open/close in different ways # # # #

They might be counter balanced or not (other # types # used is traps and thus are not counter balanced).

They may have locks in the door or # # #  the door #--the lock may only be accessible from one side of the door.

They may be locked by magic.

They may have internal, and therefore inaccessible hinges.

They can be made of different materials adding to their physical strength.

They might have a nob on only one side of the door, etc.

They may be hidden/secret.

Yet, for all these things, they can all be opened, somehow.

As we know characters have a physical strength characteristic. If we say that doors also have a physical (counter) strength then we can # strength of weapon(s) versus door strength.

If one way is kicking, bashing or running at the door we have a easy formula. (you might find that wounded characters may not be able to batter doors at their full strength--you can use Blackmoor # # morale # given later in these pages.)

A figure can KICK a door at his strength minus (2-(1-4) )

         can ATTACK a door at his strength minus (3, 4)

         can run at a door (# #) at his strength minus (1-4)

             when running at a door there is a chance of damage if the door does 

             not open. 5% for 2 points damage. 5% for 1 point of damage.


Take the resulting figure adjusted for the 4 sided die penalty/bonus for each attempt.


If the result is 3 points below the door strength NOTHING happens.

              is 2 points below a slight shielding will occur. Every 4 such hits 

                         remove 1 point of Strength from the door.

              is 1 point below the door might crack so that the door might lose 1 

                         point of Strength for every 2 such hits.

              is equal to the door strength. Door loses 1 point and opens 1 point 

                         at once and opens 50% of the time.

              is 1 point higher than door strength. Door loses 1 point and open 

                         85%.

              is 2 points higher -2 from door strength and opens 95% of the time.

              is 3 points or 4 points higher -2 from door strength and opens.

              is 5 or 6 points higher -3 from door strength and 50% of door 

                         destruction.

              is 7 or more points higher--door destroyed.


Door can also be lifted is some # (portcullis, e.g) Apply Fighter Strength minus 2-(1-4) as he cannot use his weight against the door.

Sliding and falling doors when kicked, bashed etc. should be automatically stronger because of the # on 3 if not all sides.

An average 3 to 4 foot door can be hit by two figures (dwarfs and hobbits 3 figures).

1st the person hitting nearest hinge is at a mechanical disadvantage and often coordination of the hit (kick) is not perfect. Thus you # the strength and subtract 1 six sided die for # figures then use the table above.


Doors locked by magic.

Hold Portal should add 2-12 plus the level of the Magic User to the door.

Wizard Lock should add 3-24 plus the level of the Magic User to the door.

Knock should have the potential # any door of at least 5%.

Use this formula # # # # # if the result is still less than door strength -1 50% -2 19% -3 10% -4 # # 5%


Knock versus Wizard Lock will shatter the door 50% of the time.


Knock versus Hold Portal will shatter the door 75% of the time with from 1-3 points of damage to the figure holding the door if it is shattered.

On larger doors more people can kick/bash/run at the door. Subtract 1 six sided die per person unless the door is very large then subtract only 1 4 sided die per person.


There should be a limit to how long a figure may kick/bash/run-at a door without tiring. This is a function of constitution.


Always allow 3 kicks or 2 bashes/runs without penalty.

Then:

Constitution     Subtraction of ..... per kick/bash/run      Limit before rest

3-5              -1 4th kick, 3rd bash or run                6 kicks, 5 bashes

                                                             4 runs

6-8              -1 5th kick, 4th bash, 3rd run              7K, 5B, 4R  

9-12             -1 6th kick, 5th bash, 4th run              8K, 7B, 4R

13-15            -1 7th kick, 6th bash, 5th run              10K, 8B, 7R

16-17            -1 9th kick, 9th bash, 7th run              13K, 11B, 10R

18               none                                        16K, 14B, 13R


If a figure is by a run at door forbid further runs at that door.

Figure must run for 3+(1-4) turns when the Kick/Bash/Run limit is reached.


Figures may use rams vs. doors but these must be large available objects. Figures (must be 2 or more to use a ram) run from 6-10 feet with the ram. Sum combined strengths and subtract one 6 sided die for # # # 2nd and each subsequent figure.

Other figures may physically break doors with their bodies at ¾ strength.

If a door gives when being braced 1-6 points of damage to each figure who was bracing the door.

Doors of wood may be hit by axes and battle axes. (other weapons would be very slow and awkward)


Axes subtract 1 point/hit from the door strength 75% of the time

              2 points/hit                       25%

Battle axe    1 point/hit                        25%

              2 points/hit                       50%

              3 points/hit                       25%

Doors held by magic will reject ax attack by either:

        breaking ax 20%

        causing ax to fly from wielder’s hands 35%

        cause 1-4 points of damage to wielder 20%

        Subtract one from door 25% (inform player he hit a magic closed door)

Flying axes can damage person fool enough to be near the door at full ax damage plus 2. Hinges can be removed from a door in 3+(1-6) turns

Strong figures (15+) 2+(1-4) turns.


In drawing your maps specify the door type and its characteristics.

A basic door strength of 12 is good for most cases. Treasure rooms, traps, etc. will have much higher strengths. Unless locked by magic doors should not be above 20+3(level in dungeon).

Doors that might take a long time to open might also attract woundering monsters!

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