For those that are interested, here are the by-the-book Labyrinth Lord thief skills calculated for d12 checks instead of percentile dice. This was made simply by taking the percentage value and multiplying by 12, rounding x.5 up to the next d12 number.

Lvl Locks Traps Pockets Move Climb Hide Hear
1 2 2 3 3 10 2 4
2 3 2 3 3 11 2 4
3 3 2 4 4 11 2 6
4 4 3 4 4 11 3 6
5 4 4 5 5 11 4 6
6 5 5 5 5 11 4 8
7 7 6 6 6 11 6 8
8 8 8 8 8 11 7 8
9 9 9 9 9 11 8 8
10 10 10 10 10 12 9 10
11 11 11 11 11 12 10 10
12 12 11 13 11 12 11 10
13 12 12 14 12 12 12 10
14 12 12 15 12 12 12 10

Dwarf: Locks +1, Traps +1, Climb -1
Elf: Locks -1, Pockets +1, Move+1, Hide +1, Hear +1
Gnome: Locks +1, Traps +1, Move +1, Climb -2, Hide +1
Halfling: Locks +1, Traps +1, Pockets +1, Move +1, Climb -2, Hide +1
Half-Elf: Pockets +1, Hide +1
Half-Orc: Locks +1, Traps +1, Pockets -1, Climb +1

The LL thief table only goes to level 14 despite the game taking classes up to level 20.

Compare these to the higher low level numbers of my game’s thief.

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5 Comments to “Labyrinth Lord D12 Thief Skills”

  1. Timeshadows says:

    I think you may, perhaps, mean /dividing/ by 12, rather than multiplying by 12. No?

  2. Timeshadows says:

    Sorry about that. :(

  3. Greywolf says:

    Jeff Talanian is using the d12 for thieving skills in his new old school system Astonishing Swordsmen & Sorcerers of Hyperborea. It is supposed to come out probably in the next couple of months. Someone else is using 2d6, but I don’t remember who.