TEXT: Laybrinth Lord Junior
  This  small  printer  friendly  file  is  for  experienced
  Labyrinth Lords who have “small people” and new
  players to bring in to the world's greatest hobby! What
  you'll find here is a set of streamlined rules for young
  and unexperienced folks! You as a LL will need to
  refer to the core book a little bit, but all the rules here
  are  self  contained  and  easy  to  learn.  There  are
  “junior” versions of the classes and progression for 3
  levels. Your funny and screaming newbies won't find
  any particular customization option, just what they
  need to sit down, roll some dice and relax!
  Let's get into this!
  No Attributes
  We'll use no attributes. I'll include built in bonus or
  penalties  to  reflect  differencies,  but  that's  not
  something they should know ahead of time. When
  they fall or something, just explain why the fighter
  lasted more or the mage went down (if that's the
  case).
  CLASSES
  As you already know, the classes presented here have
  no  experience  point  in  thousands  or  complicated
  features. Just a bunch of things to add for the first few
  levels in order to let your guys and girls spend a good
  sunday afternoon.
  There are some basic variations:
  - classes don't get hit dices: they get an equal amount
  of HP per level;
  - spellcasters have the same spells every day. Added
  spells stack and the character can cast each of 'em
  once per day.
  - there are no armor names. You have light (AC8),
  medium (AC5) or heavy armor (A3). You can have
  Shield (-1 AC).
  CLERIC
  The Cleric is a good man who cares about the health
  of their comrades and fights with courage.
  HP per level: 4
  Weapon: Mace (1d6 + 1 damage)
  Protection: Medium Armor + Shield (AC4)
  Special  Power:  You  deal  double  damage  against
  Undead.
  Spells at 1st level: 
  - Cure Light Wounds (heal 1d6 + 1 damage)
  Spell at 2nd level: 
  - Cure Light Wounds (as above)
  Spell at 3rd level:
  - Bless (+1 attacks and saving throws of you and your
  allies).
  DWARF
  Yeah. You're Gimli.
  HP per level: 5
  Weapon: Warhammer (1d6 damage)
  Protection: Heavy Armor + Shield (AC2)
  Special Power: You can see in the darkness and you
  can see secret doors… if you roll a d6 and get a 1, a 2
  or a 3! Good luck!
  At 3rd: you get +1 attack rolls in melee!
  ELF
  The Elf is a fighter-mage, who can cast little spells
  while  fighting!  Ya  know…  Legolas?  Ya  know…
  Gandalf? 
  HP per level: 4
  Weapon: Longsword (1d8 damage)
  Protection: Medium Armor + Shield (AC4)
  Special Power:  you can protect you from enemies
  once per day. When you do, your AC becomes 2.
  At 3rd Level: you can block an enemy (but only once
  per day!)
  FIGHTER
  The  Fihter  is  a  man  at  arms  who  specialize  in
  weapons and nothing else. He defends the group
  from the frontline and he gets the Cleric healing for
  first if needed.
  HP per level: 6
  Weapon: Greatsword (2d4 +1 damage)
  Protection: Heavy Armor + Shield (AC2)
  At 2nd level: You get +1 to attack rolls!
  At 3rd level: You get +1 to attack rolls!
  
  HALFLING
  You're Frodo!
  HP per level: 3
  Weapon:  Crossbow  (you  shoot  at  distance!)  (1d6
  damage)
  Protection: Medium Armor + Shield (AC4)
  Special Power: your AC is 2 when a creature bigger
  than you attacks!
  At 3rd level: you get +1 to attack rolls at distance!
  MAGE
  The Mage is Harry Potter. He studies spells and uses
  them to help the others and slay monsters.
  HP per level: 3
  Weapon: Darts (1d4 damage)
  Protection: None
  Spells at 1st level:
  - Magic Missile (1d4 + 1 damage)
  Spell at 2nd level:
  - Sleep (an enemy is put to sleep)
  Spell at 3rd level:
  - Mirror Image (you create 3 other copies of you and
  if an enemy strike you, a copy disappears and you are
  unharmed)
  THIEF
  HP per level: 3
  Weapon: Dagger (1d4 damage)
  Protection: Light Armor (AC8)
  Special Power:  you can open locked doors, but you
  have to roll 1d6 and get 1, 2 or 3!
  In addition, you can move in the shadows
  without being seen… but yeah, you have to roll as
  above!
  At 3rd level: if you attack an enemy that doesn't know
  you are there, you deal double damage… if you hit!
  EQUIPMENT
  Let  your  young  heroes  choose  equipment  in  this
  funny and creative way. You'll find a list of useful
  adventure tools: everyone should understand which is
  better,  based  on  their  class.  If  the  choice  is  not
  obvious, just push so that everyone gets something
  different and tries to help the group in a different way
  (you can say, in example, that since the Mage won't
  use any weapon, he can hold the torch and the Thief
  get the Lockpicks). 
  This phase is not meant to calculate burden
  or something: it's just meant to teach the Hobbits co-
  operation. 
  - Bedrolls: for everyone! You need someone strong to
  bring them on the back!
  - Flint and Steel: who lights the fire at night?
  - Hammer: to destroy things, but not enemies!
  - Lockpicks: to open doors and crates!
  - Rations: who gets the food for everyone?
  - Rope: and if you need to climb from a pit?
  - Torches: at least two or three or…
  - Waterskin: who gets the water?
  COMBAT
  As for the basic rules, roll 1d6 for each side (each
  turn, change the young adventurer who rolls, so that
  everyone feels involved). Higher goes first. Let them
  declare actions: they'll learn a little bit of timing, not a
  bad thing. Choices matter.
  When they attack, let them add the number
  rolled with the bonus they may have: just tell them if
  they hit or not following the simple table below (you
  may even let them take note of the numbers if they're
  ok). Same goes for Saves.
  The numbers are based on the classes.
  Class
  Number to Hit
  Save with
  Cleric
  15
  13
  Dwarf
  13
  11
  Elf
  14
  14
  Fighter
  12
  12
  Halfling
  15
  13
  Mage
  16 
  14
  Thief
  15
  13
    
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Labyrinth Lord Junior - Labyrinth Lord-For-Kids.pdf