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OSE House Rules

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0% found this document useful (0 votes)
49 views

OSE House Rules

Uploaded by

ejn81964
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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HOUSE RULES

· Rolling Stats: Roll 3d6 in order twice and choose the one you like. Then you may
swap one stat with your prime requisite.
· No XP bonus for high prime requisite scores.
· At least half of a level XP must be spent in Gold for training.
· No multiclass.
· Starting Hit Points: A first level character starts with maximum hit points.
· Ascending Armor Class and Attack Bonus.
· Your class's Hit Die determines your base weapon damage, e.g. Fighters d8,
Clerics d6, Magic-Users and Thieves d4.
· Weapon Mastery: At each Attack Bonus (THAC0) increase, your base weapon
damage improves by one step, as follows:
· 1st Bracket - 1dN, N=Class's Hit Die
· 2nd Bracket - 1 die type up, e.g. 1d6 -> 1d8
· 3rd Bracket - 2dN
· 4th Bracket - 3dN
· 5th Bracket - 4dN
· All classes can use all weapons, except clerics (only blunt), knights (only melee),
and small races (cannot use two-handed weapons except short bow).
· Many Weapon Traits have been altered. See list.
· Attacking with Two Weapons: Classes with Strength or Dexterity as prime
requisites can attack with two weapons. Both weapons or the off-hand weapon must
have the Light trait. Attacking with two weapons grants a single attack with
Advantage.
· A Thief who successfully Backstabs deals 10 + level + STR mod flat damage.
· A Shield grants a +2 bonus to AC, and can absorb the damage from a single blow,
but then is rendered useless. Magic shields can absorb a number of blows per day
equal to their enchantment bonus.
· A Helmet does not provide a bonus to AC. It can absorb the damage from a single
critical hit, but then is rendered useless. It also imposes a -1 penalty to Surprise.
Magic helmets can absorb one blow per day.
· Modified Combat Round Sequence
1) All participants declare a) intent to move while engaged in melee, and b)
intent to cast spells/use magic (but not necessarily the exact spell).
2) Both sides roll initiative (1d6 + higher DEX Bonus of the group).
3) Declare actions.
* If players win, GM telegraphs general intent of monsters. Players then
declare actions.
* If monsters win, players declare general actions, then monsters act
(reacting to players’ intent).
4) Winners Check Morale.
5) Winners Move.
6) Winners Missile.
7) Winners Spells/Magic.
8) Winners Melee.
9) Losers repeat steps 4-8.
10) Begin New Round.
So, all participants are basically saying, “I attempt to do [objective]!” And then we
use the phases to break down those declarations into discrete mechanical steps
and resolve them, i.e. to determine success or failure.

· Item-Based Encumbrance. STR = Number of items slots.


· Heavy weapons and armor take 2 slots.
· A bag can hold 5 slots and makes you encumbered.
· Fighters (only) gain the Cleave ability: If a fighter inflicts enough melee damage to
reduce an opponent’s hit points to zero or fewer, the fighter can immediately attack
another opponent within melee range using the same weapon. The fighter can
continue attacking new opponents as long as the above requirement is met.
· Spellcasters use the optional Advanced Magic Rules for Starting Spells and
Adding Spells.
· All Magic-Users and Illusionists gain Read Magic for free.
· Spellcasters add new spells at random but...
· Spellcasters can add new spells of their choice to their list but only after
training with a mentor.
· If a Spellcasters fails to learn a spell, they can attempt to learn it again if a)
they gain a level, or b) they come across a different instance of the spell.
· Spellcasters add their INT or WIS Bonus to the numbers of spells they can
cast as long as the highest tier is equal or lower than the previous one and so
on.
· Thieves, Acrobats, Assassins, Barbarians, Mages and Acolyte use the D6 Thief
Skills alternate. No skill using this system can ever increase beyond a 5 in 6 chance.
· Thief: At 1st level, a Thief has 6 expertise points to allocate. Every level
thereafter, a Thief gains 2 points to allocate.
· Acrobat: At 1st level, an Acrobat has 4 expertise points to allocate. Every
level thereafter, an Acrobat gains 1 point to allocate.
· Assassin: At 1st level, an Assassin has 3 expertise points to allocate. Every
level thereafter, an Assassin gains 1 point to allocate, except at levels 5, 10,
and 14.
· Barbarian: At 1st level, a Barbarian has 3 expertise points to allocate. Every
odd-numbered level thereafter, a Barbarian gains 1 point to allocate.
· Mage: At 1st level, a Mage has 7 expertise points to allocate. Every level
thereafter, a Mage gains 1 point to allocate.
· Acolyte: "At 1st level, an Acolyte has 1 expertise point to allocate. Every
even level thereafter, an Acolyte gains 3 point to allocate. An Acolyte's Turn
Undead skill remains percentage-based, as the type of undead directly
penalizes this percentage.
· The Pick Pockets chance of success is reduced by 1-in-6 per level than the victim
has higher than the thief.
· Additional XP will be rewarded by completing Feats of Exploration.
· The procedure: Total the sum of how much XP all PCs need to advance from
the start of the level at which they are currently to the next level. That number
is constant until a PC gains a level. When a PC achieves a feat, the entire
party is awarded the percentage listed of that total. Divide that number by the
number of players present during the session to arrive at the per-PC share.
· Rumor: Confirm a rumor’s veracity - 2%
· Quest: Complete a quest - Minor 5%, Major 10%
· Location: Discover an important location - 5%
·
Trap: Overcome a trap - Minor 2%, Major 5%
·
Puzzle: Solve a puzzle - Minor 2%, Major 5%
·
Secret: Find a secret or interpret hidden lore - 2%
·
Faction: Manipulating or crippling a faction to your benefit - Minor 5%, Major
10%
· NPC: Interact beneficially with an important NPC when stakes are at play -
5%
· Lore: Apply in-world lore in a useful or flavorful manner - 2%
· Haven: Establish a reliable safe haven - 10%
· Explore: Explore at least five areas of a single dungeon level - 2%
· Skills: Use equipment or abilities in an unorthodox yet useful manner - Minor
2%, Major 5%
· Hazards: Surmount an environmental obstacle or hazard - Minor 2%, Major
5%
· PCs may Carouse or Practice Philanthropy in a settlement in order to gain bonus
XP.
· When a PC drops to 0 hit points, they must roll on the Death and Dismemberment
Table. Retainers still die outright at 0 hit points.

Hit Location = d6
Severity = Lethal Damage + number of current Injuries

1-2 Arm 3-4 Leg 5 Torso 6 Head

1+ Disabled Xd Disabled Xd Blood Loss Xd Concussed Xd

10+ 1 Wound 1 Wound 1 Wound 1 Wound


Mangled Mangled Crushed Cracked

15+ 2+ Wounds 2+ Wounds 2+ Wounds 2+ Wounds


Mangled Mangled Crushed Cracked

Disabled: One of your limbs becomes unusable. A disabled arm cannot hold
things, and any held item is dropped. A disabled leg cannot
support your weight, and you fall prone; afterwards, your
Movement is cut in half.
Blood Loss: Your maximum HP is reduced by 1 for every HD you possess.
Concussed: Treat your initiative roll as if your Wis was 4. Your spells have a 1-
in-6 chance of fizzling.
Mangled: If you fail a save vs Death, a limb is permanently disabled/hacked off. If you
succeed on this save, you merely lose a finger/toe.
Crushed: If you succeed on a save vs Death, gain a cool scar. If you fail, roll a d6.
1. Permanently lose 1 Str.
2. Permanently lose 1 Dex.
3. Permanently lose 1 Con.
4. Crushed throat. You cannot speak louder than a whisper.
5. Crushed ribs. Treat Con as 4 when holding your breath.
6. Your spine is broken and you are paralyzed from the neck down. You can recover from
this by making a Con check after 1d6 days, and again after 1d6 weeks if you fail the first
check. If you fail both, it is permanent.
Cracked: If you succeed on a save vs Death, gain a cool scar. If you fail, roll a d6.
1. Permanently lose 1 Int.
2. Permanently lose 1 Wis.
3. Permanently lose 1 Cha.
4. Lose your left eye. -1 to Ranged Attack.
5. Lose your right eye. -1 to Ranged Attack.
6. Go into a coma. You can recover from a coma by making a Con check after 1d6 days,
and again after 1d6 weeks if you fail the first check. If you fail both, it is permanent.
Wounds: You have 3 rounds to get rid of all your Fatal Wounds, or you die.
You can attempt to remove a Fatal Wound at the end of each round by rolling a 1 on a d6.
An adjacent ally can attempt to remove a Fatal Wound by spending a standard action
doctoring you, and then rolling a 1 + INT Bonus or lower on a d6. Magical healing does not
restore HP while you have fatal wounds; instead every 2 points of magical healing removes
1 fatal wound. You are unconscious.

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