OSE House Rules
OSE 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.
Hit Location = d6
Severity = Lethal Damage + number of current Injuries
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.