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Matt P’s Old-School Essentials House Rules, v2.

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Introduction
These are my house rules for Old-School Essentials: Advanced Fantasy. They aim to create an experience that’s a mix
of B/X D&D and AD&D 2e while adding some unique touches of my own, many inspired by excellent OSR
resources and blog posts across the internet. Class/race advancement tables are compiled here. Discussion of the
reasoning behind some of these can be found on my own blog The Dwarf Died Again.
Table of Contents

CHARACTER ADVANCEMENT ................................................................................................................ 1

XP AWARDS ........................................................................................................................................... 3

CLERICS ................................................................................................................................................ 4

DRUIDS, BARDS, AND FOOLS ................................................................................................................. 4

DWARFS/HALFLINGS/GNOMES ............................................................................................................. 4

FIGHTERS .............................................................................................................................................. 4

MAGIC-USERS ....................................................................................................................................... 5

THIEVES ................................................................................................................................................ 6

COMBAT RULES & RULINGS .................................................................................................................. 7

EXPLORATION/GENERAL ...................................................................................................................... 9

HIRED HELP ........................................................................................................................................ 10

INJURIES AND HEALING ....................................................................................................................... 11

META AND MISC. RULES ....................................................................................................................... 12


Character Advancement Though the “race as class” classes from OSE are not
available, classes such as the spellsword-like Elf class
Ability score generation can be approximated using multiclassing.

After rolling ability scores for a new character (3d6 Humans are versatile
in-order), a player may do one or both of the below Human characters can choose any class, and can add
before continuing with character creation: +1 to any ability score during character creation at the
 Swap any two ability scores cost of –1 to a different random ability score.
 Invert the array by subtracting each ability While not possessing the special abilities of
score from 20 (with an original score of 18, treat demihumans, humans are more apt to raise their
the end result as 3 instead of 2) ability scores with level (see below) due to their
This does not replace the 2-for-1 prime requisite score unmatched grit and determination.
swap after choosing a class, which is still available
per the standard OSE rules. Improve ability scores with level
Whenever a character levels up, they may attempt to
Character classes improve one of their ability scores.
The below classes are available to player characters: Starting with any ability score of their choice, the
 Fighter player rolls a d20, trying to roll equal to or higher
 Magic-user than that ability score’s current value (not counting
 Cleric temporary bonuses or penalties). On a success, that
ability score permanently increases by 1. Ability
 Thief
scores cannot be raised above 18 in this way.
 Druid
On a failure, the player can try to raise a different
 Bard
ability score until they either succeed in raising one or
 Fool
run out of attempts. The total number of attempts
Other classes may be allowed at Referee discretion; it allowed on any given level-up is determined by the
doesn’t hurt to ask. character’s ancestry as shown in the below table.
Demihuman characters Ancestry # of attempts
Though most player characters are human, players Human 4
may create characters of certain non-human species Half-Elf 3
(generally referred to as demihumans) if they desire. Other Demihumans 2
Demihuman characters have various special abilities
as described in OSE Advanced Fantasy and on the This roll is made with a +4 bonus when attempting to
house rules Google doc. raise a class prime requisite or an ability score for
which the character’s ancestry has a bonus. This roll
The following demihuman species are available for
is made with a –4 penalty when attempting to raise
player characters:
an ability score for which the character’s ancestry has
 Dwarf a penalty. Humans do not have ancestry ability score
 Elf bonuses/penalties here (regardless of if they took the
 Half-Elf option to add +1 to a score at character creation).
 Halfling Characters who suffer from level drain lose 1 point in
 Gnome a random ability score for each level drained.
While the class selection available to demihumans is
somewhat limited (e.g. dwarfs cannot be magic-users
due to their inherent resistance to magic), there are
no ancestry-based level caps (unlike in OSE: Advanced
Fantasy). Demihuman characters may advance to the
same maximum levels as humans in any of the classes
that are available to them.

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Multiclassing Reroll max hit points every level
Players who wish to create characters with the When a character levels up, the player rolls all the
abilities of multiple classes can do so with Referee character’s hit dice and adds (CON modifier) x (new
approval. This works as follows: level) to find their new max hit point total. If this
 The XP requirement for a multiclassed character total is equal to or lower than the character’s previous
to gain a given level is equal to the sum of the max hit point total, they instead gain 1 max hit point.
XP requirements for the constituent classes to Characters who suffer from level drain re-roll their
gain that level maximum hit points using their new number of hit
 A multiclassed character’s saving throws and dice, adding (CON modifier) x (new level). If the total
attack bonus are equal to the best of those of is equal to or greater than the character’s current hit
their constituent classes. point total, they instead lose 1 max hit point.
 A multiclassed character’s hit die and flat hit Smoothed attack/save progression
points gained above 9th level are equal to the
average of those of their constituent classes Character attack bonus progression is per the table
(rounded up, so a Fighter/Cleric has a d8 HD) below rather than the tables given in OSE. Martial
 A multiclassed character can use the weapons classes are those which would normally advance in
and armor allowed to all of their classes, though attack bonus/saves every 3 levels, semi-martial
some restrictions may apply (e.g. many thief classes those which would normally advance every 4
skills suffer penalties while wearing medium or levels, and non-martial classes those which would
heavy armor and non-elves have difficulty normally advance every 5 levels.
casting arcane spells while wearing armor) Semi- Non-
Level Martial
 A character with two classes cannot advance Martial Martial
higher than 11th level, and a character with three 1 19 [0] 19 [0] 19 [0]
classes cannot advance higher than 9th level 2 18 [+1] 19 [0] 19 [0]
 In order to multiclass, a character must have at 3 18 [+1] 18 [+1] 19 [0]
least a 12 in the prime requisites of all their 4 17 [+2] 18 [+1] 18 [+1]
constituent classes, as well as meeting any 5 16 [+3] 17 [+2] 18 [+1]
other qualifications for the classes 6 16 [+3] 17 [+2] 18 [+1]
Certain multiclass combinations may not be available 7 15 [+4] 16 [+3] 17 [+2]
at Referee discretion. 8 14 [+5] 16 [+3] 17 [+2]
9 14 [+5] 15 [+4] 17 [+2]
Multiple characters 10 13 [+6] 15 [+4] 16 [+3]
Players are allowed (and encouraged) to have 11 12 [+7] 14 [+5] 16 [+3]
multiple characters. However, a player can only send 12 12 [+7] 14 [+5] 16 [+3]
a single one of their characters out on any given 13 11 [+8] 13 [+6] 15 [+4]
adventure – characters not adventuring are assumed 14 10 [+9] 13 [+6] 15 [+4]
to be conducting other business, training, or chilling
Saving throws improve at the same smoothed rate as
in town. A player may create at most one new player
character between each session. attack bonus, but can never have a target number
lower than 2. The starting saving throw values for the
A player’s different characters should generally be classes are given in the table below:
separate from each other. Familial or similar
Class D W P B S
relationships that would allow two characters to act
as one (sharing gold or magic items, for example) are Fighter 12 13 14 15 16
not allowed unless approved by the Referee. Magic-User 12 13 14 15 12
Cleric 10 13 14 15 14
No prime requisite XP bonus Thief 12 12 12 15 15
Prime requisites do not provide an XP bonus. There Druid 10 13 14 14 15
are other benefits to having high prime requisites, Bard 12 13 13 15 14
and tracking the XP bonus is a pain for the Referee. Fool 13 13 13 13 13

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XP awards XP for extravagant expenditures
Characters gain XP on a 1:1 basis for the GP value of Characters can gain extra XP by spending their
treasure recovered from adventures, with the XP wealth on various non-adventure-related exploits
divided evenly amongst all PCs and retainers. XP can during their downtime. In general, the specific
also be gained in additional ways as detailed below. fictional form of these expenditures depends on the
milieu of the character in question – players are
XP for completing objectives encouraged to be creative.
At the Referee’s discretion, characters can gain XP for In any given week of downtime, a character can
completing objectives, such as surviving dungeon spend any amount of gold for XP, though only one
delves, discovering significant locations, returning level can be gained between each adventure so any XP
remains of deceased comrades for burial, helping that would cause a character to level up more than
important NPCs, or completing epic quests. once is lost. Each expenditure awards XP equal to the
The amount of XP gained from a typical award amount of gold spent multiplied by a randomly
usually scales with party/dungeon level, see below: determined percentage between 50% and 100%*.
In order to qualify for granting XP, an expenditure
Party/dungeon level XP from a typical award
should be appropriate for the archetype of the
1-2 100 character but not provide any direct mechanical
3 250 benefits. Buying weapons and armor, stocking up on
4 500 potions, researching new spells, or creating magic
items for use in adventuring do not qualify as
5 1000
extravagant expenditures. Building taverns /
6 2000 hospitals / libraries / businesses, buying expensive
7 3000 clothes, carousing, or giving alms all qualify.
8 5000 * specifically, (50+half a d100)%
9+ 10000 XP for helpful “meta” roles
XP for discovering magic items The Referee may award extra XP to players who take
on various out-of-game roles helpful to the Referee or
Characters gain XP for discovering the powers of
gaming group. Some common roles and their typical
magic items recovered from adventures. This XP may
XP values are listed below for reference.
only be gained if and when the party identifies the
item’s powers (as determined by the Referee). Role XP value
Characters who put themselves at risk or sacrifice Caller 1 award
something to make these discoveries may receive Chronicler 1 award
extra “shares” of a magic item’s XP value.
Mapper 1 award
The table below is used as a guideline to supplement
Referee discretion regarding magic item XP value. Provide Meal (# of players fed/2) awards
Magic items which are sold without ever being
identified simply offer XP for the sale value as if they
XP for monsters is rescaled
were non-magical treasure. Defeated monsters award XP equal to (10*HD^2,
+50% for each special ability) each, instead of using
Item XP value
the XP awards table from OSE. Results are slightly
Weapon (Damage Die) x (Magic Bonus)^3 x 50 more generous at lower levels.
Armor (Base AC Bonus) x (Magic Bonus)^3 x 150
XP for partially absent characters
Shield (Magic Bonus)^3 x 300
Characters who are only partially present for an
Scroll/Book (Sum Contained Spell Levels) x 100
adventuring expedition (usually due to dying or
Wand/Staff (Sum Contained Spell Levels) x 1000 joining the party halfway through) may receive only a
Potion Between 200 and 1000 based on effect partial share of group XP (usually half).
Other Referee discretion

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Clerics Druids, Bards, and Fools
Bonus spells for high WIS Heavily modified or new classes
Divine casters with WIS of 13+/16+/18+ can learn and The Druid and Bard are significantly different than in
cast an additional 1st/2nd/3rd level spell when they gain OSE Advanced Fantasy, and the Fool class is not in that
access to the given spell level. rulebook. See house rules Google sheet for details on
these classes.
Create more divine spell scrolls!
Divine casters with the ability to create magical items
after reaching a certain class level can create magic
Dwarfs/Halflings/Gnomes
scrolls of their known spells before reaching that level Short people
as long as the spell is not of the highest level of spell
Dwarfs, halflings, and gnomes subtract 10’ from their
they can cast.
encounter movement speed due to their short stature
Minor healing (minimum 10’). Exploration movement is unaffected.
A divine caster can expend any memorized spell or Size-based weapon restrictions
take one hit die of damage to cast a weaker version of
Dwarfs cannot use two-handed swords or longbows
cure light wounds that heals for 1d4 instead of 1d6+1 hit
due to their height, but can use all other weapons.
points. If this is interrupted, the spell is still expended
or the caster still takes damage. Unlike cure light Halflings and gnomes cannot use longbows, and they
wounds, this healing does not cure paralysis. treat all melee weapons as if they were one size larger
(they cannot wield normal two-handed weapons and
Turn undead changes must wield the larger one-handed weapons with two
The cleric turning table from OSE is not used. Instead, hands). They can still wield small weapons (short
when turning undead the player rolls 2d6, with the sword, club, hatchet, etc.) with one hand.
result modified by 2 for each point of difference
between the cleric’s level and the monster’s HD – a Fighters
bonus if the cleric is higher level, a penalty if vice
versa. Paladins turn undead as if they were clerics of 2 Deadly dance
levels lower. After killing a monster with HD equal to or less than
On a modified roll of 8 or higher, 2d6 HD of undead his level, a Fighter may make an additional weapon
are turned away and flee. On a modified roll of 14 or attack against another enemy within 10’ of the slain
higher, 2d6 HD of undead are annihilated. In mixed enemy. The maximum number of extra attacks
groups the lowest HD undead are affected first; a allowed in a single round is defined by weapon as
successful turning roll always affects at least one shown in the table below.
creature. The table below shows the unmodified 2d6
Weapon Max # of extra attacks
result needed for a cleric to turn and destroy undead
at various cleric and monster relative levels. Crossbow 1
Cleric level vs Monster HD Other Missile 2
–3 –2 –1 = +1 +2 +3 +4 +5 +6 Melee 3
Turn – 12 10 8 6 4 T T T T
Destroy – – – – 12 10 8 6 4 D Master of arms
A cleric who fails in an attempt to turn the undead Fighters gain +1 to the damage rolls of their weapon
cannot turn any further undead in the same attacks at level 3, then every 3 levels thereafter for
encounter. If different undead show up or the cleric one-handed weapons, or every 2 levels thereafter for
has a turn away from combat to pray, meditate, and two-handed weapons.
re-center, she may attempt to turn undead again.

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Magic-users class. Spells from this tradition may, however, be
more difficult to find in the world than “standard”
Bonus spells for high INT MU spells for those not focused on them.

Arcane casters with INT of 13+/16+/18+ can learn and Learning new arcane spells
cast an additional 1st/2nd/3rd level spell when they gain Per the standard OSE rules, an arcane caster can only
access to the given spell level. know (aka be capable of memorizing) a number of
Cantrips for casters spells equal to the total number of spells they can
memorize in any given day. When an arcane caster
Learning to bind an arcane spell to a mortal mind gains a level and thus increases the number of spells
requires decades of training, and even then it is not they may know, they can learn new spells through:
uncommon for arcane energy to “leak” out in
1. Magical research (as described in OSE)
sometimes unexpected ways. A practiced magic-user
2. Consulting a guild/mentor (limited selection)
can harness this leakage to produce minor magical
3. Copying a scroll (consumes the scroll)
effects (called cantrips) related to the spells they
4. Copying from another magic-user’s spellbook
currently have memorized. For example, an MU with
(consumes the spell from the book)
sleep memorized might be able to make a humanoid
creature drowsy enough to yawn, while an MU with Magic darts
fire ball memorized might be able to produce tendrils
An arcane caster can expend any memorized spell or
of smoke from her fingertips or light a candle.
take one hit die of damage to cast a weaker version of
Except in cases of extreme ingenuity, these effects magic missile that deals 1d4 instead of 1d6+1 damage.
should not provide significant combat advantages or If this is interrupted, the spell is still expended or the
replicate the abilities of other classes. caster still takes damage.
Elves cannot use cantrips because their fey minds
leak arcane energy less readily. Spell books can be scrolls
Once a caster has read the spell book of another
Create more arcane spell scrolls! caster using read magic, they can cast spells from the
Arcane casters who can create magical items after spell book as if it were an arcane spell scroll. As with
reaching a certain level can create magic scrolls of arcane spell scrolls, spells cast in this way disappear
their known spells before reaching that level as long from the spell book. Arcane casters can even do this
as the spell isn’t of the highest spell level they know. with their own spell books, but the spell will
disappear from their book and need to be re-written
Elves can cast spells in armor before they can memorize it again!
An elven arcane caster trained in the armor’s usage
can cast spells without any penalty while wearing up Spell book clarification
to plate armor, or while wearing up to chainmail The spell book of each arcane caster is entirely
armor if half-elven. unique, with the spells notated in some combination
of esoteric ciphers, multi-dimensional geometrical
Flexible spell slots figures, mad gibberish, and/or chaotic scribbles that
Higher level arcane spell “slots” can be used to allows that particular caster to force the spell into
memorize spells of a lower level – e.g. a 3rd level MU their mind for later use.
could memorize three copies of floating disc instead of Reading another caster’s spell book via read magic
using their 2nd level spell slot to memorize invisibility. allows an arcane caster to gain knowledge of the
This also applies to spells known – e.g. a 3rd level MU spells within, but not to memorize them himself
could know three 1st level spells rather than two 1st unless he takes the time to learn the spell and add it
level spells and one 2nd level spell. to his own spell book in his own idiosyncratic style.
Illusionist spells are MU spells Weapons for wizards
Illusionist spells from OSE Advanced Fantasy are part Magic-users are considered “trained” with staffs and
of the MU spell list – there is no separate illusionist slings in combat in addition to daggers.

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Thieves * These X-in-6 abilities progress at the same rate as
the standard thief’s “hear noise” ability.
All skills are available ** The “jumping” ability also includes the acrobat’s
“tumbling attack”, though the bonus damage from
A 1st level thief allocates 160 total percentage points
this does not scale with level as back-stab does.
among any skills of her choice from the list below.
*** Arcane Academic can’t be gained before 10th level.
One skill can start at up to 70%, one other skill can
start at up to 50%, and all other skills can start no Back-stab gets deadlier
higher than 30%. A minimum of 15 points must be
A thief wielding a bladed weapon always rolls a d8 for
allocated to a skill for the thief to use it.
back-stab damage, regardless of the weapon used.
Every time she gains a level, the thief gains an Additionally, the thief’s damage multiplier for back-
additional 30 percentage points to allocate to her stabbing increases to 3x/4x/5x at 4th/8th/12th level.
skills, but no more than 15 points per skill per level.
Each skill also has an associated ability score or two. Evasion change
A thief gains +2% to the rating of a skill per point A thief with the “evasion” ability subtracts 2 from
above 10 in the associated ability score (–2% per point opponents’ attack rolls made while the thief is
below 10). For dual abilities, use the higher score. breaking from melee, for a net of –2 to be hit on a
Ability Max fighting withdrawal or +0 to be hit on a retreat.
Skill Abbr
Score Chance
Read Languages RL INT 95% Hiding in combat
Find/Remove Traps TR DEX/INT 95% In an environment with suitable shadows and/or
Open Locks OL DEX/INT 95% cover, a thief can use the hide in shadows skill to
Hide in Shadows HS DEX 95% attempt to hide during combat, potentially allowing a
Move Silently MS DEX 95% back-stab attempt against a nearby enemy on the
Pick Pockets PP DEX 95% following turn. This can only be attempted as part of
Break Fall FA DEX 75% movement that ends with the thief not actively
Tightrope Walking TW DEX 99% engaged in melee combat. As usual, the Referee
Climb Sheer Surfaces CS STR 99% makes this roll and thus the thief will not necessarily
The “max value” of a skill represents the highest know if she was successful.
success chance the thief can have in the skill when Read languages
using it, but a thief can always allocate additional
points to a skill to make up for penalties. The read languages skill is adjudicated not merely as
a binary success/failure, but with the % rolled equal
All abilities are available to the % of the document understood by the thief.
Rather than gaining special abilities automatically, at Binary success/failure is also checked – rolling a 90%
1st level a thief chooses one of the below titles and with a skill rating of 80% results in a failure while
gains the given ability as the appropriate class of rolling a 45% with the same skill rating of 80% results
equal level. The thief gains an additional title/ability in 45% of the document being understood.
at 2nd, 6th, 10th, and 14th level: Thief skill adjudication
 Master of Perception – gain Hear Noise (Thief) Thief skills are interpreted as just shy of supernatural:
 Master of Detection – gain Find Secret Doors* any character can move quietly (standard 2-in-6
 Master of Circumspection – gain Find Traps* surprise chance) but a thief can move silently (no
 Deceitful Dastard – gain Disguise (Assassin) surprise roll needed); anyone can hide with cover
 Athletic Vaulter – gain Jumping (Acrobat)** available but a thief can hide in shadows, fading away
 Artful Dodger – gain Evasion (Acrobat) into the darkness in the corner of a room.
 Dirty Fighter – gain Back-Stab (Thief) Generally, most checks can be attempted multiple
 Venomous Blade – gain Poison (Assassin) times at the cost of additional time.
 Arcane Academic – gain Scroll Use (Thief)*** Doubles on a skill roll signify either a critical success
or critical failure (exact effect up to Referee).

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Combat rules & rulings  Example: 2 kobolds are trying to shove a 2nd level
fighter away from a doorway he is guarding.
Ascending armor class They both roll their hit dice, which
unfortunately for them are only half a hit die
The Referee will use the rules described in OSE for (1d4) apiece, and get 2+3=5. The fighter rolls his
ascending armor class and attack bonuses that 2d8 hit dice and gets 7+2=9, easily holding the
increase with level, rather than descending armor door while cutting one of the unfortunate
class and attack matrix/THAC0. kobolds down.
D-D-D-Duels! Elegant maneuver: attacker declares what they’re
trying to do and makes an attack roll against their foe
In the event of an organized 1:1 duel (aka not during a
with a –4 penalty. If the attack hits, the target must
normal combat unless social or cultural conventions
make a save vs paralysis or suffer the effect of the
proscribe an uninterrupted 1:1 contest), this optional
maneuver. This kind of maneuver is appropriate for
rule can be used to inject some tactical variety beyond
disarming, forcing backwards with fancy footwork,
just rolling to hit over and over again. Each round,
etc., but cannot generally be used to score an instant
each character in the fight secretly decides to Parry,
kill, cripple/maim, or knockout, which requires a…
Push, or Feint. Compare the duelists’ chosen tactics to
see what impact they have each round. Threatening maneuver: attacker declares what
they’re trying to do and makes a normal attack roll
Tactic matchup Result
against the foe. If the attack hits, the target chooses to
Parry beats Push +3 AC to duelist who parried either suffer normal HP damage from the character’s
Push beats Feint +3 damage for duelist who pushed attack or suffer the effect of the maneuver.
Feint beats Parry +3 to hit for duelist who feinted
Threatening maneuvers can be used to attempt
basically any reasonable action (including those also
Both Parry +3 AC to both duelists covered by elegant maneuvers).
Both Push +3 damage for both duelists
Both Feint +3 to hit for both duelists
Misc. combat rulings & actions
Below are some standardized rulings and rule
Above is by Emmy Allen, from “Knock!” issue #1.
interpretations for situations that are ambiguous or
Combat maneuvers & stunts not directly addressed in the OSE rules:
Generally, the case of a character wishing to perform Attacks from behind/flanking: in addition to
some sort of miscellaneous combat maneuver against negating any shield AC bonus, attacking a combatant
a foe (such as disarming, knocking out, etc.) will be from behind grants a +2 to-hit bonus (as if the
adjudicated in one of three ways: flanked character was retreating from melee).
Thieves attempting to back-stab do not stack this +2
Brute force maneuver: situations in which one or
to-hit bonus with their +4 to-hit bonus.
more combatants wishes to use sheer brute force to
push, pull down, or pin another combatant against Attacks from behind are not usually possible unless
his will are resolved with both sides rolling all their the defender is unaware of the attacker or is occupied
hit dice and adding them together, with the higher fighting a different combatant from the opposite side.
number indicating the winner. Constitution hit point Blind combatants: a combatant who cannot see (due
bonuses do not apply to this roll, but if one creature is to total darkness or blindness, magical or otherwise)
significantly larger than the other it may get a bonus suffers a –6 to his attack rolls and a –4 to his saving
to each hit die at the Referee’s discretion. throws and AC.
For the attacker(s), this action takes place in lieu of Charging: a combatant with a clear path to his
making a melee attack. The defender can make a enemy and at least 20’ of room to get a running start
melee attack with a +2 to-hit bonus against one of the can charge recklessly into melee, moving at 1.5x his
attackers while still resisting, or forfeit the chance to normal encounter speed and attacking with a +2 to-
attack in exchange for a bonus of +1 per hit die to hit bonus, but suffering a –2 penalty to AC during the
resist the overbear attempt. round. Charge attacks are resolved in the same
combat phase their movement completes, rather than
the phase after it completes.
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Weapons such as polearms and spears, as well as the want to do during the round and the Referee decides
attacks of certain monsters (such as those with what the monsters are doing. The Referee may give a
horns) are especially suited to charging and multiply rough indication of what the characters see the
rolled damage by 2 on a charging hit. monsters doing (aka trying to parley, drawing
When one or both combatants entering into melee is weapons, running away, casting spells), though the
charging (and they are both attacking each other), exact planned actions of the monsters will of course
the combatant with the longer weapon strikes first not be shared with the players.
regardless of who has the initiative (as long as they Combatants can plan to take their actions for the
are not surprised). round at any reasonable point during their
Defensive fighting/parrying: a character who movement (i.e. there is no requirement to move
wishes to focus entirely on defense can forgo taking specifically before taking any actions). Combatants
any actions (other than fighting withdrawal) to cannot generally plan to enter and leave melee
improve their AC by +2 until their next turn. combat on the same round (e.g. no closing to melee,
attacking, and retreating all on the same round).
Movement in melee: a combatant engaged in melee
can usually move about 5’ laterally without breaking After all sides have declared their intent for the
away from the melee. This is treated similarly to a round, initiative is rolled the Referee resolves all
fighting withdrawal. At the Referee’s discretion, this actions during the combat round, generally in three
may not be possible in all circumstances. grouped phases as described below with the
initiative-winning side completing their actions first
Running: a combatant who does not begin the round
during each phase.
in melee combat and takes no other actions during
the round can run at 2x his normal encounter speed. 1. Movement (including charges) up to 1/2 total
If he continues running on the next round, he can run speed, actions by characters who are acting
at up to 3x his normal encounter speed. before movement, or spells of level 1-2
2. Movement (including charges) up to full speed,
Second-rank fighting: a combatant using a long
actions by characters who are acting after the
weapon (spear, polearm, similar) can attack from
first half of movement, or spells of level 3-4
behind the front rank of their allies in a melee. A
3. Actions by characters who are acting after the
combatant who is significantly shorter than the
second half of movement or spells of level 5-6
frontline ally (e.g. a dwarf behind a human) makes
their second-rank attack with a –2 to-hit penalty. Note that all references to “speed” above refer to the
total distance a combatant can move in any given
Two-weapon fighting: a character wielding a melee
round, as modified by charging, running, fighting
weapon in each hand gains a +1 to-hit bonus and
withdrawal, etc.
chooses which weapon’s damage die to roll on a
successful hit. They do not make 2 separate attack Movement throughout the round is considered to
rolls. Magic-users and other “non-martial” classes happen roughly simultaneously (aka two combatants
who normally improve their THAC0 & saves every 5 who charge each other will meet in the middle). If it
levels do not gain this bonus. matters who gets a “head start” (such as in the case of
a combatant trying to close to melee with a foe trying
Narrative initiative to run away) the combatant who has the initiative
Combat is resolved using d6 side-based initiative, may be considered to react quickly enough to move
but with an action resolution system designed to 1/4 their speed before their opponent starts moving.
have a more freeform and narrative feel than the rigid This would not apply if both combatants were
move/missile/magic/melee phases described in OSE already in motion from the previous round.
or the “I go, you go” individual turn-taking of many “Brace” weapons: a combatant wielding a “brace”
other RPGs. The result of the initiative roll only weapon who is neither surprised nor already in melee
determines who has the edge if there is reasonable with someone else can always strike at least
ambiguity in-fiction regarding whose strikes, spells, simultaneously with any opponent closing to melee
or actions would happen first. (not just charging) even if they lost the initiative, or
At the start of each round of combat (before rolling strike first if initiative is tied.
for initiative) the players tell the Referee what they

8
However, a combatant who is being charged by an Shields when used untrained still grant their normal
opponent who can reach them during the first phase AC bonus, but are doubly encumbering and cause
(aka in the first half of the charge movement) does attacks made with weapons in the other hand to be
need to win initiative to actually set their weapon vs made with the “non-proficiency penalty” below.
the charge and get the double damage bonus. Arcane spellcasting while wearing armor (trained or
Breaking off from melee: a combatant making a not) or while wielding a shield untrained requires the
fighting withdrawal can only make a melee attack caster to make a save vs spells or the spell fizzles and
against their opponent during the same round if the is lost. At the Referee’s discretion, this chance of spell
opponent follows them. The opponent can make a failure may be mitigated if the spellcaster is able to
melee attack against the combatant leaving melee cast their spell very slowly and carefully (outside of
whether or not they choose to follow (but if they do combat or similar high-pressure situations).
not choose to follow, must win initiative to strike
before their opponent moves away). Untrained weapon use
Player vs player AKA “PvP”: in cases where inter- Characters who wield weapons not normally allowed
party conflict occurs the Referee may optionally allow to their class or ancestry make their to-hit rolls with a
the initiative winner on any given round to declare non-proficiency penalty as shown below:
their actions first, rather than declaring before Class type Non-proficiency penalty
initiative is rolled.
Martial –2
Missile weapon changes Semi-Martial –3
Below are a few additions to the missile weapon rules Non-Martial –5
as given in the OSE rules. This applies both to “training-based” weapon
Firing into a melee: a combatant firing a missile at a restrictions and “size-based” weapon restrictions.
target engaged in melee makes his attack roll against
the intended target with a –4 penalty to his to-hit Weapon tweaks
roll. Any shot that misses with a modified attack roll The weapon list from OSE is used along with variable
less than 10 is resolved as a “raw” attack roll (d20 weapon damage, but with some minor changes:
with no bonuses other than magic) against another  Axes reroll 1’s on their damage dice and add 1 to
random participant in the melee. the final result for each 1 rolled
At the Referee’s discretion this rule may not apply in  Blunt weapons have +2 to-hit vs plate armor
certain circumstances (friendly fire is less of a and brittle enemies (skeletons, statues, etc.)
concern when shooting at a huge dragon engaged in  Crossbows deal d8 damage rather than d6
melee with your normal-sized friends).
 Hatchets (small axes) exist, cost the same as
Firing while in melee: combatants who fire missiles hand axes, and deal d4 damage
while in melee suffer a –4 penalty to their AC. No  Mauls (two-handed blunt weapons) exist, cost
missile weapons other than already loaded crossbows the same as maces, and deal d8 damage
can be used to target adjacent enemies.
 Polearms deal d8 damage rather than d10
Untrained armor use  Staffs deal d6 damage rather than d4
Characters who wear armor not normally allowed to  The “slow” quality is removed from all weapons
their class only gain half the additional AC bonus
from doing so and are encumbered as if they were Exploration/General
wearing armor one step heavier.
Additionally, some class abilities may be less effective Item-based encumbrance
or have a chance of failure. Success chances for skills Instead of tracking the exact weight of equipment
requiring bodily agility/dexterity are typically halved and treasure characters are carrying, movement rate
for each step of armor worn that is heavier than the is determined by simply counting the number of
allowed armor for the class that granted the skill. significant items the character is carrying.

9
Items can either be equipped or packed. Equipped The tension pool is a bowl in the middle of the table,
items are those that are worn, held, or ready to be into which the Referee periodically drops d6 dice.
used on short notice (on a belt, in a sheath, etc.).  Every time the party takes a time-consuming
Packed items are stored away in backpacks, bags, etc. action, the Referee adds a die to the pool.
Retrieving a packed item in the middle of combat  Every time the party takes a reckless/risky
takes 1d4 rounds, while equipped items can be used action (noisy etc.), the Referee rolls the pool.
immediately.
 Actions that are both time-consuming and
A character’s movement rate is the lower movement reckless result in the Referee adding a die, then
rate of that of their number of equipped and packed rolling the pool.
items, as shown below. A character’s STR modifier is  Whenever the 6th die is added to the pool, the
added to the number of packed items they can carry. Referee rolls the pool and removes all the dice.
Equipped items Packed items Movement rate Any time a 1 comes up on any die when rolling the
0-3 0-10 + STR mod 120’ (40’) pool, a complication arises. This is typically a
4-5 11-12 + STR mod 90’ (30’) wandering monster, but may be some other
complication depending on the relative level of
6-7 13-14 + STR mod 60’ (20’)
danger in the party’s current situation.
8-9 15-16 + STR mod 30’ (10’) Complications may not necessarily arise
Most objects that weigh more than 1 lb. and can be immediately, but will generally arise fairly close to
carried in 1 hand count as 1 item worth of when the tension pool is rolled.
encumbrance. Objects that weigh more than 8 lb. or
require 2 hands to carry count as 2 items worth of
encumbrance. Some exceptions are listed below:
Hired Help
 Daggers, torches, and rations* can be packed 3 Fewer loyalty checks
to a single item “slot” when bundled together Loyalty checks for retainers do not occur after every
 Bows and crossbows count as 1 item, but so do adventure as described in OSE, but will occur at the
their quivers (so they net 2 items) Referee’s discretion if the retainer feels the party has
 Leather/chain/plate armor count as 0/1/2 items treated them unfairly, if they have been put in a
worth of encumbrance when equipped, or 2/3/4 significant amount of danger, if they have witnessed
items worth of encumbrance when packed something especially terrifying, or if the party has
 Each 100 metal coins counts as 1 item pursued goals not in keeping with their interests.
 Tiny objects like rings, gems, etc. don’t typically
count as encumbering in small numbers Paying for spell casting
* This list of “bundle-able” objects is not exhaustive, Hiring an NPC to cast a spell for the party (such as
feel free to ask for clarification with similar stuff cure disease or raise dead) generally costs a sum of gold
or incurs some other debt per Referee discretion and
Repeated searches the fictional situation (1e AD&D DMG as a guideline).
Search and listen checks of various kinds may Retainer XP
generally be attempted more than once, but each
attempt costs a turn. Per the OSE rules, hired NPCs who accompany the
PCs in their dungeon-crawling (aka retainers) only
Rest when you’re dead gain half XP for any of their activities due to their
Contra OSE, adventurers do not need to rest 1 turn for limited agency in decision-making and deliberation.
every 5 turns spent exploring a dungeon. Retainers with classes consume a full share of group
XP (and thus actually get a half share), while normal
Tension pool human retainers consume a half share of group XP
At the Referee’s discretion, wandering monsters and (and thus actually get a quarter share). Normal
other random events may be handled using the Angry human retainers start at –1000 XP and take a class
GM’s “tension pool” mechanic rather than the when they reach 0 XP.
standard OSE rules. (source)

10
Injuries and Healing d20 Result Effect
20 Adrenaline surge Regain 1d6 HP
Binding wounds 19 Weakened Lose 1d8 STR
Within 1 hour (6 turns) of combat or most other 18 Addled Lose 1d8 INT
events that cause HP damage, characters with access
17 Haunted Lose 1d8 WIS
to basic medical supplies can take 10 minutes (1 turn)
to bind their wounds, regaining 1d4 hit points. This 16 Hobbled Lose 1d8 DEX
healing cannot exceed the damage taken in the most 15 Broken Lose 1d8 CON
recent damaging event, and can only be performed 14 Embittered Lose 1d8 CHA
once for each damaging event.
13 Badass scar Looks really cool
HP damage caused by certain sources (e.g. some
12 Presto-digit-fenestration Lose 1d3 fingers
magic) may not be able to be healed in this way.
11 Yarrr!! Lose an eye
Healing permanent injuries 10 Your arm’s off! Lose an arm
Healing magic such as raise dead can also heal 9 It’s just a flesh wound Lose a leg
permanent injuries: restoring lost limbs, eyes, etc. –
8 Right in the kisser Lose 1d6 teeth
though not at the same time as restoring life (any
given raise dead spell must be used to either restore Deal your full HD
in automatic
life or heal a permanent wound). 7 Heroic demise
damage to a nearby
Use of magic to heal permanent wounds incur a enemy, then die
system shock roll (see below), but the system shock Regain half HP; you
roll is made as if CON was 4 points higher due to the 6 Divine intervention now owe someone
less extreme nature of the healing. in Very High Places
5 Didn’t hear that coming... Lose an ear
Natural healing
4 Sniff no more Lose your nose
When resting in a safe place with amenities (such as
3 Somehow unscathed! Just knocked out
an inn) characters regain 2 hit points per character
level for each day of rest. When resting in a non-safe System shock
location (dungeon or wilderness), characters regain 1
hit point per character level for each night of rest. Some ordeals (such as being raised from the dead or
returning to flesh after being petrified) permanently
Save or die! weaken a character who endures them. In such
A character reduced to 0 hit points must make a Save situations, a system shock check is made by rolling a
vs Death. On a success, the character survives but d20 and trying to roll equal to or below the character’s
suffers an effect (usually a permanent injury) based CON score.
on the result of the saving throw roll per the If the system shock roll succeeds, the character's CON
following table. On a failure, the character is killed. score is permanently reduced by 1 point. If the system
Massive damage: if the excess damage after reducing shock roll fails, the character's CON score is reduced
a character to 0 HP exceeds the character’s max HP, by 1d4 points and all other ability scores are reduced
the character dies instantly; no save vs death allowed. by 1 point. A character with a score reduced below 3
must retire.
Healing ability score loss: a character who loses 1d8
points in an ability score (results 14-19 on the table) Certain exceptional situations may result in
can, after 2 weeks of dedicated rest and recuperation permanent character death on a failed roll, rather
in a safe place, regain 1d4 points in that ability score. than merely ability score loss.
This can result in a higher ability score than before
the injury occurred.

11
Meta and misc. rules
Living expenses
Characters incur living expenses of (20 + 1% of XP)
per month, max of 1000 GP/month. This reflects food,
lodging, gear maintenance, training, guild dues, etc.
Refilling consumables between delves
Any consumables on the mundane equipment list
costing 5 GP or less (arrows, torches, rope, spikes,
rations, etc.) that are part of a character’s “standard
kit” (aka what they carry on their person when going
on an expedition) are automatically refilled between
expeditions, within reason. This is assumed to be
subsumed in living expenses, see above.
Retirement
Players may, for a variety of reasons, choose to have
their characters retire from adventuring. A character
who retires may gift treasure to a suitable heir or the
party without incurring the typical 10% inheritance
tax charged by the bank to the estates of deceased
characters. However, the retiring character must
retain at least enough for 1 year of “adventurer-level”
living expenses (calculated per above). A retired
character becomes an NPC under the control of the
Referee (albeit with considerable input from the
character’s former player).
The “Murky Mirror”
Questions of “in character”, “out of character”, etc.
will be handled using the murky mirror approach
described in the Angry GM’s “Through a Glass
Darkly” post.

12

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