Table of Contents

[ Link to official SRD ]


What's Different?

If you've played OSE, this is 85% just OSE with some of the Advanced Rules, such as race/class separation. The other 15% is house rules I’ve picked up from playing other OSR games and reading other people’s homebrew. The house rules have been (mostly) playtested on my IRL group. They exist to expand character options and reduce bookeeping without completely handwaving it.


Optional Rules in Use


House Rules

Action Points

can only be spent during combat. An AP can be used to…


▶ Reroll a save or check.
▶ Make another melee attack. This can happen only on your turn, and never during a surprise round.
▶ Gain an extra action that is not an attack: This may be one of the advanced/extra combat options, a minor action, moving (spatially) again, etc.
▶ Add +1 to hit for one turn.
▶ Regain HP equivalent to rolling 1 HD.
AP are consumed regardless of the success of the action. An AP is earned each time you earn XP. You cannot have more than 3 AP at any given time.

Death

0 HP = KO. Dropping below zero requires a save vs Death. Failure = death/retirement. Otherwise, you are injured. While injured, a PC cannot regain more than 1 HP until treated by another character.

Even More Combat Talents

Impasse || Once per combat, a Fighter can completely negate a successful attack roll against themselves. They can choose to wait until after damage is rolled to use this ability.

Giant Killer || When fighting big opponents, use your action to cling onto and even climb them with a successful DEX roll, gaining +3 damage in the next and any subsequent round as long as they hang on. New DEX rolls may be required at the GM’s discretion, but do not require separate actions.

Horsemanship || A fighter that has a mount that is a horse, a close relative of a horse (ie a donkey, a unicorn), or an Axebeak may [...] The mount must be able to have ample space to move on the battlefield (ie no horses in the dungeon).

Pugilist || Attacks made using your fists or improvised weapons do d8 before bonuses are applied. Additionally, you are granted a +2 any time you attempt to put the opposition at a disadvantage via a “called shot”, such as grappling, tripping, disarming, feinting, pushing, “I want to aim for the eye” etc.

Last Stand || If a Fighter is reduced to 0 HP, they can continue to act for up to 5 additional rounds before dying. Each time the Fighter suffers further damage during this period, they must save versus Death or die. Magical healing is effective during this period, but the Fighter must still save versus Death when damaged, even if healed to above 0 HP.

Rage || Work up a frenzy that grants +3 damage, but also −3 AC. This requires 1 round of concentration but lasts the entire combat, blocking any other talents.

Riposte || Respond to an opponent’s missed melee attack against you with a melee action of your own. You must be aware of the attack and completely unimpeded to be able to respond. Any condition that affects your movement rate such as being over-encumbered, prone, etc., or negatively affects their mental state (e.g. a mind-affecting spell) impedes riposting. Reaction: The riposte can be either an attack with a melee weapon or a called shot. The first riposte in a round carries a –2 penalty to the attack roll. Further ripostes double the penalty (e.g. –4 for the second, –8 for the third, etc.). You cannot parry and riposte in the same round.

Tactician || Your tactical skill lets you bestow a +3 AC OR +3 damage bonus on an ally, once per battle and for a single attack made at any point in the same fight. This requires a related small verbal action, such as “strike when it raises its wings!”

Experience

XP bonuses are now given for having at least one low stat (5% for 8-6, 10% for 5 or lower), but not high prime requisites.

Also, rather than me trying to figure out how much XP punching 5 kobolds was worth, you instead earn a fixed [current level*200] XP (adjusted for difficulty) per character for any of the following:


▶ Surviving a deadly situation (ex. lifting a curse, conquering or escaping a combat encounter, outsmarting a trap)
▶ Defeating a powerful enemy (ex. ‘boss’ monster, faction leader)
▶ Recovering a priceless artefact
▶ Taking out or taking over a faction
▶ Fully exploring a dungeon
▶ Completing a quest for an NPC
▶ Completing a major personal quest
▶ Discovering a major secret
▶ Spending 1k+ gold in a session
▶ Making connections in high places

…and potentially other situations.

Any unspent experience may be used on your next character in the event of character death.

Extra Combat Options
▶ Defence: Take −1 to-hit and −1 damage to get +2 AC for the round.
▶ Offence: Take −1 to-hit to get +1 damage for the round.
▶ Protect: Make a roll against your DEX. If you succeed, the next attack on an adjacent ally targets you instead. If the protector has a shield equipped, they may choose for it to negate all damage at the cost of the shield breaking. In the event of the latter, the DEX roll is not needed.
▶ Critical: Do max damage on a to-hit roll of 20. This is only available to PCs. NPCs may get a counter-attack when a to-hit roll made against them by a PC = 1.

Helmets

Any character that can wield plate armour may be protected from a crit by a helmet, by forcing the opposition to re-roll. This works only once. Then the helmet breaks.

Magick Points and Rituals

Spellcasters begin with a number of mana points equal the number of spell slots for their current level listed on their class table. Casting a spell depletes MP by a number of points equal to the spell’s level. All MP are regained after a full night’s sleep.

When running low on MP, a spellcaster may attempt to cast a known spell by subtracting the MP deficit from their HP. They may also attempt to cast an unknown spell (of any level, provided it is on their spell list) using only HP. (This still observes the rule that Clerics know all spells on their list up to their current level while M-Us only know what's in their spellbook).

Unknown spells cast in this manner promptly disappear from the caster’s memory after usage (they often don’t know how they did it), thus they cannot be scribed as scrolls or added to their spellbook until actually committed to memory. If the player is not willing to pay the HP cost or the spell would reduce their HP below zero, the spell cannot be cast.

The Cleric, M-U, Mage, and Druid may circumvent MP costs using a ritual. Rituals instead consume 50gp worth of reagents and one hour of time.

Resource Dice

Some consumable items (esp: ammo, rations, animal feed) don't count against encumbrance. Write “d10” after any of these objects. After each day of depleted rations/feed or after each encounter where ammunition is fired, the d10 is rolled. On a 1-3, the amount available is reduced to the next smallest die type (d8 > d6 > d4). If the d4 comes up on 1-3, you are out of stock and more needs to be purchased.

You may purchase additional stock before it runs out. However, each successive unit weighs one encumbrance slot and begins with a progressively lower countdown (d8 > d6 > etc). This also applies to the number of charges on wands. This does not apply to potions or scrolls.

Tags

Tags are a bit like feats except, rather than choosing them from a menu, they are given to you after fufilling certain narrative requirements. All characters start with a tag (usually granted by their career) and have an additional number of tag slots equal to half their character level. Tags can be replaced for better ones as they become irrelevant.

Character Creation

Allowed Races:

Available to 1st level characters:

  • Human, Halfling, Half-Elf, Half-Orc, Kobold

Unlockable through gameplay:

  • Dwarf, Elf, Leshy, Sprite, Tiefling, Vodyanoi

Race is separate from class (see Adv p44). Racial level restrictions remain in place. Class restrictions can be lifted if you run the race/class combo by the GM first. Ignore stat requirements.

Allowed classes:

Available to 1st level characters:

  • (Basic) Fighter, Cleric, Magic-User, Thief
  • (Adv/Other) Acrobat, Bard, Ranger, Warden

Unlockable through gameplay:

  • (A) Assassin, Barbarian, Druid, Illusionist, Knight, Paladin
  • (C) Acolyte, Kineticist, Mage
  • (B) Circles M-U, Merchant, Rake, Shaman
  • (O) Beastmaster, Dark Priest, Seer Priest

Dual-/multi-classing is not allowed. However, class features may be swapped from another class via XP debt starting at 2nd level. Ignore stat requirements.

The race-classes are locked to their respective races except Elf, Half-Elf, and Dwarf. These lose any race-specific characteristics that are not congruent with actual character race (i.e. a human using the Elf class does not have infravision).

Class Changes:

Magic-Users may begin with a number of known spells modified by their INT score (Advanced p50, right column). Read Magic and Find Familiar considered innate to Magic-Users and Mages.

Fighters, Barbarians, Knights, and Dwarves (the class, not the race) have access to combat talents (Carcass Crawler-1 p28, and House Rules: A Few More Combat Talents). These classes also each get +1 to to-hit/damage every 4 levels. The Paladin gets combat talents at 1st and 5th levels only, as well as +1 to-hit/damage at 4th level only.

Thieves use the alternate skill probabilities presented on Carcass Crawler-1 p29.

  • a. This also applies to CS/FA/HS/MS/TW for the Acrobat and CS/HN/HS/MS for the Assassin. These classes instead get 2 points to allocate at first level, then one point per level gained going forward.
  • b. Minor adjustment: You may raise skills to 6 in 6. Use 2d6 to roll; if both faces end up being 6, only then does the skill fail.

Bards may choose the Illusionist spell list instead of Druid. They also get Bard Songs (ask GM).

Halflings' Hiding ability has been improved to 3 in 6 in all non-wilderness environments as long as there is cover and they have not already been noticed.


[ Insert Link to character sheet ]

  1. Roll 3d6 and assign the scores at will. Follow the rules on pages 14-17 of OSE: Classic Fantasy to adjust your stats. Take max HP (before CON mods) at level 1.

    All characters begin with 3d6*100 gold before buying equipment.

    Use ascending AC (base is 10).

  2. Ignore the languages that come with class. Instead, your starting languages should include:

    Common; +1 from race if playing a half- or non-Human; +1 relevant to either class, homeland, or career if applicable (see next step); +(x) additional languages from INT bonus. If you have more language slots that languages, you may either trade a language slot for another career.

    Languages are the following: Common, Elvish, Halfling, Gnomish, Orcish, Kobold, Liturgical, Infernal, [Regional Language] (ask GM)

    Alignment Language is being ignored for the most part. Occasionally, magic swords or extradimensional psychic beings will only be able to "speak" a certain alignment but this will be rare.

    PCs are asumed to be functionally literate unless RP reasons demand otherwise.

  3. Lastly, choose a career (Advanced p52). You may choose a career that's not on this list with GM approval (as long as your career isn't any kind of sitting noble or something that assumes too much about the world, it's probably fine. Examples: Trader, Scribe, Friar, etc...)