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House Rules Outline

Posted: Wed Jun 05, 2024 4:22 pm
by BaltoBruiser

Adventuring Gear

Posted: Thu Jun 06, 2024 1:51 pm
by BaltoBruiser
Adventuring Gear
Item Cost Item Slot Item Cost Item Slot
Backpack 5 GP N/A Crowbar 10 GP 1
Heads of Garlic 5 GP N/A Grappling hook 25 GP 1
Hammer (small) 2 GP 1 Holy symbol (silver) 25 GP N/A
Holy water (vial) 25 GP 1 Iron spikes (12) 1 GP 1
Lantern 10 GP 1 Mirror (hand-sized, steel) 5 GP 1
Oil (1 flask) 2 GP 1 Pole (10’ long, wooden) 1 GP 1
Rations (iron, 7 days) 15 GP 1 Rations (standard, 7 days) 5 GP 1
Rope (50’) 1 GP 1 Sack (large) 2 GP N/A
Sack (small) 1 GP N/A Stakes (3) and mallet 3 GP 1
Thieves’ tools 25 GP 1 Tinder box (flint & steel) 3 GP 1
Torches (6) 1 GP 1 Waterskin 1 GP N/A
Wine (2 pints) 1 GP N/A Wolfsbane (1 bunch) 10 GP 1
Barrel 1 GP 2 Bedroll 2 GP 1
Bell (miniature) 1 GP N/A Belt pouch 1 GP N/A
Block and tackle 5 GP 1 Box (iron, large) 30 GP 2
Box (iron, small) 10 GP 1 Bucket 1 GP 1
Caltrops (bag of 20) 1 GP 1 Candles (10) 1 GP 1
Chain (10’) 30 GP 2 Chalk (10 sticks) 1 GP 1
Chest (wooden, large) 5 GP 2 Chest (wooden, small) 1 GP 1
Chisel 2 GP 1 Cooking pots 3 GP 1
Firewood (bundle) 1 GP 1 Fishing rod and tackle 4 GP 1
Holy symbol (gold) 100 GP N/A Holy symbol (wooden) 5 GP N/A
Ink (vial) 1 GP 1 Ladder (wooden, 10’) 5 GP 3
Lantern, bullseye 20 GP 1 Lock 20 GP 1
Magnifying glass 3 GP 1 Manacles 15 GP 1
Marbles (bag of 20) 1 GP 1 Mining pick 3 GP 1
Musical instrument (string) 20 GP 1 Musical instrument (wind) 5 GP 1
Paper/parchment (2 sheets) 1 GP N/A Quill 1 GP N/A
Saw 1 GP 1 Scroll case 1 GP 1
Sledgehammer 5 GP 1 Spade or shovel 2 GP 1
Tent 20 GP 3 Twine (100’ ball) 1 G} 1
Vial (glass) 1 GP 1 Whistle 1 GP N/A
First Aid Kit 25 GP 1
Backpack: Has two straps and can be worn on the back, keeping the hands free. Holds up to 8 encumbrance slots

Crowbar: 2–3’ long and made of solid iron. Can be used for forcing doors and other objects open.

Grappling hook: Has 3 or 4 prongs. Can be used for anchoring a rope.

Hammer: Can be used for construction or as a mallet with iron or wooden spikes.

Holy symbol: A divine spell caster is required to own a holy symbol of their deity, often worn as a necklace. Each
religion has its own holy symbol.

Holy water: Water that has been blessed by a holy person. It is used in some religious rituals and inflicts damage on undead monsters. Holy water does not retain its power if stored in any other container than the special vials it is blessed in.

Iron spikes: May be used for wedging doors open or shut, as an anchor to attach a
rope to, and many other purposes.

Lantern: Can be closed to hide the light. Burns one oil flask every four hours (24 turns). Casts light in a 30’ radius.

Mirror: Useful for looking around corners or for reflecting a gaze attack.

Oil flask: A flask of oil fuels a lantern for four hours (24 turns). In addition to fuelling
lanterns, oil can be used as a weapon:
▶ Throwing: An oil flask may be lit on fire and thrown. On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips off.
▶ Pools: Oil that is poured on the ground and lit covers a diameter of 3 feet and burns for 1 turn, inflicting damage on any character or monster moving through the pool.
▶ Immunity: Burning oil does not harm monsters that have a natural flame attack.
Pole, 10’: A 2” thick wooden pole useful for poking and prodding suspicious items in a dungeon.

Rations, iron: Dried and preserved food to be carried on long voyages when securing fresh food may be uncertain.

Rations, standard: Fresh, unpreserved food.

Rope: Can hold the weight of approximately three human-sized beings.

Sack, large: Can hold up to 8 encumbrance slots but requires two hands to carry when empty it does not count against encumbrance

Sack, small: Can hold up to 4 encumbrance slots; a single sack can be carried in a hand. When empty it does not count against encumbrance

Stakes and mallet: A wooden mallet and three 18” long stakes. Valuable when confronting vampires.

Thieves’ tools: This kit contains all of the tools needed to pick locks and disarm traps as well as create simple alarms and traps.

Tinder box: Used to light fires, including torches. Using a tinder box takes one round. Under normal conditions, adventurers can use a tinder box to spark a fire without penalty. Adverse conditions may impact this ability.

Torch: A torch burns for 1 hour (6 turns), clearly illuminating a 30’ radius. Torches may also be used in combat

Waterskin: This container, made of hide, will hold 2 pints (1 quart) of fluid.

Wolfsbane: This herb can be used to repel lycanthropes. The creature must be hit with the herb in melee combat.

Barrel: A wooden barrel that holds 40 gallons (320 pints) of liquid. Encumbrance slots noted for empty barrels when full a barrel takes up 6 encumbrance slots

Bedroll: A heavy woollen blanket with a small pillow.

Bell: A 1” brass bell.

Belt pouch: A leather pouch that holds up to 1 equiped encumbrance slot on a belt. When empty it does not count against encumbrance

Block and tackle: Used for hauling or lifting heavy objects. Reduces the effective weight by 75%. Requires 4 times as much rope.

Box, iron: A solid iron casket. A large box can hold up to 16 encumbrance slots; a small box can hold up to 5 encumbrance slots. When empty the noted encumbrance slots apply

Bucket: Holds 5 gallons (40 pints). The noted encumbrance slots apply to both empty (due to bulk) and full (when full a bucket takes up one hand)

Caltrops: Small metal spikes sufficient to cover a 5’ × 5’ area. Creatures moving through the area have a 2-in-6 chance of treading on a spike. Victims suffer a 50% reduction of movement rate for 24 hours or until they receive magical healing.

Candle: Casts dim light in a 5’ radius and burns for 1 hour.

Chain: A 10’ length of heavy, iron chain.

Chalk: Useful for making markings on stone.

Chest, wooden: A large chest can hold up to 20 encumbrance slots; a small chest can hold up to 6 encumbrance slots. When empty the noted encumbrance slots apply

Chisel: Used with a hammer for chipping away stone.

Cooking pots: Pots and pans for campfire cooking.

Firewood: A bundle of dry wood. Burns for 8 hours.

Fishing rod and tackle: A rod, line, hook, and bait box.

Holy symbol, gold: Grants a +1 bonus to the 2d6 roll for the affected Hit Dice of undead monsters.

Holy symbol, wooden: Incurs a –1 penalty to the 2d6 roll which determines the success of the turning attempt.

Ink: A vial of black ink. Coloured ink costs double. Sufficient for about 50 pages of writing.

Ladder: Simple wooden construction. Very encumbering.

Lantern, bullseye: Casts light in a narrow beam, 60’ long and 20’ wide at the end. Can be closed to hide the light. Burns one oil flask every four hours (24 turns).

Lock: A basic iron lock with a key.

Magnifying glass: Used for studying fine details.

Manacles: Iron manacles with a chain. Used for binding hands or feet.

Marbles: A bag of colourful glass beads.

Mining pick: For breaking rock.

Musical instrument: A stringed instrument (e.g. a lute or mandolin) or a wind instrument (e.g. a flute or pipe). The listed price is for an instrument of basic quality. Higher quality instruments can cost up to 10 times as much.

Paper or parchment: Approximately 1’-square sheets.

Quill: A large feather sharpened into a writing point.

Saw: A hand saw for cutting wood.

Scroll case: An oiled leather tube with a cap. Not completely watertight. Limited to 10 scroll capacity

Sledgehammer: A big heavy hammer for breaking rock.

Spade or shovel: For excavating earth.

Tent: Large enough for 2 adult humans.

Twine: A wound ball of thin cord or string. Can support up to 3 slots of encumbrance weight.

Vial: A glass vial that can hold up to half a pint of liquid.

Whistle: Useful for signalling or faking bird calls.

Armour

Posted: Thu Jun 06, 2024 3:44 pm
by BaltoBruiser
Armour AC Cost Item slots
Padded 8 5 GP 1
Furs 7 10 GP 1
Leather 7 20 GP 1
Studded Leather 6 25 GP 1
Lorica Hamata 5 100 GP 1
Chainmail 5 40 GP 2
Banded Mail 4 50 GP 2
Lorica Segmentata 4 400 GP 2
Archontean Lamellar 3 600 GP 2
Shield, Normal Wood reduces AC by 1 1 GP 1
Shield, small reduces AC by 1 5 GP 1
Shield, normal reduces AC by 1 10 GP 1
Shield. large reduces AC by 1 20 GP
Helm Special 5 GP N/A
The Lorcia armour is rarely sold. It marks the wearer as a soldier in the Archontean legions. Most citizens do not look kindly on those who falsely claim to be legionnaires.

Banded Mail may only be worn by characters who can wear plate armour from the Player's tome.

There may be armour found while adventuring that are not classified on this list.

Shields will reduce AC by 1 (small against a single attack/round, normal against 2 attacks/round, and large against 3 attacks/rounds) also a character can choose for a shield to absorb a successful hit which will sunder the shield and destroy its usefulness. Enchanted shields will improve AC by 1+ magical bonus (e.g., a +1 magic shield would reduce a character's AC by 2) and may absorb the same number of hits (in our example the magical shield could absorb 2 hits before being sundered).

Helms do not reduce overall AC but can absorb damage from a single successful critical hit, but then is rendered useless. It also imposes a -1 penalty to Surprise.

Weapons

Posted: Thu Jun 06, 2024 7:26 pm
by BaltoBruiser
Weapon Cost (gp) Item Slots Traits
Battle axe 7 GP 2 Deadly, Melee, Shield Grappler, Two-handed
Blackjack 1 GP 1Blunt, Knock-out, Melee, Stealth
Blowgun3 GP1Missile 10/20/30, Poison
Bolas5 GP1Blunt, Entangle, Missile 20/40/60
Club3 GP1Blunt, Knock-out, Melee
Crossbow30 GP2Deadly, Missile 80/160/240, Slow, Two-handed
Dagger3 GP1Light, Melee, Missile 10/20/30, Quick draw
Flail10 GP2Blunt, Deadly, Melee, Shield Grappler, Two-handed
Garotte1 GP1Melee, Stealth, Strangle, Two-handed
Hand axe4 GP1Light, Melee, Missile 10/20/30, Shield Grappler
Holy water vial25 GP1Missile 10/30/50, Splash
Javelin1 GP1Missile 30/60/90
Lance5 GP2Charge, Melee, Specialized
Long bow40 GP2Deadly, Missile 70/140/210, Specialized, Two-handed
Mace5 GP1Blunt, Knock-out, Melee
Net5 GP1Blunt, Entangle, Missile 10/20/30
Oil flask, burning 2 GP1Missile 10/30/50, Splash
Polearm7 GP2Brace, Deadly, Melee, Specialized, Two-handed
Short bow25 GP2Missile 50/100/150, Two-handed
Short sword7 GP1Light, Melee, Quick draw
Sling 2 GP1Blunt, Missile 40/80/160
Spear4 GP1Brace, Melee, Missile 20/40/60
Staff 2 GP2Blunt, Melee, Two-handed
Sword10 GP1Melee, Quick draw, Versatile
Torch1 GP(for 6)1 (per bundle)Melee
Two-handed sword15 GP2Brutal, Deadly, Melee, Slow, Two-handed
War hammer5 GP1Blunt, Crushing, Melee
Whip10 GP1Entangle, Melee
AmmunitionCost (GP)Item slots
quiver of arrows (20) 5 GP1
pouch of blowgun darts (5)1 GP1
case of bolts (30)10 GP1
silver tipped arrow or bolt 5 GPN/A
sling stones Free 1
TRAITS

Blunt: May be used by clerics.

Brace: Bracing against the ground doubles damage against charging enemies.

Brutal: If the result of the attack roll with this weapon is a natural 20, the subsequent damage dealt by the weapon is doubled.

Charge: On horseback, moving at least 60’ in a round and attacking doubles any damage done with a successful hit.

Crushing: On a critical hit vs. a humanoid creature of the attacker’s size or smaller, the attacker can choose to either a) disarm the target, or b) halve the target’s movement rate.

Deadly: Roll damage dice with Advantage (roll damage dice twice, and keep the higher result).

Entangle: On a successful hit, the target must save vs. paralysis or be unable to move or act. A new save is allowed each round to escape.

Knock-out: On a critical hit, the target must save vs. paralysis or be knocked out for 1d6 turns. The target must be the attacker’s size or smaller, and have biological susceptibility to being rendered unconscious from blunt trauma to the head.

Light: This weapon can be used in the off-hand when attacking with two weapons.

Melee: Close quarters weapon (5’ or less).

Missile: Thrown or fired weapon (greater than 5’ distance). The distances for short (+1 to hit), medium, and long (-1 to hit) range are shown in feet.

Poison: This weapon inflicts no damage, but may administer a bloodstream poison.

Quick draw: This weapon can be readied as part of the same action used to attack.

Shield Grappler: Attacking with this weapon negates an opponent’s shield bonus to AC.

Slow: The character attacks last in each combat round.

Specialized: Only classes with Strength as a prime requisite can wield this weapon efficiently. All others suffer a -4 penalty to hit.

Splash: On a successful attack, the container smashes and douses the target with the liquid. Damage is inflicted over two rounds, as the liquid drips off.

Stealth: May only be used to attack an unaware person (i.e. human / demi-human of any level or humanoid monster of up to 4+1 HD) from behind. Any successful attack with this weapon is considered to be a critical hit.

Strangle: Following a successful hit, this weapon inflicts automatic damage each round. The victim cannot move and suffers a -2 penalty to attack rolls. A successful hit on the attacker allows the victim to break free.

Two-handed: Requires both hands; the character cannot use a shield.

Versatile: May be used with one or two hands. When wielded two-handed, the weapon gains the Deadly trait.

Poisons and Paralyzing Effects

Posted: Fri Jun 07, 2024 1:41 am
by BaltoBruiser
If a character fails their saving throw vs. Poison or Paralysis they do not immediately subcumb to the poison's effect or become paralyzed. First, a character will roll a check vs. Constitution (3d6). If the character succeeds (roll is equal to or less than their CON score), the character may continue to defend and attack with a loss of DEX bonus to AC and -2 on “to hit” roll. Alternatively, the player may choose to attempt to negate the effects of the poison or paralysis. If the character fails (roll is more than ability score), the character succumbs to the effects of the poison or paralysis. The character will continue to check vs. Constitution with an additional d6 added to each check (e.g., 2nd round is 4d6, 3rd round is 5d6, etc.). This means that the character may be able to quaff a potion or slay their foe (or both) before the impact of the poison or paralysis incapacitates them.

Item-Based Encumbrance

Posted: Fri Jun 07, 2024 2:40 am
by BaltoBruiser
The foundation for encumbrance rules are found in Carcass Crawler Issue #2.

Equipped and Packed Items
Each item carried is classified as equipped or packed.

Equipped items: Anything the character is holding, actively using, or has ready to use at short notice: armour worn, shields or weapons held, sheathed weapons, items worn on the belt.

Packed items: All other equipment, packed into pockets, sacks, backpacks, etc. In combat, retrieving a packed item optionally takes one round.

General guideline: An object that can be carried in one hand counts as 1 item and an object that requires two hands to carry counts as 2 items. Very heavy or bulky objects may count as 3 or more items, per referee judgement.
Item-Based Encumbrance
Equip. Items Packed Items Move. Rate
0–3 0–10 120’ (40’)
4–5 11–12 90’ (30’)
6–7 13–14 60’ (20’)
8–9 15–16 30’ (10’)
A character’s melee STR modifier may be applied to the number of packed items at each movement rate band. (e.g. a character with STR 16 (+2 modifier) can carry up to 12 packed items at 120’ (40’)). This also means that characters with strength modifiers could have more than 16 packed items and still move at the lowest movement rate of 30' per turn.

Healing, Dying, and Death

Posted: Mon Jun 10, 2024 1:44 pm
by BaltoBruiser
Healing

Characters may heal 1HP of physical damage with 8 hours of sleep. In addition, each day of complete bed rest in a safe haven, such as a tavern room or secure camp site, characters may heal 1d4 HP per day.

Healing spells such as Cure Light Wounds, tend to physical wounds or injury. Potions of Healing work in a similar manner. Diseases and Poison are “cured” using specific spells or potions addressing the disease or poison (anti-venom).

First Aid Kits

Are purchased items containing gauze, simple bandages, sutures, or ointments which may speed the character’s recovery from injury. First Aid Kits may be administered by any character subject to a [4d6] Wisdom based skill check to diagnose the wound and apply the aid correctly. If the skill check fails, the application will only provide an instant 1HP of recovery. If the skill check passes, the character receiving the treatment will not only recover the instant 1HP but also receive an additional recovery of 1d4 HP at a rate of 1 HP per hour (every 6 turns). A character can only receive the benefit of a single first aid kit (no stacking).

Cost of each kit is 25gp.

Exactly zero HP
Whenever a character falls to this point, they collapse and become comatose. They are not dying unless they take more wounds. The character must make a [4d6] Constitution check. Fail and remain unconscious for six turns adjusted by -1 turn for each point of Constitution bonus (e.g., A cleric with Constitution of 13 would be comatose for 5 turns). Succeed and become conscious enough to act as 'walking wounded' but until healed, the character cannot attack, cast offensive spells and movement is reduced to half speed.

Negative HP
If a character is wounded and falls to a negative HP level, they fall comatose and continue to bleed out or succumb to other conditions. The character must make a [4d6] Constitution check. If they fail, their health deteriorates at a rate of -1 HP per round. If the character succeeds, the character is stable for a period of rounds equal to half the character’s Constitution score rounded down (e.g. our cleric with a 13 Constitution score would stabilized for 6 rounds). Once a character reaches -10 HP either through a wound or bleeding out, the character is dead and unable to be revived short or a wish or resurrection action.

A Healing Potion or Cure spell administered to a character with HP less than zero will always stabilize the character even if the Potion or Spells impact does not increase the character’s HP to greater than zero (e.g. our cleric has been taken down to -5 HP and failed the Constitution check losing an additional 2 HP before the melee is ended. Another member of the party pours a potion of healing into the cleric’s mouth imparting healing of 5 HP. Even though the character is still at -2 HP they will not lose any further HP in subsequent rounds).

Once a character who has been at negative HP reaches a positive HP total, they must make another [4d6] Constitution check. Fail and remain unconscious for six turns adjusted by -1 turn for each point of Constitution bonus (e.g., A cleric with Constitution of 13 would remain comatose for 5 turns). Once the character regains consciousness, they would become “walking wounded” for a similar period (6 turns less 1 turn per Constitution bonus). Succeed and become conscious enough to act as “walking wounded” the character cannot attack, cast offensive spells and movement is reduced to half speed for six turns adjusted by -1 turn for each point of Constitution bonus.

Death
Once a character reaches -10 HP they are dead (time to start rolling a new set of abilities or grab your secondary character sheet). Most monsters and opponents will die once they are reduced to 0 HP or lower.

Hit points for 1st Level Characters

Posted: Mon Jun 10, 2024 9:11 pm
by BaltoBruiser
All 1st level characters will receive the maximum HP for their class plus Constitution bonuses. Upon achieving 2nd level, the character will use their appropriate HD to add to their HP total.

For example, Bruiser the Barbarian with a Consitution ability score of 16 will have 10 HP at 1st level. After a delve or two into the Halls, Bruiser attains 2nd level. He rolls a d8 and the result is a 1. His new HP total will be 13.

Arcane Magic

Posted: Tue Jun 11, 2024 1:03 am
by BaltoBruiser
Starting Spells

Spells that are unique to the Illusionist class are subsumed into the Magic-User spell list at their listed levels and Illusionists are no longer separate classes. Any Illusionist scrolls may be used by arcane magic-users.

Newly-created Magic-Users(and other arcane spellcasters) begin with one to five (based on the character's Intelligence ability score; see table below) Level 1 spells in their spellbooks in addition to "Read Magic". Beginning spells will be randomly rolled from the 1st level Illusionist and Magic-User spell lists in the OSE Player's Tome. If Read Magic is rolled as a beginning spell, the character will re-roll and obtain another spell. Read Magic is not necessary to decipher scrolls, but it is necessary to decipher spellbooks.

Sense Magic

All arcane magic users can sense magical resonance at will, provided the caster can concentrate without distraction and physically touch the subject. Only the existence of magic is detected, not its nature or strength. Each attempt requires one turn. The spell "Detect Magic" is different in that it will allow a Magic User to learn more about the type and strength of the magic imbued in the subject.

Acquiring Spells
Magic-Users can add new spells of their choice to their spellbook when new spell slots become available to them, but only after training with a mentor or performing research. It takes four hours and 100gp in materials and study costs per spell level. The time must be spent with uninterrupted access to the source text but the end result is automatic success in transcribing the spell.

Transcribing spells from a spellbook or scroll to another spellbook requires proper tools, and takes four uninterrupted hours per spell level per spell. Spells of a level which the character can cast may be copied from scrolls or the spell books of another spell caster with no chance of failure, unless the transcription process is interrupted, in which case it automatically fails. Further attempts can be made without restriction. For spells beyond a level which the character can already cast found in other caster's spellbooks, the copying success rates based on intelligence will come into play (see table below). Scrolls of a higher level than the caster’s capability can be cast by any appropriate class of any class level, but they cannot be copied into spellbooks (e.g. A 3rd level Elf finds a scroll with a Fireball spell. The Elf cannot transcribe the spell to their spellbook because they do not have 3rd level spell slots available in their spellbooks until they are 5th level. They can however use the scroll to cast a fireball spell at any time.) This prevents scroll-hoarding and simultaneously encourages their use as “one-and-done” power boosts.
INT# of Beginning SpellsChance of Copying
3 1 25%
4–5 1 35%
6–7 2 40%
8–9 2 45%
10–12 3 55%
13–14 3 70%
15–16 4 75%
17 4 85%
18 5 90%

Spell Retention

After casting a spell and before you cast another spell or take another action, mages may make an immediate intelligence skill check. This is a difficult task [4d6] modified by a further +1 penalty per level of spell cast. Success means the spell is retained and you may cast it again. Fail the check and the spell is erased until memorised again through study. Each subsequent casting incurs a further +1 retention penalty so eventually the spell will be erased and the mage will need study periods to regain the particular spell knowledge. For example, a magic-user with a INT of 15 memorizes Magic Missile prior to heading out on a delve. During an encounter in the dungeon, the MU conjures a magic missile. Mechanically, when the MU rolls the damage for the Magic Missile, the MU would need to roll 4d6+1 and roll 15 or less to retain the spell. Let's say they roll a 12 retaining the spell. In the next round of combat they use the Magic Missile spell again. This time they roll a 4d6+2 and get a result of 20 and lose the retention of the spell until they study and memorise the spell again.

Magical Research

Creating New Spells: It requires one uninterrupted day per spell level per spell to properly research a new spell, with the assumption that proper tools are at hand. Research costs 1000 gp per spell level per spell. These rules apply to both arcane and divine spells.

Creating Magic Items: The standard OSE rules apply; however, all casters can attempt to create items at any level.

Divine Magic

Posted: Tue Jun 11, 2024 1:50 am
by BaltoBruiser
At 1st level, clerics of non-evil alignement (any cleric in our Arden Vul game) is provided the ability to "Detect Evil" per the spell. This ability can be used once per day.

Memorizing Spells
Divine spell casters memorize spells through prayer to their gods. When praying for spells, divine spell casters may choose any spells in their class’ spell list that they are of high enough level to cast. They may cast a certain number of spells each day according to their experience level and any extra spells gifted by higher wisdom ability
Ability ScoreSpell Bonus
13 one 1st level
14 one 1st level
15 one 2nd level
16 one 2nd level
17 one 3rd level
18 one 4th level
This applies for Clerics and Druids and is a cumulative. A 4th level cleric with a WIS of 17 would have 2 extra 1st and 2nd level spells per day available to them. Once they obtained 6th level, they would be able to use their bonus 3rd level spell each day.

Reversing Spells
Divine spell casters can cast the reversed version of a spell by speaking the words and performing the gestures backwards when it is cast.

Deity Disfavour
Divine spell casters must be faithful to the tenets of their alignment, clergy, and religion. If the character ever falls from favour with their deity, penalties (determined may be imposed. These may include penalties to attack (–1), a reduction in spells, or being sent on a perilous quest. In order to regain favour, the character must perform some great deed for their deity, for example: donating magic items or gold, constructing a temple, converting many people to the religion, vanquishing a powerful enemy of the deity, etc.

Spells and Deity Alignment
A divine spell caster may draw disfavour from their deity when casting spells (or their reversed versions) whose effects go against the deity’s alignment:

Lawful characters: Will only use reversed spells in dire circumstances.

Chaotic characters: Will usually use reversed spells, only using the normal versions of spells to benefit allies of their religion.

Neutral characters: Will favour either normal or reversed spells, depending on the deity served (no deity favours both reversed and normal spells).

Prepartion and Retention
Study takes one hour of personal preparation and prayer and then 15 mins per level of spell. Once committed to memory, spells are retained until cast when they are erased from any memory bank and further study or prayer is needed to regain the divine favour to cast it again. Unused spells may be retained over to a new day or replaced by different ones through the daily divine allocation.

Turning Undead

Posted: Tue Jun 11, 2024 2:18 am
by BaltoBruiser
Clerics and Paladins can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults a table comparing the roll against the HD of the type of undead monsters targeted.

If the turning attempt succeeds, the player must roll 2d6 again to determine the number of HD affected (turned or destroyed).

Turned undead: Will leave the area, if possible, and will not harm or make contact with the cleric.

Destroyed undead (result of D): Are instantly and permanently annihilated.

Excess: Rolled Hit Dice that are not sufficient to affect a monster are wasted. (e.g. 6 zombies are encountered and successfully turned by the party's cleric. The player roles a 9; 4 zombies are turned and retreat from cleric while 2 continue shuffling toward the party).

Minimum effect: At least one undead monster will always be affected on a successful turning.

Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first. a character who makes a successful turning attempt may optionally make another attempt in the following round. This process may be repeated until all types of undead have been affected or a turning attempt fails.

Each character capable of turning the undead may make one attempt per encounter except as described in the "Mixed groups" section.

Duration: A successfully turned monster is affected for 1 turn. Following this turn, the monster may return.

D6 Character skills for Thieves and Barbarians

Posted: Tue Jun 11, 2024 7:26 pm
by BaltoBruiser
Building off the D6 Thief Skills alternate skills system from Carcass Crawler Issue #1

Thieves at 1st level will have at least a 1 in 6 chance of executing their 8 skills: Climb Sheer Surfaces (CS), Find or Remove Treasure Traps (TR), Hear Noises (HN), Hide in Shadows (HS), Move Silently (MS), Open Locks (OL), Pick Pockets (PP), and Read Language (RL). In addition, they have 6 expertise points which they can allocate to the skills. At every level thereafter, a thief will gain 2 more expertise points to allocate. No skill can ever increase beyond a 5 in 6 chance of success.

Barbarians at 1st level will have at least a 1 in 6 chance of executing their 3 wildernes skills: Climb Sheer Surfaces (CS), Hide in Undergrowth (HD), and Move Silently (MS). In addition, they have 3 expertise points which they can allocate to the skills. At every odd numbered level thereafter, a barabarian will gain 1 more expertise point to allocate. No skill can ever increase beyond a 5 in 6 chance of success.

See attached table:
Example of D6 skill progression.xlsx
(12.76 KiB) Downloaded 13 times

Re: Combat

Posted: Wed Jun 12, 2024 5:33 pm
by BaltoBruiser
Attack Damage

Your class's Hit Die determines your base weapon damage, e.g. Fighters d8, Clerics d6, Magic-Users and Thieves d4. At each Attack Bonus (THAC0) increase, your base weapon damage improves by one step, as follows:

Initial Bracket - 1dN, N=Class's Hit Die
2nd Bracket - 1 die type up (e.g., 4th level elf would use a d8; 5th level Cleric would use a d8; 5th level Thief would use a d6; 6th level MU would use a d6)
3rd Bracket - 2dN (e.g., 7th level Elf would roll 2d6; 9th level Cleric would use a 2d6; 9th level Thief would use a 2d4; a 11th level MU would cap at 2d4)
4th Bracket - 3dN (e.g. 10th level Elf would roll 3d6; 13th level Cleric would cap at 3d6; 13th level Thief would cap at 3d4)
5th Bracket - 4dN (13th lvl fighters, paladins, and rangers are the only classes in our game who can obtain this bracket they would roll 4d8s)

Special Attacks

Attacking with two weapons

Classes with Strength or Dexterity as prime requisites can attack with two weapons at a penalty of -2 to hit main hand and -4 to hit offhand. This may be modified by dexterity score with a reduction to the penalty of -1 to each attack for each point above 15 but never giving a bonus to attack (so -1/-3, 0/-2, 0/-1).

You may wield two short swords, two hand axes, two daggers or any combination of the three. You may also wield a dagger with a 'finesse' sword, such as a rapier, cutlass, scimitar or sabre but not a long, broad or bastard sword.

Back-Stab

A Thief who successfully attacks an unaware human sized or smaller humanoid opponent deals 12 + STR mod flat damage at levels 1 to 4; 16 + STR mod at levels 5 to 8; 20 + STR mod at levels 9 to 12; and 24 + STR at levels 13 and 14.

Shield Bash

Fighter Class characters may also use a Shield Bash manoeuvre against Human sized opponents or smaller, striking to push back opponents or unbalance them in melee. This attack using a shield is against a single opponent and rolled as a normal 'to hit' attack adjusted with opposed strength bonus or equivalent. Success means the opponent is has become unbalanced and they receive a +1 penalty to their AC for the following round you attack them and their next attack routines receive a -1 to hit penalty.

Cleave

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.

Shields and Helms

A Shield grants a +1 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 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.

Weapon Proficiency

The weapons a character can use are normally determined by their class. Two characters of the same class can thus both
use the same weapons with equal skill. This rule allows for further differentiation between characters by limiting the types of weapons each character is trained to use. Each character is proficient with a limited number of types of weapons (e.g. maces, short swords, long bows)—the character is comfortable using these weapons and can use them in combat without penalty.

Martial, Semi-Martial, Non-Martial

For the sake of determining weapon proficiencies, character classes are divided into three categories: martial, semi-martial, and non-martial. The category each class falls under is determined by the rate at which its THAC0 and saving throw values improve, as follows:

▶ Martial: THAC0 and saves improve every 3 levels (e.g. knight).
▶ Semi-martial: THAC0 and saves improve every 4 levels (e.g. acrobat).
▶ Non-martial: THAC0 and saves improve every 5 levels (e.g. illusionist).

Choosing Weapon Proficiencies

Proficient weapons may only be chosen from the list of weapons usable by the character’s class.

Initial Weapon Proficiencies

At character creation, the player should note the weapons with which the character is proficient. Martial characters are proficient with 4 weapons at 1st level, semi-martial characters with 3 weapons, and non-martial characters with 1 weapon.

Gaining Weapon Proficiencies

As the character gains experience, they become proficient in the use of additional weapons. Every time the character’s THAC0 and saving throw values improve, the character also gains proficiency with a new weapon.

Non-Proficient Attacks

A character using a weapon that they are not proficient with incurs a penalty to attack rolls. Martial characters suffer a –2 penalty, semi-martial characters a –3 penalty, and non-martial characters a –5 penalty.

Weapon Specialisation

Martial characters are allowed to specialise in a single, specific type of weapon. This requires dedicating two weapon proficiency “slots” to a single weapon type. For example, a 1st level martial character is normally proficient with 4 weapons. If the player chooses to specialise in a weapon, the character is only proficient with 3 weapons (the specialised weapon plus two others). When attacking with a specialised weapon, the character gains a +1 bonus to attack and damage rolls.

Re: Earning Experience and Leveling

Posted: Thu Jun 13, 2024 3:37 am
by BaltoBruiser
We will be using the character progression tables found in the OSE Advanced Players tome (you can look at the OSE SRD for most class progression tables). This means that some classes progress more rapidly than others. For example, Elven characters who have earned 4,500XP will just be starting level 2 while thief characters with the same earned XP value will be approaching level 4.

XP is gained from two main sources: treasure recovered (1GP =s 1XP) and monsters defeated (based on HD, special abilities, and difficulty presented) . XP is always be shared evenly among the surviving characters of any party with retainer, henchmen or hirelings receiving 1/2 shares of xp values once a party returns to a safe haven. Characters receive an XP bonus or penalty based on their score in their class’ prime requisites. This modifier is applied to the grand total XP a particular character receives at the end of an adventure for treasure recovered and monsters defeated.

Additional XP awards

Additional XP will be awarded to player characters who who participate in completing Feats of Exploration (FOE) (Thank you 3D6 Down the Line). FOEs consist of the following:

Rumor: Confirm a rumor’s veracity
Quest: Complete a quest
Location: Discover an important location
Trap: Overcome a trap
Puzzle: Solve a puzzle
Secret: Find a secret or interpret hidden lore
Faction: Manipulating or crippling a faction to your benefit
NPC: Interact beneficially with an important NPC when stakes are at play
Lore: Apply in-world lore in a useful or flavorful manner
Haven: Establish a reliable safe haven
Explore: Explore at least five areas of a single dungeon level
Skills: Use equipment or abilities in an unorthodox yet useful manner
Hazards: Surmount an environmental obstacle or hazard

At the end of each adventure game day, FOE XP will be awarded to characters who participated in activities which resulted in the FOE being accomplished.

Carousing and Philanthopy

Once per session while in a civilized settlement, a PC may choose to Carouse in order to gain extra experience points. A PC who goes carousing must choose to spend a certain amount of GP, limited by the size of the settlement. The result determines how much they actually spend, and how much XP they gain.
Carousing
Settlement SizeGP Spent / XP Gained
Village1d6 x 100
Town1d8 x 150
City1d10 x 200
Metropolis1d12 x 250

In any given settlement, carousers may choose to roll from any smaller entry.

If the amount of gold spent is more than the PC has on hand, they owe the money to someone nefarious or must borrow it from other PCs. In addition, they must roll a successful Saving Throw vs. Poison (modified by Wisdom). Failure requires a roll on the Carousing Mishaps table.

If the die roll is higher than the carouser’s level, they still gain the listed XP, but must roll on the Carousing Mishaps table.

Thieves connected to a settlement’s organized crime element gain +2 on the Carousing roll. Friends of thieves gain +1.

PCs gain +10% XP when Carousing on the weekend.

Once per session while in a civilized settlement, a PC may choose to donate to philanthropic causes in order to gain extra experience points. A PC who participates in Philanthropy must choose to spend a minimum amount of GP, determined by the size of the settlement. In return, they receive 80% of the GP expended in XP.
Philanthropy
Settlement SizeMinimum GP Expenditure
Village300
Town600
City1000
Metropolis1500

If the amount spent is more than double the minimum expenditure listed for a given settlement size, there is a chance that the populace either resents or appreciates the PC’s generosity. Roll on the Philanthropic Consequences Table.

"Bring out your Dead"

There will be times when a character dies. When the surviving party members create tributes and memorials to these fallen compatriots they will receive XP bonus equal to 80% of the cost for such acts.


Levelling Up

When a character gains enough XP to reach the next experience level, the player should consult the description of the character’s class and note any improvements in saving throws, attack probabilities, spells per day, and other class abilities. If the character’s Hit Dice increase, a new Hit Die of the specified type should be rolled and the result added to the character’s maximum hit point total.

Maximum XP in One Session

Characters cannot advance more than one level in one session. Any additional XP that would take a character two or more levels above their current level are lost, leaving the character at 1 XP below the total for the next level. For example, Vagar a 1st level Thief with 0XP is part of a very successful initial delve into the Halls of Arden Vul where each party member earns 2,500 XP as their share. Vagar would only be able to earn 2,400 XP to get him to 1pt before 3rd level while Rin the elf would earn the entire 2,500 XP since he is would still be a 1st level Elf. Vagar would also not be able to earn any more XP from FOE until he returned to a safe haven and leveled up.