OSE Houserules

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This page contains the various houserules that I have changed in OSE to create a more fun(?) experience playing the game! More rules will be added here if I ever decide to change more things, I don't think that's likely though.

Table of Contents

Travel

Journeys and Travels

When traveling between two distant locations there are two different ways to run the travel. If a group is taking a few days to reach another location, camping out along the way or even just traveling in a direction with no idea of what they'll find, that is called a Journey. On the other hand, if the group is taking a day trip out to a location from a base of operations which they return to by the end of the day, it is called a Travel.

Journeys

When traveling on a Journey, time is measured in watches. There are six watches in every day, so in general they each end up being around 4 hours long. In any given day two watches need to be spent resting. If not then a point of Exhaustion is given until the next time the players sleep. Additionally, only two watches in a day can be spent traveling. A third can be taken, called a forced march, but any who do so gain an exhaustion level.

Watch Activities

Travel: Each watch, the party can travel as fast as their slowest party member. When the party moves at a fractional hex rate, the half hexes are not counted towards the day's travel after resting. So traveling for 3 watches at 1/2 hex is only 1 hex, not 1 1/2 and traveling for 3 watches at 1 1/2 hex is only 4 hex and not 4 1/2.

Hunting: Hunting Takes a watch to be completed. When hunting, there is a 1-in-6 chance of encountering animals which may be suitable for eating.

Gathering: Gathering can be preformed alongside traveling for a watch. The party has a 1-in-6 chance of finding food for 1d6 humans.

Adventuring: Unless a very substantial or very little amount of time is spent at an adventuring location or dungeon, adventuring takes up an entire watch. Investigating things while traveling can be done in the middle of a watch without interrupting the current activity.

Travels

When making a Travel, time is measured in hours. There are, of course 24 hours in any day. Because the expectation is that a day of Travel will begin and end at a base of operations, no camp making or upkeep is necessary. If a travel becomes a Journey unexpectedly, or takes more than one day, the rules will switch over

Encumbrance and Movement Speed

How fast a character moves in any given situation is based on the number of items that character is carrying. An item is generally any individual item or a bunch of smaller items. Small items like rings, keys, or coins don't count as items for encumbrance sake unless they are being carried in bulk. Two days of rations can count as one item as can up to 6 torches.

Encumbrance Point Breakdown

Situation Points
Wearing Chainmail Armor +1
Wearing Plate Armor +2
Carrying 7 or More Items* +1
Carrying 10 or More Items +1
Carrying 16 or More Items +1
Carrying 20 or More Items +1
Carrying an Oversized Item** +1

*Coins count as 1 item per 100 coins.

**Any two-handed melee weapon or item that is taller than the character.

Encumbrance Levels

Points Encumbrance Level Movement Speed
0-1 Lightly Encumbered 120'(40')
2-3 Encumbered 90'(30')
4 Heavily Encumbered 30'(10')
5+ Over Encumbered 0'(0')

Movement Speed Breakdown

Base / Exploration Speed Encounter Speed Overland Travel Speed Overland Journey Speed
120'/turn* 40'/round** 3 miles/hour 2 hexes***/watch
90'/turn 30'/round 1.5 miles/hour 1 hexes/watch
30'/turn 10'/round 0.75 miles/hour 1/2 hexes/watch

*1 turn = around 10 minutes (dungeon exploration).

**1 round = around 10 seconds (combat).

***1 hex = around 6 miles.

Travel Speed Modifiers

Modifying Element Effect Examples
Slightly Difficult Terrain Maximum 1 hex/watch
Maximum 1.5 miles/hour
Forest, Desert, Hills
Difficult Terrain 1/2 Speed Jungle, Mountains, Swamp
Bad Weather 1/2 Speed Heavy Rain, Blizzards, Sandstorm
Maintained Roads +1 hex/watch
+0.75 miles/hour

Animal Encumbrance

Animals use a mostly similar encumbrance system. Each animal has two speeds, an unencumbered speed and an encumbered speed which is half of the unencumbered speed. Any animal with encumbrance points over their unencumbered max load is encumbered, and animals will not move with points over their encumbered max load.

Encumbrance Point Breakdown

Situation Points
Human or Dwarf riding the animal +5 (plus rider's points)
Elf riding the animal +4 (plus rider's points)
Halfling riding the animal +3 (plus rider's points)
Per 5 items carried +1
Wearing Horse Barding +1

Animals and their Encumbrance Limits

Animal Unencumbered Max Load Encumbered Max Load
Camel 15 points 25 points
Horse (draft) 17 points 25 points
Horse (riding) 15 points 25 points
Horse (war) 16 points 26 points
Mule 13 points 23 points

Animal Speed

Animal Unencumbered Speed Encumbered Speed
Camel 2 hexes/watch
3 miles/hour
1 hex/watch
1.5 miles/hour
Horse (draft) 1 hex/watch
1.5 miles/hour
1/2 hex/watch
0.75 miles/hour
Horse (riding) 3 hexes/watch
4.5 miles/hour
1 1/2 hexes/watch
2.25 miles/hour
Horse (war) 1 hex/watch
1.5 miles/hour
1/2 hex/watch
0.75 miles/hour
Mule 1 hex/watch
1.5 miles/hour
1 hex/watch
1.5 miles/hour

Arcane Magic

Arcane magic is the usage of arcane secrets to preform supernatural effects upon the world. This is an art practiced by those who are generally called wizards, although they sometimes go by other names.

Spell books

Arcane magic users store their spells in books which are called spell books.

Number of Spells: There is no limit to the number of spells in the character's spell book.

Beginning Spells: Arcane spell casters begin play with a number of spells in their spell book determined by their INT score (see the table below). The referee may choose these spells or may allow the player to select.

INT # of Spells
3-5 1
6-9 2
10-14 3
15-17 4
18 5

Adding Spells: An arcane spell caster may attempt to add spells to their spell book at any time, as follows:

Bard

(by me)

Requirements: Minimum DEX 9, minimum INT 9

Prime requisite: CHA and DEX

Hit Dice: 1d6

Maximum Level: 14

Armor: Leather, chainmail no shields

Weapons: Any

Languages: Common

Bards are musicians and poets drawn to a life of wandering and adventure. They pick up a wide range of abilities in their travels, becoming jacks-of-all-trades.

Prime requisites: An arcane bard with at least 13 CHA and DEX gains a 5% bonus to experience. An arcane bard with a score of 16 or higher in one prime requisite, and a 13 or higher in the other gains a 10% bonus.

Anti-Charm

While the bard plays music and sings, al- lies within 30' are immune to song-based magical effects and the beguiling pow- ers of sylvan creatures or fairies. Allies already under the effect of such magic may make another saving throw with a +4 bonus.

Bard Level Progression
Saving Throws
Level XP HD Attack Bonus D W P B S
1 0 1d6 +0 13 14 13 16 15
2 2,000 2d6 +0 13 14 13 16 15
3 4,000 3d6 +0 13 14 13 16 15
4 8,000 4d6 +0 13 14 13 16 15
5 16,000 5d6 +2 12 13 11 14 13
6 32,000 6d6 +2 12 13 11 14 13
7 64,000 7d6 +2 12 13 11 14 13
8 120,000 8d6 +2 12 13 11 14 13
9 240,000 9d6 +5 10 11 9 12 10
10 360,000 9d6+2* +5 10 11 9 12 10
11 480,000 9d6+4* +5 10 11 9 12 10
12 600,000 9d6+6* +5 10 11 9 12 10
13 720,000 9d6+8* +7 8 9 7 10 8
14 840,000 9d6+10* +7 8 9 7 10 8

*Modifiers from CON no longer apply.

Combat

Bards can use leather armour or chainmail but do not have the training required to use plate mail or shields.

Bard Skills

Bards can use the following skills:

Base chance of success: All skills begin with a 1-in-6 chance of success.

Expertise points: Bards gain expertise points to improve their chance of success with their skills. Each point allocated to a skill improves the chance of success by 1-in-6. Multiple points may be allocated to a skill, further increasing the chance of success. For example, if 2 points are allocated to a skill, the chance of success is raised to 3-in-6 (from the base 1-in-6 chance of success).

At 1st level: At character creation, a bard has 2 expertise points to allocate.

Gaining levels: A bard gains 1 additional expertise point to allocate.

Maximum chance of success: No skill may be raised above 5-in-6

Enchantment

By playing music and singing, the bard can fascinate subjects in a 30' radius. This ability does not function in combat.

Number of subjects: Up to 2HD of creatures per level of the bard are affected. The bard may choose to target a specific individual or a group (in which case, the affected individuals are determined randomly).

Types of subjects: At 1st level, the bard can fascinate persons. At 4th level, animals may also be affected. At 7th level, monsters may be affected.

Effects: Each subject must save versus spells or be fascinated, as follows:

Charming Fascinated Subjects

If the bard performs for at least one turn and the performance ends without interruption, fascinated subjects may be placed under a deeper charm. Each subject must make another save versus spells (with a +2 bonus) or be charmed for one turn per level of the bard:

Languages

Bards learn new languages as they advance in level. At every even numbered level above 3rd (i.e. 4th, 6th, 8th, etc.), the player may choose an additional language.

Lore

From 2nd level, a bard has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legend. This ability may be used to identify the nature and powers of magic items.

After Reaching 11th Level

A bard can establish a manor. 2d6 apprentice bards of 1st level will come to study under the character.