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.
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.
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.
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.
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
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.
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.
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') |
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.
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 |
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.
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 |
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 | 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 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.
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:
(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.
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.
Bards can use leather armour or chainmail but do not have the training required to use plate mail or shields.
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
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:
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:
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.
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.
A bard can establish a manor. 2d6 apprentice bards of 1st level will come to study under the character.