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ALL OSE 

  • We use ascending AC and + to hit modifiers

  • We use secondary skills

  • We use weapon proficiencies

  • We allow multiple classes

  • We use detailed encumbrance

  • We use Advanced Spell Book Rules

  • We use the Limits on Returning from Death rules

  • We use variable weapon damage rules

  • The number of fighters that can fight side by side in a 10' wide corridor is based on the damage die their weapon uses.  You can fit 16 D damage die side by side (to a max of 3 characters) e.g. 3 daggers, 2 swords, a 2-H sword and a short sword, etc.

  • We use side-based initiative except for those enemies engaged in melee.  Individual initiative will be used to exchange blows after first contact is made.

  • We'll use 1" in minis scale = 3.33' in game scale (2 squares per 5', 3 squares per 10')

  • We allow attacking with two weapons, charging into combat, parrying, splash weapons, and subduing

  • We use the missile attacks on targets in melee rules

  • We use morale rules

  • We use Town services and hiring retainers (CC 2)

  • We allow Expanded Adventuring gear, weapons and armour if you own the book (CC 3)

  • Infravision is blocked by any visible light or large heat source that includes the viewer

  • You are either in a room or not.  If you are not in the room you may not act in the first round of combat/ negotiations/ search, etc.

  • If you do not actively participate in an encounter, you get 0 XP from monsters & treasure for that encounter.  If you are outside the room when an encounter is concluded, you have not participated.

  • For HP, roll 2 x your HD.  If the number totaled does not equal the max # on the die, you may add them together.  Otherwise take the highest roll.

  • Sleeping in a common area requires you to roll a d6.  On a 1, snoring kept you awake and you do not gain the benefits of a full night's rest

  • Sharing a room requires you to roll 2d6.  On 2 1's, snoring kept you awake and you do not gain the benefits of a full night's rest

  • Sleeping outside requires a bedroll or you do not gain the benefit of a night's rest

  • Healing Kit

    • The party may have a healer's kit.  It is a non encumbering, non-carried item (more of a meta-game thing). 

    • Collectively you may put as much gold as you like into a healer's kit at the start of a campaign or in a town.  There is no max. amount that the kit can hold, but once gold goes in, it cannot be removed except to heal as shown below

    • At the end of a combat, a party member may spend 1 gp from the kit to regain 1 HP (max 1 pt per combat)

    • If someone is at 0 HP, 5gp may be spent to heal that person to 1 HP

    • If someone has gone to negative HP (but not -10 or lower) 5gp + 1gp per -hp may be spent from the kit and someone one must make an INT or WIS check with a penalty of how far into neg hit points the subject has fallen.  On a success the subject may heal to 1HP.  On a failure the subject loses 1 hp and an attempt may be made the next round if the patient is still alive

    • Damage from a single source that takes you from positive HP to -4 or below is deadly

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