ScaMort’s OSE Houserules
This game uses the Basic Fantasy Ruleset from Old School Essentials with the following
addendums, changes, and optional rules in place.
Classes:
The following classes are playable.
Cleric, Dwarf, Elf, Fighter, Halfling, Magic User, Thief.
Hit Point Advancement:
Max HP for 1st Level.
Encumbrance:
Detailed Encumbrance will be observed. (Pg. 203, Adv. Players Tome)
Morale:
Morale will be observed and rolled for. (Pg. 226, Adv Players Tome)
Spellcasting:
Clerics begin play with access to one 1st level spell.
Magic Users will be using Advanced Spell Book rules. (Pg. 112, Adv. Players Tome) Elves will
not use this optional rule.
Factions:
Dungeon factions will be tracked with Renown and Enmity. Doing good things for a faction,
helping it with its goals, will lead to improved relations and improved reaction rolls. Killing
members of a faction, actively hindering their goals, etc, will lead to negatives to the rolls.
Feats of Exploration:
Additional XP will be rewarded by completing Feats of Exploration.
The procedure: Total the sum of how much XP all PCs need to advance from the
start of the level at which they are currently to the next level. That number is constant until
a PC gains a level. When a PC achieves a feat, the entire party is awarded the percentage
listed of that total. Divide that number by the number of players present during the session
to arrive at the per-PC share.
Rumor: Confirm a rumor’s veracity - Minor 2%
Quest: Complete a quest - Major 5%, Extraordinary 10%
Settlement: Enter and rest in one of the 16 settlements - Major 5%
Floor: Discover and interact with a new floor of the dungeon - Major 5%
Section: Enter an unexplored section of a floor for the first time - Minor 2%
Trap: Overcome a trap - Minor 2%, Major 5%
Puzzle: Solve a puzzle - Minor 2%, Major 5%
Secret: Find a secret or interpret hidden lore - Minor 2%
Faction: Manipulating or crippling a faction to your benefit - Major 5%, Extraordinary 10%
NPC: Interact beneficially with an important NPC when stakes are at play - Major 5%
Lore: Apply in-world lore in a useful or flavorful manner - Minor 2%
Explore: Discover and interact with all features of a section of a floor - Major 5%, whole floor -
Extraordinary 10%
Skills: Use equipment or abilities in an unorthodox yet useful manner - Minor 2%, Major 5%
Hazards: Surmount an environmental obstacle or hazard - Minor 2%, Major 5%
Mapping
Mapping is the responsibility of the players. If detailed dimensions are required for
large/complex rooms, the mapper must take a commensurate amount of time to walk the
room. The map should be shared between sessions.
Roles and Bonus XP
The players should assign roles to individuals who wish to do a specific task. If
multiple players want to take on the same role, then turns should be taken between
sessions on a rotating basis.
Each role gains 2% of their XP to next level bonus XP per session. I.e. a fighter needs
2000xp to reach level 2. Each session where the player of the fighter acts as quartermaster,
they receive 40xp as a bonus. If their role is somehow crucial to the party’s goals or
survival, the bonus increases to 5%. (40xp becomes 100xp in above example.)
Mapper: Keeps a detailed map of the dungeon as the characters progress.
Quartermaster/Treasurer: Responsible for taking notes on treasure found, helps
keep track of party resources like torches, food.
Chronicler: Keeps detailed notes each session on information relevant to the party
and their exploits. E.G. factions encountered, key NPC names, location clues.
Caller: The player who tells the referee what the group is doing each turn of
exploration and potentially each round of combat. The players discuss as a group what
they’d like to do, then when consensus is reached the caller informs the referee.
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