top of page

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

  • House rule: 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.

  • House rule: 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.

  • House rule: You may start with a number of spells in your spellbook based on your INT, but you must roll % chance to copy to learn any spell

  • House rule: 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

  • House rule: 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

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

  • House rule: Death's Door

    • If someone is reduced to 0 HP, they are lingering at death's door

    • A character at death's door is unconscious and will die without magical aid.  Each round there is a 2-in-6 chance of the character dying

    • Aid: Healing that takes effect instantaneously saves a character if applied before they perish, restoring them to 1 HP.  Characters brought back from death's door suffer a permanent loss of 1 point from a random Ability Score.

bottom of page