OSE Player Aid
OSE Player Aid
1. Declare spells & melee movement Ranges: Melee within 5’, missile
2. Initiative beyond 5’.
3. Winner side acts Melee modifiers: STR modifies attack
Monster morale rolls.
Movement Missile modifiers: DEX modifies
Missile attacks attack rolls. +1 at short range, –1 at
Spell casting long range.
Melee attacks 1s and 20s: 1s always miss, 20s
4. Other sides act always hit.
Movement in Combat
Outside of melee: Move up to encounter movement rate (1/3 of base movement rate).
Fighting withdrawal: Move backwards from melee at up to half encounter move.
Retreat: Flee from melee at full encounter move. Cannot attack, opponent gains +2
bonus to hit and ignores shield AC bonus.
Spell casting: No movement allowed.
Moving and attacking: May be combined in a single round
Situational Modifiers
Attacks from behind: AC bonus from shield negated.
Cover vs missiles:
Total cover: impossible to hit.
Partial cover: –1 to –4 penalty to hit.
Blind characters: Cannot attack.
Paralyzed characters: Can be automatically hit (just roll damage).
Spacing: Normally at most 2–3 characters can fight side-by-side in a 10’ wide passage.
Subduing intelligent foes: Using blunt blows. Subdual damage noted separately. If
reduced to 0 hp, foe surrenders.
Unarmed attacks: Handled as melee attacks. 1d2 damage, modified by STR.
Unstable surfaces: Spells cannot be cast. –4 penalty to missile attacks.
Water: Attack and damage penalty. Most missile weapons do not work underwater.
Dungeons
Sequence Per Dungeon Turn (10min)
1. Wandering monsters
2. Party decides course of actions Resting
3. Description: The referee describes Frequency: One turn every hour.
what happens. Penalty: –1 to hit and damage rolls.
4. End of turn: Update time records,
checking light, spell durations, rest. Traps
Treasure traps: Small traps placed
Ability Checks. Roll less or on an item, to prevent it being
equal to succeed. tampered with or stolen (e.g. a
Saving Throws. Roll equal or poison needle on a chest or lock).
greater to succeed Room traps: Large traps that are
designed to affect anyone who
Darkness enters a certain area (e.g. a pit that
Torches and lanterns: 30’ radius light. opens in the floor when walked
Infravision: Non-human monsters: 60’. over). PCs can find room traps by
Surprise: Light sources negate surprise. searching.
Doors Chance of triggering: 2-in-6 chance
Listening: Base 1-in-6 chance of success. when PC makes action that could
Shutting: Doors may close after PCs pass. trigger.
Stuck: Chance of forcing depends on STR.
Failed attempt alerts monsters. Ability Score Mod
Movement 3 -3
Exploring: Characters move
their base movement rate per turn. 4,5 -2
In familiar areas: Referee may allow a
6-8 -1
faster movement rate.
Penalty: –1 to hit and damage rolls. 9-12 0
Searching: 1-in-6 Chance
Area: Particular 10’ × 10’ area. 13-15 +1
Time: Searching takes one turn.
16,17 +2
Wandering Monsters
Chance: Typically 1-in-6 every 2 turns. 18 +3
Bedroll* 2 Lantern 10
Battle Axe 7
Thieves’ tools 25
Blackjack* 1
Tinder box (flint and steel) 3
Blowgun* 3
Torches (6) 1
Bolas* 5
Twine (100’ ball)* 1
Club 3
Vial* 1
Crossbow 30
Waterskin 1
Dagger 3
Wine (2 pints) 1
Garotte* 1
Whistle* 1
Handaxe 4
Wolfsbane (1 bunch) 10
Javelin 1
Ammunition Cost
Lance 5
Arrows (quiver of 20) 5
Longbow 40
Blowgun dart (pouch of 5)* 1
Mace 5
Crossbow bolts (case of 30) 20
Net* 5
Silver tipped arrow (1) 10
Polearm 7
Sling stones Free
Short bow 25
Armor AC Cost
Short sword 7
Padded* 11 5
Silver dagger 30
Leather 12 20
Sling 2
Furs* 12 10
Spear 4
Studded leather* 13 25
Staff 2
Chainmail 14 40
Sword 10
Banded mail* 15 50
Two-handed sword 15
Plate mail 16 60
War hammer 5
Full plate* 17 1,000
Whip* 10
Shield +1 10
On a successful save roll 2d6
2d6 Result
9-11 Stunned
Reactions
2d6 Result
2 or less
3-5
6-8
9-11
12 or more