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OSE Player Aid

PDF to help players with high level rules for use with Old School Essentials.

Uploaded by

Antonio Estevez
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0% found this document useful (0 votes)
58 views5 pages

OSE Player Aid

PDF to help players with high level rules for use with Old School Essentials.

Uploaded by

Antonio Estevez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Combat Attack Rolls: Roll 1d20

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

Encumbrance Movement Rate Encumbrance in Coins

Armor W/O Carry Coin, Gem, Scroll 1

Unarmored 120(40) 90(30) Jewel, Potion, Wand 10

Light 90(30) 60(20) Rod 20

Heavy 60(20) 30(10) Staff 40


Equipment *Items found in Carcass
Crawler issue 3
Adventuring Gear Cost

Backpack 5 Ink (vial)* 1

Barrell* 1 Iron spikes (12) 1

Bedroll* 2 Lantern 10

Bell* 1 Lantern (bullseye) 20

Belt pouch* 1 Lock* 20

Block and tackle* 5 Magnifying glass* 3

Box (iron, large)* 30 Manacles* 15

Box (iron, small)* 10 Marbles (bag of 20)* 1

Bucket* 1 Mining pick* 3

Caltrops (bag of 20)* 1 Musical instrument (string)* 20

Candles (10)* 1 Musical instrument (wind)* 5

Chain (10’)* 30 Oil (1 flask) 2

Chalk (10 sticks)* 1 Paper/parchment (2 sheets)* 1

Chest (wooden, large)* 5 Pole (10’ long, wooden) 1

Chest (wooden, small)* 1 Rations (7 days, iron) 15

Chisel* 2 Rations (7 days, standard) 5

Cooking pots* 3 Rope (50’) 1

Crowbar 10 Sack (large) 2

Firewood (bundle)* 1 Sack (small) 1

Fishing rod and tackle* 4 Saw* 1

Grappling hook 25 Scroll case* 1

Hammer (small) 2 Sledgehammer* 5

Holy Symbol (gold)* 100 Spade or shovel* 2

Holy Symbol (wooden)* 5 Stakes (3) and mallet 3

Holy Water (vial) 25 Tent* 20


Equipment *Items found in Carcass
Crawler issue 3
Weapons Cost

Adventuring Gear Cont’d Cost Bastard sword* 15

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

2 or less Bleed out

3-5 Major Injury

6-8 Minor Injury

9-11 Stunned

12 or more Huzzah 1hp

Reactions

2d6 Result

2 or less

3-5

6-8

9-11

12 or more

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