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CHAPTER 9
Running
Your Game
Looking to take your GM skills to the next level? The resources in this chapter
help you build the one-shot session plans in this book into an epic campaign.
You’ll find tips for running games, adding extra challenges and new ways
to reward your party. There are also simple guides to character creation
and combat, which are perfect for sharing with new players.
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Making a Character
P
Players, it’s time to create a unique character to embody at the
tabletop! Your choices will influence your character’s in-game
abilities, then a character sheet is used to store all that information.
The process can be confusing at first, so here’s a breakdown.
There are multiple options available for species, Ability Scores – Your character’s core
class and background, so select the combination abilities are Strength, Dexterity, Constitution,
that suits your vision for your character. Intelligence, Wisdom and Charisma.
Starting equipment
You’ll start the game with a list of useful adventuring Your Armour Class (AC) determines how likely it is a
gear, armour and weapons. This can be taken directly creature’s attack will hit you. This is generally your
from the suggestions for your class or purchased from Dexterity modifier + 10, but can be boosted by armour.
the items available in the Equipment chapter of the
Basic Rules, with a budget of 4d4 x 10gp. You will need to be proficient with any weapons chosen.
• Saving Throw difficulties are set by the rules of a spell Meeting or beating the DC means the action succeeds!
or special ability, or applied by the GM in the same way The GM describes how Leena successfully lifts the cart.
as a regular DC.
Generally, twenty-sided dice are used for everything apart from attack or spell damage calculations, where other dice are needed. 185
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Running Combat
P
Conflict is an integral part of all storytelling, and that is especially
true of RPG storytelling. When your party run into an opposing force,
combat often follows. Once you know the mechanics of running
combat, bring it to life with epic narration.
Initiative Order
As soon as a fight breaks out, the GM asks the players highest to lowest (including the monsters) determines
to make their Initiative rolls, and rolls Initiative for the a turn order for the ongoing combat. When each
monsters in the encounter. Players roll a twenty-sided combatant has taken a turn, a new round of combat
die and add their Dexterity modifier to the number begins, following the same order from the top, until
rolled. The list of everyone’s Initiative results from the combat encounter comes to an end.
Players’ Turns
Action – A character can typically take one action Movement – A character can also move on their turn;
per turn. Often, this is used to Attack with a weapon the distance is determined by their speed. On a battle
or Cast a Spell (if they are a magic user). map, each square is normally considered 5 ft wide, so
a character with 30 ft speed can run up to six squares.
There are also a variety of tactical actions a character
may take instead of an outright attack. These include, Reaction – Every character and monster has one
but are not limited to: Dash / Disengage / Dodge / Help reaction that they can spend during each round of
/ Hide / Ready / Search / Use an Object. Other class combat, this resets when a new round begins.
abilities may require an action to use.
Some spells and abilities use a reaction, but the most
Bonus Action – A character may also have access common use for a reaction is an opportunity attack.
to abilities or spells that are considered bonus actions, When a creature leaves another creature’s melee
which allow them to take another supplementary action range, the stationary creature can use their reaction
on their turn. to make a free attack roll against the moving creature.
186 A player’s turn reflects what their character can achieve in six seconds; this can be a combination of actions and movement.
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Conditions Chases
A condition alters a creature’s abilities in the During a chase, creatures may wish to use the Dash
game. For example, the Poisoned condition causes action to gain ground. Within one chase, a creature
disadvantage on attack rolls and ability checks. may only Dash so many times (3 + their Constitution
There are many other conditions, including Charmed, modifier), or risk exhaustion. If a character becomes
Frightened, Grappled, Invisible, Prone and Stunned. totally exhausted, their speed is reduced to 0.
187
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