Character creation and details
- If a player does not have a character, or wishes to play with a different character, new characters will be rolled up at the start of a session.
- Each players first character will have maximum HP at first level (this makes first characters a little more resilient while players get familiar with the level of danger in the dungeon/system). Subsequent characters (replacements and/or additional characters) will have HP rolled as usual.
- Each players first character must be one of the seven core classes - fighter, cleric, magic user, thief, elf, dwarf or halfling. More classes will become available during play, and subsequent characters have no such restrictions (assuming additional classes are available).
- Classes with percentile skills will instead use six-sided dice and "expertise points" system. Each skill starts with a 1-in-6 chance of success, and players may assign expertise points to these skills to increase the chances of success for each point assigned up to a maximum of 5-in-6. Characters will get expertise points at level one and eachs subsequent level depending on class. e.g., the thief gets six expertise points at character creation and 2 expertise points per additional level.
- Fighters may choose a combat talent at first, fifth and tenth level (choose from cleave, defender, leader, main gauche, slayer or weapon specialist).
- Advanced spellbook rules will be used for spellcasters (no limit on the number of spells in the spellbook, starting spells determined by intelligence score, spells can be copied into the spellbook from scrolls, researched or taught by a mentor).
- Spellbook-using classes (magic user, xxxxxxxxxxx and xxxxxxxxxxx) will have 4 random level 1 spells and Read Magic in their spellbook at character creation.
- Spellbook-using classes can detect the presence of magic instinctively without using the Detect Magic spell, however this is only a binary presence/absence of magical influence. To determine the strength, nature, alignment etc. of magical effects the Detect Magic spell must be used.
Combat
- Side-based initiative will be used (each side rolls a d6, highest roll acts first).
- Intent to cast spells and retreat from melee must be announced prior to rolling initiaitve.
- Initiative is rolled each round, or until both sides are fully engaged in melee combat. At this point both sides act simultaneously according to the order of actions.
- Order of actions for each side.
- Movement
- Missile attacks
- Spell casting
- Melee attacks
- Monster morale rules will be used where appropriate
Encumburance
Initially, the simple encumbrance rules from OSE will be used. Movement rate is reduced based on the armour a character is wearing and the quantity of treasure they are carrying according to the following table. Classes that start with a lower movement rate will have the same penalties applied (i.e. -30'(-10') per step) but starting from the lower initial movement rate. Other items do not generally count towards encumbrance, but commonm sense judgement will be applied. The quantity of treasure required to step down the movement rate table is also judged by common sense.
Movement rate | ||
---|---|---|
Armour worn | Without treasure | Carrying treasure |
Unarmoured | 120'(40') | 90'(30') |
Light armour | 90'(30') | 60'(20') |
Heavy armour | 60'(30') | 30'(10') |
Experience (XP)
- XP is awarded when the party returns to a safe haven.
- Normal XP rewards will be used (returning treasure to saftey (1GP=1XP) and defeating monsters) along with XP rewards for discovering new rooms and feats of exploration.
- Newly discovered dungeon rooms (i.e. new rooms added to the map) are worth 10XP plus an additional 10XP for each room discovered before it in this session, and is awarded per-character. e.g. if four rooms are discovered in a session each character will get 100XP upon returning to saftey (10 + 20 + 30 + 40).
- Feats of exploration will also be rewarded with XP - these include things such as verifying a rumour, discovering a secret, manipulating a dungeon faction, establishing a safe haven in the dungeon, overcome a trap or puzzle etc. This is not an exhaustive list.
Hired help
- Gold must be spent to advertise/recruit retainers (e.g. frequenting taverns and buying drinks, posting advertisements, paying a recruiter etc.)
- Retainers are hired by a character, and will not enter the dungeon if that character is not present (i.e. you cannot take someone else's retainer into the dungeon if they are not present at that session).
- Retainers get 50% of the XP of the player characters, and upon first gaining XP will be given an adventuring class. Retainers can make for replacment characters if a character dies, provided they are still in the employ of the character at the point of death.
- By default, retainers will require a fee paid up front prior to each expedition. Other payment systems, e.g. a weekly rate, shares of the treasure etc., are possible and will depend on the charisma of the character hiring the retainer, the parties reputation etc.
- Retainers will have their loyalty checked (with appropriate adjustments) upon returning to saftey and in unusually perilous situations. Failure will result in them leaving the employ of the character that hired them, or fleeing (as appropriate).