Negotiate the Chance (liklihood to succeed at intent), Intent (what you're trying to accomplish), Stakes (what happens if you fail), and Cost (what is required to try) of any particular course of action. Then, roll the dice and honor the stakes.
This can be used for anything, though if a system already exists for an action, prefer that (like attacking and listening at doors). The course of action need not be simple or short; this can be used to break out of jail, sell illicit goods, trail a suspicious figure, leap a gap, etc.
In general, negotiate higher chances or more beneficial intents for higher stakes or higher costs, and vice versa.
Stakes and costs are often in the form of time, money, or conditions.
- OSE Advanced fantasy. Both Race-as-class and race+class are allowed.
- Martials are classes that get their first improvement at level 4. Semi-martials at 5. Casters at 6.
- HP each level is
maximum(LdX + L•CON, current+1), whereLis the character's level,Xis the character's hit die (d8 for fighters, d6 for clerics, etc), andcurrentis the character's previous max HP. - Roll stats as follows. Pick a stat, then roll 5d6 and keep the highest 3 for that stat. Pick two more stats, and roll 4d6 and keep the highest 3 for those stats. Roll 3d6 for the remaining stats. Only record the modifier (3: -3, 4-5: -2, 6-8: -1, 9-12: 0, 13-15: +1, 16-17: +2, 18: +3).
- When rolling for starting HP, if the dice roll was less than 4, use 4.
- Humans get +1 CHA, +1 CON, roll advantage on HP from leveling up, have +1 loyalty and morale.
- Characters may spend their money on not-useful-for-adventuring purchases and earn XP at a rate of 1g = 1xp. Examples: philanthropy, property, extravagant meals, fine clothes, etc. No double-dipping by buying property, selling it, and buying more (obviously).
- A thief can backstab any vulnerable opponent.
- Use the Dolmenwood thief class rather than OSE (it's very different). Convert the skill targets into d6-roll-under by subtracting from 7. Example: A Climb skill of 4 becomes 3-in-6 (written as 3/6 on the character sheet).
- A thief can attempt to open a lock or remove a trap hastily (in one round instead of turn). A roll of 6 breaks the picks, and jams the lock or triggers the trap.
- Backstab: A thief a number of d6's added to backstab damage equal to
level/4rounded up. +1 from level 1 to 4, +2 from 5 to 8, etc.
- Shadowy Senses: Since the bright light of torches will reveal their positions, thieves learn to rely on superior night-vision, keen hearing and smell, and echolocation to slowly scout through dark alleys, lightless dungeons, and star-lit rooftops. When moving at combat speed or exploration speed, a thief can "see" as if he were carrying a light source that sheds dim light in a 30’ radius.
- Simple encumbrance based on armor. Unarmored moves at 40ft. Leather moves at 30ft. Chain/Plate moves at 20ft.
- Being laden makes you move slower. Each carried ~20lbs makes you move like the next heavier armor to a minimum of 10ft.
- 10 coins or gems is about a pound.
- Supplies cost 2g, and weigh ~2lbs, and can be declared to be any mundane thing (or bundle, like spikes) later.
- A character can fit 10 Supplies and 300 coins in a backpack. Carrying less coins doesn't mean you can carry more supplies and vice versa.
- When in doubt, 1g ~= $100 in 2023 USD.
| Profession | Monthly Income/Expenses |
|---|---|
| Skilled labor | 3-12g |
| Journeyman craftsmen, 1st level PCs | 12-40g |
| Master craftsmen, 2nd level PCs | 40-100g |
| Master professionals, 3rd-4th level PCs | 100-450g |
| Barons, 5th-7th level PCs | 450-2,000g |
| Counts, 8th-9th level PCs | 2,000-12,000g |
| Dukes, 10th-12th level PCs | 12,000-80,000g |
| Kings, 13th-14th level PCs | 80,000+g |
Income and expenses are roughly equal in most cases. Net worth (often in the form of land and equipment and whatnot) is 33x monthly income/expenses. Coinage tends to make up about 5% of a NPC's net worth.
So, a Baron with a 1000g/mo income also has ~1000g/mo in expenses. They're worth 33,000g (mostly in land, structures, etc), and have 1650g on hand.
A normal bribe (+1) saves someone about a week of work/income/expenses. An eyebrow-raising bribe (+2) is worth a month, and a can-hardly-refuse bribe (+3) is worth a year.
Bribes can be interpretted pretty liberally: job offers, literal bribes, negotiating power, etc. Any time you want to give someone goods, services, or coins in order to get them to do something (or not do something), the above math should be a good ballpark.
Hirelings receive half a share of treasure (and get XP for it), as well as a flat daily rate as follows:
| Level | Daily Pay | Level | Daily Pay |
|---|---|---|---|
| 0 | 0.5g | 8 | 120g |
| 1 | 1g | 9 | 290g |
| 2 | 2g | 10 | 480g |
| 3 | 4g | 11 | 1280g |
| 4 | 8g | 12 | 2000g |
| 5 | 16g | 13 | 5400g |
| 6 | 32g | 14 | 14000g |
| 7 | 64g |
| Price / Pop | 100k+ | 25k+ | 10k+ | 3k+ | 1k+ | 999- |
|---|---|---|---|---|---|---|
| 1gp or less | 2,750 | 700 | 425 | 100 | 35 | 15 |
| 2gp–10gp | 300 | 70 | 35 | 10 | 3 | 1 |
| 11–100gp | 20 | 5 | 2 | 1 | 25% | 10% |
| 101–1,000gp | 7 | 2 | 1 | 25% | 10% | 5% |
| 1,001–10,000gp | 2 | 1 | 25% | 10% | 5% | 1% |
| 10,001gp or more | 25% | 10% | 3% | 1% | NA | NA |
So in a city of 4300 people, you could expect to be able to buy 1 set of plate armor (60g is in the 11-100g row) each month. Percentages mean there's that chance you can buy that item.
Likewise, this is the number of such items that the PCs can reasonably offload. A village of 408 people has a 5% chance of being able to buy a 2000g chalice from the players each month.
- Clerics do not need to prepare spells. They can use their spell slots on any spell, any time.
- Arcane casters begin with a number of known spells equal to
2+INT. Their spell slots per day do not change. - Arcane casters may learn an unlimited amount of spells. They can copy from a scroll, another book, or a tutor. This takes
7 + spell_leveldays.
| Spell Type and Level | Cost | 100k+ | 25k+ | 10k+ | 3k+ | 1k+ | 999- |
|---|---|---|---|---|---|---|---|
| Divine-1st level | 5gp | 4d4x100 | 4d10x10 | 4d4x10 | 6d10 | 4d6 | 2d4 |
| Divine-2nd level | 10gp | 4d6x10 | 12d6 | 4d6 | 4d4 | 2d4 | 1d6 |
| Divine-3rd level | 45gp | 8d6 | 4d6 | 2d6 | 2d4 | 1d6 | - |
| Divine-4th level | 185gp | 6d6 | 2d6 | 2d3 | 1d3 | - | - |
| Divine-5th level | 900gp | 4d4 | 2d3 | 1d4 | 1d4-3 | - | - |
| Arcane-1st level | 5gp | 2d4x100 | 2d10x10 | 2d4x10 | 3d10 | 2d6 | 1d4 |
| Arcane-2nd level | 10gp | 2d6x10 | 6d6 | 2d6 | 2d4 | 1d4 | 1d3 |
| Arcane-3rd level | 45gp | 4d6 | 2d6 | 2d3 | 1d4 | 1d3 | - |
| Arcane-4th level | 185gp | 3d6 | 2d2 | 2d3 | 1d3-1 | - | - |
| Arcane-5th level | 900gp | 2d4 | 1d3 | 1d2 | 1d10-9 | - | - |
| Arcane-6th level | 3600gp | 1d3 | 1d3-1 | 1d8-7 | - | - | - |
In a metropolis of 52000 people, you can find 1 wizard (1d3-1) that can cast stone-to-flesh (6th level arcane) for 3600g each day.
Short list of useful spells:
- D1: Cure Wounds, Detect Magic
- D3: Cure Disease, Remove Curse
- D4: Neutralize Poison, Cure Serious Wounds
- D5: Raise Dead
- A2: Continual Light, Knock
- A6: Remove Geas, Flesh to Stone
| Effect Type | Sale Price |
|---|---|
| One Use Effect | 500gp x spell level |
| Charged Effect | 500gp x spell level x charges |
| Activated Effect 1/week | 500gp x spell level x 6 |
| Activated Effect 3/week* | 500gp x spell level x 8 |
| Activated Effect 1/day | 500gp x spell level x 10 |
| Activated Effect 3/day** | 500gp x spell level x 12 |
| Activated Effect 1/hour | 500gp x spell level x 16 |
| Activated Effect 1/3 turns | 500gp x spell level x 25 |
| Activated Effect 1/turn | 500gp x spell level x 33 |
| At-Will Effect | 500gp x spell level x 50 |
| Permanent Effect (from effect ≥ 1 day) | 500gp x spell level x 15 |
| Permanent Effect (from effect ≥ 1 hour) | 500gp x spell level x 24 |
| Permanent Effect (from effect ≥ 3 turns) | 500gp x spell level x 38 |
| Permanent Effect (from effect ≥ 1 turn) | 500gp x spell level x 50 |
| Permanent Effect (from effect by caster level) | 500gp x spell level x 38 |
| Permanent Bonus +1 | 5,000gp |
| Permament Bonus +2 | 15,000gp |
| Permament Bonus +3 | 35,000gp |
Subect to Monthly Availability By Price and Population.
Players can buy magic items for twice this amount when available.
Often magic items are well-preserved when the other items around it are decayed and rusted. Mundane-looking items can be revealed by a detect magic spell.
- Any character in the possession of an item with permanent properties that are triggered on use or wear can discover those properties simply by equipping the item and experiencing the effect. They cannot, however, identify other properties of the item (if any) that might require command words or special circumstances. If the item is cursed, the curse will take effect when the character triggers the effect.
- A character can identify a potion by sipping it to momentarily experience its effect. However, if the potion is poison, the poison will take effect when the character sips it.
- An arcane spellcaster or alchemist can identify a potion by examining its clarity, hue, odor, and viscosity for one turn (10 minutes).
- A character proficient with a weapon or suit of armor can identify its magical bonus (if any) by using it in deadly combat for one round or by dedicating one day to training with it. They cannot, however, identify other properties of the item (if any) such as special abilities, charges, or command words. If the item is cursed, the curse will take effect in lieu of the character learning the weapon’s bonus.
- An arcane spellcaster can trigger the effects of a magic item with a 5-in-6 chance by examining it for 1 turn. However, the character does not learn the effect until after they have triggered it, and on a failure, the effect backfires. The actual command word and charges are not revealed.
- A character (including NPC) with at least 5 caster levels can identify any magic item by conducting magic research. This costs 500g and 1 day.
- Ascending AC.
- Martials can cleave up to their level times per round. Semi-martials up to half their level rounded down. Casters cannot cleave. Characters may move 5ft between each melee cleave, but may move further than their move speed. Missile weapons may only cleave twice (3 total attacks).
- A character may delay the rest of their turn, and then interrupt another turn to finish.
- Full retreats and Fighting Withdrawals must be declared before initiative, and may only be declared if the character is already engaged in melee combat.
- The "slow" tag on weapons has been removed.
- Crossbows do d8 damage and have +2 to hit vs plate.
- Side-based initiative. Movement always before attacking. No initiative ties.
- Firing a missile weapon into melee incurs a -1 penalty for each ally engaged with the target.
- Maneuvers are attacks at -4. If successful, do damage and can disarm, knock down, push, etc if the target fails a save vs paralysis.
Martials get a bonus to all of their damage rolls according to their their level/3 rounded up. +1 from level 1 to 3, +2 from 4-6, etc. This coincides with their improvement to saving throws and thac0.
- A blinded creature cannot claim line of sight on any targets except by touch. It cannot make missile attacks. It can only make melee attacks if it has reason to know the target is there. It suffers a -4 penalty to its melee attacks and similar.
- A blinded creature has all of its speeds reduced to ¼ their normal rate (unless it has another way to see).
- A cowering creature cannot take any actions until the condition ends.
- A cowering creature is vulnerable until the condition ends.
- A fatigued creature suffers a cumulative -1 penalty on attacks, saves, and damage rolls.
- The condition is ended when the creature rests for a whole day and gets 8 hours of sleep.
- If a creature continues to be active, the penalty is cumulative with each additional day until the condition ends.
- A frightened creature cannot cast spells, take combat actions.
- A frightened creature must retreat from the source of its fear.
- If a frightened creature cannot flee, it starts cowering.
- An engaged creature that is frightened is vulnerable.
- A helpless creature cannot take any actions.
- A helpless creature is vulnerable.
- Melee attacks against helpless creatures automatically hit.
- A paralyzed creature is helpless.
- A paralyzed creature cannot speak.
- A prone creature may crawl 5ft, but no other movement.
- A prone creature that is engaged can stand up in lieu of attacking.
- A prone creature that is not engaged can stand up in lieu of attacking or moving.
- A prone creature can attack at a -4 penalty.
- A prone creature is vulnerable.
- A vulnerable creature can be ambushed or backstabbed by creatures capable of doing so.
- All attack throws against vulnerable creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs the vulnerable creature.
- A creature is vulnerable to all opponents anytime it is cowering, helpless, paralyzed, or prone.
2d6 + ML - 7 + Mods
| Roll | Result |
|---|---|
| 2- | Flee. Frightened |
| 3-5 | Fighting Retreat. -2 to attacks. |
| 6-8 | Fight on. Does not chase. |
| 9-11 | Pursue. |
| 12+ | Fight to death. |
- Creature has lost 1/2 or more of its starting HP: -2
- Creature has lost 2/3 or more of its starting HP: -5
- Group outnumbers opponents: +2
- Group outnumbers opponents by 2:1 or more: +5
- Group has lost 1/2 or more of starting creatures: -2
- Group has lost 2/3 or more of starting creatures: -5
- Cannot retreat or surrender: +5