Mannahnin
Scion of Murgen (He/Him)
I've just run my first pick-up session of Old School Essentials (basically just 1981 B/X, but better organized) online, and this got me thinking about house rules and how to express them succinctly and clearly. This is my first whack at a brief set of them.
What do you think? Do you have any other house rules you're fond of? Any suggested tweaks or changes?
Mannahnin's OSE House Rules (draft 1)
Characters (Slightly more heroic):
-When rolling ability scores, if the total modifiers are negative, re-roll the character (multiple times if necessary).
EDIT: Replaced with the following, per Jack's suggestion: When rolling ability scores, you may choose to use EITHER the set as-rolled, OR to “mirror” it. That is, reverse all values by subtracting them from 21. This way there are no “hopeless characters”, but if, say, you wanted to play a Cleric and got a high Wisdom in the rolled set but some other poor ability scores, you can choose to stick with the set as-is.
-When rolling HD, a roll of less than half the maximum value should be taken as half the max (e.g. an M-U always gains at least 2HP, a Fighter at least 4).
High Numbers are good:
-We will use ascending AC to make it easier on folks used to newer editions.
-For simplicity and consistency, you always want to roll high. D6 rolls for opening doors, hearing noises, or finding secret doors for example, instead of succeeding on a 1 or 1 & 2 in 6, would succeed on a 6 or 5 & 6.
Thief skills:
-Ignore the percentages. Instead roll a D6 and use the Hear Noise chance (flipped so high numbers are good, as above). For Climb Walls/Sheer Surfaces add 2 to your Hear Noise chance.
Other skills or knowledge:
-Most of the time your player knowledge will be used, but in instances where the character (based on class or other factors) might know a thing, I will normally simply inform you. Please feel free to speak up and remind me of such factors “Hey, would my Cleric know about this?”
-If I am unsure or think there’s a chance of a character knowing or achieving a non-combat task, we will roll a d6. The mechanic of rolling a d6 from Open Doors and Hear Noise and hoping for a 5 or 6 is generalized to other such circumstances.
Initiative:
-Side based, d6. Ties mean action is simultaneous.
-Movement, Missiles, Magic and Melee are resolved in that order. Declare spells or retreats before rolling initiative.
-Generally players may decide among themselves in what order they act in a given step, but I may override that and say that, for example, x character is around the corner and the only one who can see what exactly is going on, so they must go first (or something similar) based on the unique tactical situation.
Crits and fumbles:
-20 to hit = +1 damage, OR you may declare a cool situational effect- disarming, knocking a foe back or prone, overbearing, etc. If the effect is particularly devastating, I may grant the victim a save vs poison/death to avoid.
-I do not use fumbles on a 1 (it’s just an auto-miss), though I may narrate amusing fumbles for hapless bad guys.
What do you think? Do you have any other house rules you're fond of? Any suggested tweaks or changes?
Mannahnin's OSE House Rules (draft 1)
Characters (Slightly more heroic):
EDIT: Replaced with the following, per Jack's suggestion: When rolling ability scores, you may choose to use EITHER the set as-rolled, OR to “mirror” it. That is, reverse all values by subtracting them from 21. This way there are no “hopeless characters”, but if, say, you wanted to play a Cleric and got a high Wisdom in the rolled set but some other poor ability scores, you can choose to stick with the set as-is.
-When rolling HD, a roll of less than half the maximum value should be taken as half the max (e.g. an M-U always gains at least 2HP, a Fighter at least 4).
High Numbers are good:
-We will use ascending AC to make it easier on folks used to newer editions.
-For simplicity and consistency, you always want to roll high. D6 rolls for opening doors, hearing noises, or finding secret doors for example, instead of succeeding on a 1 or 1 & 2 in 6, would succeed on a 6 or 5 & 6.
Thief skills:
-Ignore the percentages. Instead roll a D6 and use the Hear Noise chance (flipped so high numbers are good, as above). For Climb Walls/Sheer Surfaces add 2 to your Hear Noise chance.
Other skills or knowledge:
-Most of the time your player knowledge will be used, but in instances where the character (based on class or other factors) might know a thing, I will normally simply inform you. Please feel free to speak up and remind me of such factors “Hey, would my Cleric know about this?”
-If I am unsure or think there’s a chance of a character knowing or achieving a non-combat task, we will roll a d6. The mechanic of rolling a d6 from Open Doors and Hear Noise and hoping for a 5 or 6 is generalized to other such circumstances.
Initiative:
-Side based, d6. Ties mean action is simultaneous.
-Movement, Missiles, Magic and Melee are resolved in that order. Declare spells or retreats before rolling initiative.
-Generally players may decide among themselves in what order they act in a given step, but I may override that and say that, for example, x character is around the corner and the only one who can see what exactly is going on, so they must go first (or something similar) based on the unique tactical situation.
Crits and fumbles:
-20 to hit = +1 damage, OR you may declare a cool situational effect- disarming, knocking a foe back or prone, overbearing, etc. If the effect is particularly devastating, I may grant the victim a save vs poison/death to avoid.
-I do not use fumbles on a 1 (it’s just an auto-miss), though I may narrate amusing fumbles for hapless bad guys.
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