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14:17, 23rd April 2024 (GMT+0)

Rules & Information.

Posted by Tribal GMFor group 0
Tribal GM
GM, 2 posts
Fri 26 Mar 2021
at 18:43
  • msg #1

Rules & Information

ALL THE BASICS YOU NEED TO KNOW

1) Did you know that Necrotic Gnome's Old School Essentials is free as a PDF? Head here to get it (along with some other freebies if you would like). https://necroticgnome.com/collections/free-downloads

That said, if you have the Classic Fantasy Rules Tome, which has demi-humans as class and some other stuff in it, you are welcome to use that also (that is what I am using anyway). I'm not messing with the Advanced Fantasy stuff at this time, though plan to add that in for future games. I am simply awaiting my book and want to give it all a good read and look through first, as well as have it on hand for questions if there are any.

2) We will be using ASCENDING ARMOR CLASS, not THAC0 for this game.

3) We will only be utilizing the 'Classic Fantasy' rules, not the advanced fantasy.

4) Combat: Combat will be a mix between map-driven or theater of the mind, depending on the circumstances. A quick random encounter may not need a map, but an important battle may.

5) Initiative: We are using the standard "both sides roll 1d6" with the higher side going first. Re-rolls on a tie. The GM will sometimes roll this, or if it is mixed into a post he may request somebody to roll. If you are potentially surprised, or if you surprise a target, a 1d3 is rolled instead of a 1d6.

6) Combat Sequence: The traditional combat sequence will not work well for PbP (we would constantly be waiting on specific people to take specific action types or calling out spells/retreats). Instead, characters can take actions in any order during their initiative. During their turn, a character may move and then take an action (melee, ranged, spell, or whatever else). Once one side of the initiative is done, the other side goes. Yes, that does mean you cast a spell on your turn without having to declare it.

7) Variable weapon damage is going to be used.

8) Character Advancement / Carry Over: Details will be coming soon for this. There will be an option to use the same PC in various adventures.

9) Posting Frequency: I ask that players do their best to check-in and post at least once/day. I work a busy day job, but generally check games, make posts, and such things around 6pm eastern and throughout the evening. Expect most main updates during that time frame.

10) Posting Quality: Please take the time to make your posts engaging and enjoyable. I understand sometimes it is important to get to the point, but short one-sentence posts and little effort is a drag on everybody else. Please do your best to be engaging, creative, and add to the story.
This message was last edited by the GM at 23:40, Sun 28 Mar 2021.
Tribal GM
GM, 5 posts
Mon 29 Mar 2021
at 00:11
  • msg #2

Rules & Information

CHARACTER CREATION GUIDELINES

1: Ability Scores: 3d6 for each arranged how you would like. This is very easy to do by using the 'manual' side of the roller and typing: 3d6,3d6,3d6,3d6,3d6,3d6.

2: Class: Pick a class. Don't forget that if you have the Classic Fantasy Rules Tome it has the demi-humans as class (Elf, Dwarf, and Halfling). You are welcome to use those.

3: Ability Score Adjustment: This option is allowed as per the core rules. Be sure to follow the stipulations.

4: Ability Score Mods: Fill in your modifiers using the table in the book.

5: Attack Values: This would normally reference THAC0, which we are not using. We are doing Ascending AC as per the guidelines above. Instead, this will be corresponding to your 'Attack Bonus' which is determined by your class (located in the brackets in the THAC0 column on the class table].

6: Saving Throws: Fill out your saving throws as per your class table.

7: Class Abilities: Fill out your class abilities based upon your class and level.

8: Roll Hit Points: Check your HD and roll your HP within the dice roller. You may re-roll 1's and 2's at first level only.

9: Choose an alignment [Lawful, Neutral, Chaotic]. Note that alignments are kinda odd in a lot of games, but some spells and abilities rely on them. You should pick what fits your character from the core three choices, but I do expect you to RP and work with other players and not play the whole 'I'm Chaotic and should steal from the others' shtick. Nobody likes that, so don't do it. Characters should be good, and at worst neutral. Save the evil characters for the bad guys.

10: Buy Equipment: You begin with 3d6x10 gold. Note your class restrictions and what is available to you. Otherwise, you are welcome to purchase what you want from the equipment pages.

  - 10A: I know people will ask, and yes, Retainers can be purchased and used. They will be treated as NPC's though, expect to be paid, and will act accordingly (not just as trap fodder). So if you can afford them, sure, go for it. Depending on the adventure, there may be restrictions though (as in you would need to be someplace, such as a town, to hire them).

11: Armor Class: Adjust your AC after purchasing gear if needed.

12: Characters should be designed this way at the beginning and finished as a level 1 PC. Each adventure will have an into that notifies you of what level to increase them up to, additional gold available for spending, and any additional equipment and/or artifacts available to them.

13: Deity / Religion: If your character follows a particular deity (important for clerics) take note of who. If you are a Cleric, your Alignment should match.

14: Name your character. Once you are all set, alert the GM and they will change your info for the game (such as your PC name).
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