It's true what they say, every one who joins the OSR community eventually builds their own OSR system, this is now my part to follow with tradition.
Why
A lot of current OSR and Nu-OSR systems I find they stick too closely to the classic rules are simplify there systems to the point you're not even playing a TTRPG anymore. This small system is my way of creating what I want. A system that takes the positive design of the B/X rule set but has my own marks and ideas.
When I designed this system I had one condition or rule that I had to follow, a removal of abstract difficulty classes. I find them a space for GM-fiat and overall just a pain to manage at the table. This is why my system makes a return to classic roll under rules found in 0D&D, Wargaming and the Basic RPG System. But unlike BECMI everything is roll under, except damage. This roll under rule will also make Solo-play much easer with no need for its own supplementary rules.
Need
To test out this system you'll need a few different dice, not a full set of polyhedral but just a twenty-sided dice, an eight-sided die, an 4 sided die, and ideally three six-sided dice but one will do. You'll also need some paper and pencils to note and track everything!
From here-on dice will be abbreviated to D, so D6 is one six-sided die and 3D6 would be three six-sided dice.
Inspirations
As I said earlier this system is my take on the classic dungeon-crawling experience from the classic age of TTRPG. You'll see clear links to BECMI and even older systems throughout. Other more modern systems have also influenced my design, Knave 2E by Peter Mullen, and WhiteBox by Seattle Hill Games.
Attributes
Attributes are the core values that represent each player character basic ability. They are; Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). In character creation the first thing you'll do is roll 3D6 to set the score in each one. This score is values three to eighteen, no character can have less than a one or more than a 20 in any attribute. As you play you'll be making checks, checks are a test of a specific attribute, you'll roll a D20 and, in most cases, want to get less than your current attribute score to succeed.
Attribute Modifiers
Attributes also effect a myriad of secondary systems that affect what the character can do and what they are good at.
| Table 1: Attribute Modifiers | |
| Attribute Score | Modifier |
|---|---|
| 1 to 3 | -2 |
| 4 to 6 | -1 |
| 7 to 14 | 0 |
| 15 to 17 | +1 |
| 18 to 20 | +2 |
Table 1 is a guide on what your modifier is based upon the score of an attribute. In the following sections you'll learn how that modifier comes into play for each attribute.
Strength (STR)
The strength attribute represents your characters power, how hard they can hit, how much they can lift, and how much force they can apply. The attribute is the core attribute for the Fighter class. You add the strength modifier to the following situations;
- Damage rolls with thrown or melee weapons.
- Increase a characters inventory slots.
Dexterity (DEX)
Dexterity is a combination of a characters coordination, reflex and agility. This attribute is the core attribute for the Thief and Halfling classes. The Dexterity modifier is applied in the following situations;
- Damage rolls from light weapons.
Constitution (CON)
A characters Constitution is their overall health and endurance. The Dwarf class uses Constitution as their core stat. The majority use cases for Constitution has are affects are passive additions;
- Added to hit die rolls when setting max HP.
- Added to daily hit point recovery, minimum of zero.
- How many additional days a character can last without rations.
- Added to the Death Timer roll when a character drops to zero Hit Points.
Intelligence (INT)
The Intelligence score is representative of a characters scholarly knowledge and their ability to understand and seek out information. Intelligence is the core attribute for the Magic-User class, and it's modifier affects the following cases;
- Number of secondary languages known in addition to common.
- If the character is a Magic-User they add their modifier to their maximum daily Magic Power.
Wisdom (WIS)
Wisdom is a representation of a characters insight, judgment, perception and street-smarts. Wisdom is the core attribute for the Cleric and Elf classes and is the modifier is used in the following situations;
- Damage rolls from missile weapons.
Charisma (CHA)
| Table 2: Charisma and Hirelings | ||
| Charisma Score | Max # of Hirelings | Starting Loyalty |
|---|---|---|
| 1 to 3 | 1 | -2 |
| 4 to 6 | 2 | -1 |
| 7 to 14 | 3 | 0 |
| 15 to 17 | 4 | 1 |
| 18 to 20 | 5 | 2 |
Charisma is a reflection of a characters interpersonal skills, such as leadership and communication, and their overall reputation or trustworthiness. Because of this the Charisma attribute is the one most likely to change throughout gameplay. The Charisma modifier can be applied in the following ways;
- The number of retainers a character can have at any given time, and their starting loyalty. See Table 2.
- Can be added to initiative rolls at the during an encounter.
Core Attributes
Each class has a Core Attribute this is the keystone stat that ties that class together and the one they will use the most in their role. A character can be any class regardless of their score in the Core Attribute, but a character with a fourteen or more within their classes Core Attribute will gain an extra 10% of XP each day.
Hit Points (HP)
Hit Points or HP is the numerical representation of how much strain a character can take. It's a measure of their fatigue, overall health and ability to endure pain or injury. HP is not a representation of wounds. When creating a new character, or when a character levels up you will roll a D6 and add that to their maximum HP. During character creation you will also add their Constitution modifier but never again after this.
Character Creation
Corace "The Coward" Stillwater
Level: 1 Class: The Dwarf XP: 0/2,000 (+10%)Hit Points: 2
Save: 14 (+2 Vs Poison, +4 Vs Magic)
Attack: 0 Armor Class: 6(10)
STR: 10 (0)
DEX: 13 (0)
CON: 14 (1)
INT: 10 (0)
WIS: 12 (0)
CHA: 6 (-1)
Gear, Max Carry: 10
- 29GP
- Backpack
- Bedroll
- 50' Hemp rope
- Torches (6)
- Rations (7Days)
- Battle Axe, D8
- Hand Axe, D6
- Hand Axe, D6
- Chainmail, AC6
Stout. -
Grudge. Hate: Warboss Grott
With the basic concepts it's time to make a character. Character creation is very fast and light enabling you to make a character in under a minute. Here is a step-by-step guide. An example character sheet is also to the left.
- Roll Attributes. Roll 3D6 for each attribute in order, noting down the result as you go. Next to each score make a note of the attributes modifier using Table 1: Attribute Modifiers.
- Select Class. Select one of the classes from Class List bellow. Here you'll want
to note down your XP to next level, any details relating to your saves, your attack bonus and any special notes your
class may grant you. Make sure to read the full class data sheet, everything you need to know is their.
A quick note too, In this ruleset your class and race are one and the same, instead of playing an Elf Fighter you are The Elf. - Roll Starting Hit Points. Roll a D6 and add your Constitution modifier to the result, this is your maximum Hit Points. It can't be less than one.
- Starting Gear. Now Roll 3D6 and multiply the result by ten, this is how much starting gold you have. You can use that to start purchasing items from Equipment and Gear Section.
Depending on your class you may have some additional steps.
Magic-Users. Ensure you have bought a casting focus or spellbook for your magic, then roll or pick one Level one spell from the Spell Library.
The last step now is to write a short one sentence backstory, name and description for your new character!
Classes
Cleric
Description
Weapons and Armors.
Spellcasting.
Saving Throws.
| Table 3: Cleric Progression | |||||||||
| Level | Exp. Points | Hit Dice | Attack Bonus | Save | Piety | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1 | +0 | 6 | 0 | ||||
| 2 | 1,500 | 2 | +0 | 7 | 1 | ||||
| 3 | 3,000 | 3 | +1 | 8 | 2 | ||||
| 4 | 6,000 | 4 | +1 | 9 | 3 | ||||
| 5 | 12,000 | 5 | +1 | 10 | 4 | ||||
| 6 | 24,000 | 6 | +2 | 11 | 5 | ||||
| 7 | 48,000 | 7 | +2 | 12 | 6 | ||||
| 8 | 96,000 | 8 | +2 | 13 | 7 | ||||
| 9 | 192,000 | 9 | +3 | 14 | 8 | ||||
| 10 | 384,000 | 10 | +3 | 15 | 9 | ||||
Piety.
Chaos Cleric.
Law Cleric.
Establish a Temple.
Fighter
Description
Weapons and Armors.
Saving Throws.
| Table 4: Fighter Progression | |||||||||
| Level | Exp. Points | Hit Dice | Attack Bonus | Save | Furry | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1 | +0 | 5 | 0 | ||||
| 2 | 2,000 | 2 | +1 | 6 | 1 | ||||
| 3 | 4,000 | 3 | +1 | 7 | 2 | ||||
| 4 | 8,000 | 4 | +2 | 8 | 2 | ||||
| 5 | 16,000 | 5 | +2 | 9 | 3 | ||||
| 6 | 32,000 | 6 | +3 | 10 | 3 | ||||
| 7 | 64,000 | 7 | +3 | 11 | 4 | ||||
| 8 | 128,000 | 8 | +4 | 12 | 4 | ||||
| 9 | 256,000 | 9 | +4 | 13 | 5 | ||||
| 10 | 512,000 | 10 | +5 | 14 | 5 | ||||
Furry.
Establish a Stronghold.
Magic-User
Description
Weapons and Armors.
Spellcasting.
Saving Throws.
| Table 5: Magic-User Progression | |||||||||
| Level | Exp. Points | Hit Dice | Attack Bonus | Save | Mana | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1 | +0 | 5 | 1 | ||||
| 2 | 2,500 | 2 | +0 | 6 | 3 | ||||
| 3 | 5,000 | 3 | +0 | 7 | 5 | ||||
| 4 | 10,000 | 4 | +1 | 8 | 7 | ||||
| 5 | 20,000 | 5 | +1 | 9 | 9 | ||||
| 6 | 40,000 | 6 | +1 | 10 | 11 | ||||
| 7 | 80,000 | 7 | +2 | 11 | 13 | ||||
| 8 | 160,000 | 8 | +2 | 12 | 15 | ||||
| 9 | 320,000 | 9 | +2 | 13 | 17 | ||||
| 10 | 640,000 | 10 | +3 | 14 | 20 | ||||
Magical Study & Crafting.
Manna.
Establish a Tower.
Thief
Description
Weapons and Armors.
Saving Throws.
| Table 6: Thief Progression | |||||||||
| Level | Exp. Points | Hit Dice | Attack Bonus | Save | Thievery | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1 | +0 | 7 | 1 | ||||
| 2 | 1,250 | 2 | +0 | 8 | 2 | ||||
| 3 | 2,500 | 3 | +1 | 9 | 2 | ||||
| 4 | 5,000 | 4 | +1 | 10 | 3 | ||||
| 5 | 10,000 | 5 | +1 | 11 | 3 | ||||
| 6 | 20,000 | 6 | +2 | 12 | 4 | ||||
| 7 | 40,000 | 7 | +2 | 13 | 4 | ||||
| 8 | 80,000 | 8 | +2 | 14 | 5 | ||||
| 9 | 160,000 | 9 | +3 | 15 | 5 | ||||
| 10 | 320,000 | 10 | +3 | 16 | 6 | ||||
Thievery.
Establish a Guild.
Backstab.
Dwarf
Description
Weapons and Armors.
Saving Throws.
| Table 7: Dwarf Progression | |||||||||
| Level | Exp. Points | Hit Dice | Attack Bonus | Save | Stout | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1 | +1 | 6 | 2 | ||||
| 2 | 3,000 | 2 | +2 | 8 | 4 | ||||
| 3 | 6,000 | 3 | +2 | 10 | 4 | ||||
| 4 | 12,000 | 4 | +3 | 12 | 6 | ||||
| 5 | 24,000 | 5 | +3 | 14 | 6 | ||||
| 6 | 48,000 | 6 | +4 | 16 | 8 | ||||
Stout.
Grudge.
Establish a Hall.
Elf
Description
Weapons and Armors.
Spellcasting.
Saving Throws.
| Table 8: Elf Progression | |||||||||
| Level | Exp. Points | Hit Dice | Attack Bonus | Save | Glamours | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1 | +0 | 4 | 1 | ||||
| 2 | 3,000 | 2 | +1 | 6 | 2 | ||||
| 3 | 6,000 | 3 | +1 | 8 | 4 | ||||
| 4 | 12,000 | 4 | +2 | 10 | 6 | ||||
| 5 | 24,000 | 5 | +2 | 12 | 8 | ||||
| 6 | 48,000 | 6 | +3 | 14 | 10 | ||||
Glamours.
Establish a Glade.
Wise.
Halfling
Description
Weapons and Armors.
Saving Throws.
| Table 9: Halfling Progression | |||||||||
| Level | Exp. Points | Hit Dice | Attack Bonus | Save | Luck | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1 | +0 | 8 | 0 | ||||
| 2 | 2,000 | 2 | +0 | 9 | 1 | ||||
| 3 | 4,000 | 3 | +1 | 10 | 2 | ||||
| 4 | 8,000 | 4 | +1 | 11 | 3 | ||||
| 5 | 16,000 | 5 | +2 | 12 | 4 | ||||
| 6 | 32,000 | 6 | +2 | 11 | 5 | ||||
Luck.
Friendly.
Establish a Shire.