
✅ OSE Advanced Fantasy Character Options Checklist
🧬 Character Creation
✅ Race & Class can be Separate
⤷ Choose from Human, Elf, Dwarf, Halfling, Gnome, Half-Elf, Half-Orc and others.
⤷ Each race has class restrictions (see tables)-
✅ Choose from Advanced Classes
⤷ Includes: Barbarian, Bard, Knight, Paladin, Ranger, Assassin, Acrobat, Druid, Illusionist, etc. (also Necromancer)
⤷ Check Prime Requisite and minimum stat requirements✅ Apply Prime Requisite XP Bonus
⤷ +5% XP if Prime Requisite is 13–15
⤷ +10% XP if Prime Requisite is 16+✅ Determine Languages by Intelligence
⤷ INT 10+ = literate; low INT may be illiterate
⤷ High INT grants extra languages from racial, alignment, or monster tongues✅ Note Class-Specific Weapon/Armor Restrictions
⤷ Clerics: No edged weapons
⤷ Magic-Users: No armor, limited weapons
⤷ Thieves: Light armor only (leather), some weapons
🔁 Multiclass & Dual Class
✅ Demihuman? Consider Multiclassing
⤷ Choose two classes at character creation
⤷ Split XP evenly; must qualify for both
⤷ Only available combinations listed by race
📚 Optional Systems
✅ Use Alignment Languages?
⤷ Present by default, but often ignored or replaced
⤷ GM should clarify their use in your game (mostly ignored)✅ Simplified Encumbrance Tracking Method:
⤷ Classic coin-weight system
⤷ OR simplified gear slot system (GM's discretion)
💀 Survival & Death (House Rule Options)
✅ Death at 0 HP (See Below).
⤷ Optionally: unconscious at 0, death at – (minus) your level (for example, a second level character is dead at -2)
🧙♂️ Magic & Spellcasting
✅ Reversible Spells
Some spells have reversible effects (e.g., Light / Darkness, Cure / Cause Wounds).✅ Spell Acquisition (Scroll Learning & Research)
Unlimited Spells in Spellbook. Rules for copying scrolls, researching spells, or transcribing magical texts into spellbooks.✅ Cleric Spell Preparation (House Rule)
Allows Clerics to prepare different spells daily instead of knowing fixed spells (non-core, table-dependent).
💀 Combat Rules
✅ Weapon Proficiencies (Referee’s Tome)
Track weapon training; limit weapons by class or grant bonuses to trained ones.✅ Weapon Specialization
Allows Fighters (or others) to specialize for extra bonuses (to-hit/damage or special moves).✅ Parrying and Disarming
Optional maneuvers: trade attacks for AC bonuses, or attempt to disarm foes.✅ Morale System
Expanded morale checks for monsters, NPCs, and hirelings (adds realism to battles).✅ Attack Modifiers by Situation
Apply adjustments for elevation, cover, charging, and other battlefield conditions.-
☐ Called Shots or Critical Hits (No)
Not core, but optional tables exist for location-based or dramatic hits.
🧭 Exploration & Wilderness
✅ Overland Travel & Hex Crawling
Detailed movement by terrain type; includes foraging, getting lost, and weather effects.✅ Stronghold Construction & Domain Play
High-level rules for building castles, temples, towers, hiring staff, and managing land.✅ Retainers, Mercenaries, and Hirelings
Costs, morale, and loyalty rules for NPC support staff in dungeons or downtime.
🛠️ Miscellaneous Rules
✅ Aging Rules (this never matters)
Characters age over time; age affects ability scores and lifespan (by race).-
☐ Training to Level Up (No)
Characters must spend gold and downtime to gain new levels (adds realism and economy sink). ✅ Reaction Rolls
Used in social encounters, hiring retainers, or parleying with intelligent monsters.