1. Notes

Optional Rules (OSRIC)

Very few optional rules. I want to keep things similar to what we have now. We may want to re-visit Fumbles and Critical Hits. I'm thinking giving everyone max damage is fair. I like the dropped weapon on a 1.


OSRIC 3.0 — OPTIONAL RULES

CHARACTER CREATION

Appearance (height, weight, age) determined at creation
Below-minimum ability scores still permit class play, with XP penalties (10%/15%/20%)

CLASSES

Evil clerics may turn paladins (Type 6 + 1 per 2 paladin levels)
Thieves may be any alignment except Lawful Good
Weapon Specialisation (Fighters, Rangers, Paladins, Demon Hunters): +1 hit, +2 damage, improved attack rate
Double Specialisation: third slot, +3 hit, +3 damage (melee only, not polearms/2H swords)
Alternative Cleric Curses (cult secrets, lost lore)

COMBAT

Natural 20 on saving throws is automatic success
Natural 1/natural 20 on to-hit rolls are automatic miss/hit
Fumbles and Critical Hits (1 = dropped weapon; 20 = max damage)
Magical armour reduces target number by 2 per plus (minimum 2)
Saving throw vs. falling damage (success halves)
Granular movement in initiative (segment-by-segment resolution)
Infravision sees through magical darkness
Party Caller
XP for turned undead (full, half, or other GM award)