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Old-School Essentials Classic Fantasy Rules Tome

Abstract

Old-School Essentials Classic Fantasy Rules Tome is a complete fantasy adventure game by Gavin Norman (Necrotic Gnome, v1.4). It is a faithful and finely reorganized restatement of the 1981 Basic/Expert ruleset (Moldvay/Cook), structured for maximum usability at the table. The book contains everything needed for years of play: character creation, seven classes, spells, monsters, treasures, and comprehensive referee guidance. It is the definitive mechanical proxy for the B/X tradition and is used here as the B/X baseline for system comparisons.


Character Creation

Stats: Roll 3d6 in order for six ability scores — Strength (STR), Intelligence (INT), Wisdom (WIS), Dexterity (DEX), Constitution (CON), Charisma (CHA). Score-band modifiers range from −3 (score 3) to +3 (score 18). Optional: swap STR/INT/WIS to raise a prime requisite up to +2, with no score lowered below 9.

Starting wealth: 3d6 × 10 gold pieces.

Alignment: Law, Neutrality, or Chaos.

Languages: Common + alignment language; INT-based additional languages.


Classes

Seven classes. Demihumans are race-as-class (no separate race/class split):

Class HD Prime Req Notes
Cleric d6 WIS Spell slots 2–5, Turn Undead, restricted weapons
Dwarf d8 STR Stonework detection, infravision, saving throw bonus
Elf d6 STR+INT Spell slots 2–5 + fighter abilities, infravision
Fighter d8 STR Broadest weapon/armor access; best THAC0
Halfling d6 STR+DEX Initiative bonus, hiding bonus, saving throw bonus
Magic-User d4 INT Spell slots 2–6, broadest spell list, minimal armor
Thief d4 DEX Thief skills (backstab, climb, sneak, pick locks, etc.)

Prime requisite XP modifiers: ±5/10/20% for scores 3–8/9–12/13–18.


Advancement

XP thresholds vary by class. Fighters advance fastest; Magic-Users require the most XP. Maximum level is typically 10–14 by class. THAC0 improves per level bracket (roughly every 2 levels). HP gained each level by rolling class HD + CON modifier.


Core Resolution

Combat: d20 roll vs. the attack matrix (THAC0-based lookup). Lower THAC0 = better chance to hit. Descending AC (AC 9 = unarmored; lower = better). Optional ascending AC: AC 10 = unarmored, higher = better; use attack bonus instead of THAC0 matrix.

Modifiers: STR to melee attack and damage; DEX to ranged attack only. 1 always misses, 20 always hits.

Saving throws: Five categories per class/level — Death (or Poison), Wands, Paralysis (or Petrification), Breath Attacks, Spells (or Rods/Staves). Roll d20 equal to or greater than the target number to succeed.

Ability checks: Not formally defined in B/X. Referee uses 1-in-6 or 2-in-6 rolls for common uncertain outcomes (searching, listening, forcing doors).


Combat Sequence

Group initiative: each side rolls 1d6 each round. Winning side acts first in this order: 1. Declare spells and melee movement intentions 2. Monster morale (if applicable) 3. Movement 4. Missile attacks 5. Spell casting 6. Melee attacks

Optional individual initiative: DEX modifier applied to 1d6 roll.

Morale: 2d6 vs. morale score (2–12). Check when first death on a side or side reduced to half. Score 2 = never fights; score 12 = never checks morale.

Monster reactions: 2d6 table (2=hostile/attacks through 12=friendly/helpful), modified by PC Charisma.


Magic

Preparation model (Vancian): Spells must be memorized each day. Spell slots per level by class. Memorizing a spell expends a slot; casting expends the memorized instance.

Cleric spell slots: Levels 1–5; access from clerical spell list; no spell book required; divine selection by deity.

Magic-User spell slots: Levels 1–6; requires spell book; begins with 1 spell.

Elf spell slots: Levels 1–5 (as Magic-User, same list); in addition to fighter combat abilities.

Cleric Turn Undead: 2d6 roll vs. HD of undead; success drives or destroys undead. Effectiveness by cleric level and undead HD.

Spell disruption: If spellcaster is hit during casting or fails a save, the spell is lost.


Logistics and Encumbrance

Coin-weight system: items measured in coins (1 coin ≈ 10g). Movement rate reduced in tiers based on carried weight. Default unloaded speed: 120'/turn exploration, 40'/turn in encounter. Fully loaded threshold varies by carrying capacity. Strong characters can carry more without penalty.

Time tracking: 1 turn = 10 minutes (exploration). 1 round = 10 seconds (combat). Rest required 1 turn per hour; penalty: −1 to attacks and damage if omitted.


Equipment

Weapons: Full stat table with cost (gp), damage, encumbrance (coins). Melee and missile weapon sets. Optional rule: 1d6 damage for all weapons (simplification).

Armor: Plate mail (AC 2), chain mail (AC 4), leather (AC 7), shield (−1 AC). Costs range from 5 gp (leather) to 60 gp (plate).

Retainers: NPCs hired by PCs. Limit by CHA score. Require share of treasure (typically half-share). Loyalty check 2d6 vs. loyalty rating.

Hired specialists: Armorer, engineer, mercenaries, sage, ship captain, spy, etc. with listed costs.

Strongholds: Characters reaching name level (typically 9–11) can build a stronghold and attract followers.


Monsters

Over 200 monsters, each with: AC, HD, THAC0 equivalent, attacks, saving throws, movement, morale, alignment, XP, and treasure type. Treasure types A–V cover all monster hoards. Encounter tables: dungeon (9 levels), wilderness (by terrain type).


Magic Items

Over 150 magic items across categories: Armor and Shields, Miscellaneous Items, Potions, Rings, Rods/Staves/Wands, Scrolls, Swords (with sentience rules), Weapons. Each with full description and game effects.


OSE-Specific Additions vs. Core B/X

OSE is extremely faithful to the Moldvay/Cook B/X chassis. Additions clearly labeled as optional rules: - Ascending AC (optional rule): alternative THAC0-free attack resolution. - Individual initiative (optional rule): DEX modifier to d6 initiative per character. - Re-roll 1s and 2s (optional rule): for 1st-level HP. - High-Level Play (optional rule): guidance for levels beyond the Basic/Expert cap. - Domain Management: more explicit guidance for stronghold play. - Better cross-referencing and modular organization throughout.


Named Tables and Locators

Table Locator
Ability score modifier tables (STR/INT/WIS/DEX/CON/CHA) Ability Scores section
Prime Requisite XP modifier table Advancement section
Attack matrix (THAC0 vs. AC lookup) Combat section, p.135
Saving throw tables (by class and level) Each class entry
Turn Undead table Cleric class section
Thief skill progression table Thief class section
Monster Reaction table (2d6) Encounter section
Morale check procedure (2d6) Morale optional rule section
Dungeon Encounter Tables (levels 1–9) Encounter Tables section
Wilderness Encounter Tables (by terrain) Wilderness section
Cleric spell lists (levels 1–5) Cleric Spells section
Magic-User spell lists (levels 1–6) Magic-User Spells section
Treasure Types (A–V) Treasure section
Magic item tables (by category) Magic Items section
Retainer Hiring Reaction table (2d6) Hired Help section
Equipment price lists (weapons, armor, gear) Equipment section

See Also

Sources

  • https://necroticgnome.com/products/old-school-essentials-rules-tome