(A) My OSE Classes Homebrew
This is archival material from previous blog
Okay, so it’s my another attempt. I must say I played OSE by original rules. Really. And then I have discovered I’m not interested in playing truly old school games. I thought I may actually like it but I think it’s not odd these rules were abandoned. My biggest issue is actually with classes. Topic overanalyzed through the years.
So I had my crew of characters. And thieves were the only ones with a mechanical representation of explorative abilities. Clerics are ok as long as they don’t get “spells” (why does divine powers have to be treated the same as regular magic? Ain’t those DIVINE?). Magic-Users are unplayable on lower levels. And it’s not just that they are fragile and useless in combat. They don’t have much to do. Ability to make scrolls of your spells would be okay if you had more spells to choose from. But by the time the Thief advances a few times, you are stuck with two 1st level spells. For most of the time even with scrolls and stuff you still have one to two tools at your disposal. Magic missile, Hold portal, Sleep? You cannot just handle every issue with the Sleep spell, it’s boring. It may be useful and practical but it’s boring, lacks pizazz. Lacks the pizazz which was present in Jack Vance books from which this magic system grows. And I know you have other tools at your disposal – iron spikes, caltrops, oil flasks, daggers and stuff. But you lack something magical. This clearly means – I do not long to play as in ye olde days.
So then I houseruled it profusely. Like crazy. Like a possessed maniac. And I came out fresh. So every character starts as an Adventurer class. It means they are gestalt Thief/Fighter. And that means everyone can use all weapons and armour and has thief skills. Take better progression of everything – thief’s experience, fighter’s to-hit, saves better of both ones (2 of Thief, 3 of Fighter). And then you choose your “background”. Warrior, Academic, Knave or Commoner. And each gives you some specific knowledge as well as free tools.
Warrior can be a noble, ranger or soldier. Noble Warriors are cavaliers, knights and officers, they usually own heavy armour, horse and squire (already paid for next month) but also are entangled with local politics. Rangers know how to survive in the wild, know local wilderness and start with bow, arrows and traps. Soldiers are the best people for regular warfare, they know tactics, where to make a camp and how to secure it and can walk or run for hours. And start with light armour, one weapon and shield.
Academics can be priests, physicians or astrologers. All of them are trained in classic arts of mathematics and writing. Priests are trained in theology, and know a lot of subtleties and nuances of the spiritual world. They usually come with equipment of other backgrounds corresponding with their Saint portfolio. Physicians are masters of natural sciences, ranging from botanics up to anatomy. They can treat some wounds and diseases, know poisons, acids and other substances, start with barber tools and herbalist kit. Astrologers are trained in natural sciences with focus on mathematics, philosophy, astrology and mysticism. They are those who try to discover and establish rules of the world. They start with writing supplies, portable telescope and abacus, and an adept handling mundane things (already paid for next month).
Knaves are charlatans, burglars or jesters. Charlatans are people who claim to be diviners, mages or anyone else who they think can earn money on peoples naivety. They start with divining tools and empty vials and ragged clothes with a small bowl for donations. Burglars are those specialising in getting into secured locations and breaching security measures. They start with lockpicks, rope, a grappling hook and a pouch of sand. Jesters are those who have mastered the arts of music, physical prowess and probably pickpocketing. They juggle, play simple melodies, show feats of athleticism and acrobatics. They start with daggers, juggling balls, stage costume and simple musical instrument.
Commoners can be farmers, craftsmen or merchants. Farmers are the backbone of society, people making food for all the other folks. They know crops, animals and if land will yield. Start with a bunch of iron rations and a pitchfork. Craftsmen are people creating goods from raw materials. Blacksmiths, carpenters, leatherworkers of every kind. They know their craft. Start with a mallet, iron pikes, and tools of your craft. Merchants are traders, dealers of goods, investors and sometimes pioneers of trade routes and new markets. They start with a bag of gold, donkey or camel and hauler (already paid for next month).
And so you start as an adventurer with a certain background. Everybody has similar combat and explorative capabilities. Development then starts with questing and adventuring. Want to turn undead and perform miracles? Go to the lost temple of your saint and reclaim it or just take reliquary from the hands of heretics. Want to do high magic? Fight a wizard for their spellbook and try to research it or find one of them to be your teacher. Want anything? Quest for it!
This option causes the category of Class to lost most of it’s value. Hence I think about making a set of basic classes based on design principles of Mage from Carcass Crawler in which class provides their unique mechanics but does not impede their adventureness.