I'm into running my own bespoke rules at the moment. I like the idea of developing a campaign concept and world first and building rules around that stuff from the ground up. The next campaign I try to run will almost certainly be such a project.
That said, someone brought up favorite systems in the OSR Discord recently, and I had to conclude that OSE is my favorite published OSR system. And the reason, really, is mostly nostalgia. Not that I was around to actually play B/X back in the day, but the idea of it still has a classic appeal to me. It feels cozy.
It makes me think of Dragon's Dogma, which I swear I'll get around to playing properly before the sequel comes out. Part of what put me off that game when I first tried it was the apparent generic-ness of the setting, but I remember at one point watching a YouTube video about the crappy anime adaptation that mentioned offhandedly that in the setting of the video game, goblins are evil tree spirits who reproduce through underground blood rituals. That's fucking sick, and totally transformed my view of the setting. It now seems to me like the perfect form of the "classic D&D world"--all the familiar concepts, but with just enough spice to make them fun.
I can definitely see the appeal of trying to run an OSE game with that vibe. So here's the (short? it's three pages in docs) list of houserules I'd adopt to tweak the system just enough to suit my tastes, while still keeping it fundamentally the same game.
THE WIND IS PUSHING MEEEEEEEEEE |
Ascending AC, detailed encumbrance, variable weapon damage, and crossbow reloading will be used. Individual initiative will not be used. 1st-level characters reroll results of 1 and 2 for their starting hit points.
Alignment
Alignment will not be used. Player characters should not select an alignment. Alignment languages will not be used.
Classes
Player characters may be fighters, magic-users, or thieves. Clerics don't exist, but magic-users inherit many of their spells (see below). Dwarves, elves, and halflings are not available as player characters.
Fighters
Fighters begin with a +1 attack bonus and gain an additional +1 at each level.
Beginning at 10th level, fighters can cast spells from scrolls as thieves of the same level.
Magic-Users
Magic-users begin with a +0 attack bonus and gain +1 at every third level (3rd, 6th, etc).
Magic-users can use all weapons, wear any armor, and use shields. However, they must have both hands free to cast spells, and they can't cast while wearing more than leather armor--the weight, bulk, and restrictiveness of heavier armor interferes with the concentration and precise movements involved in spellcasting, and encasing the body in iron disrupts magical forces. Magic wands and staves, and certain other items made for magic-users, can be held in one hand without interfering with spellcasting.
Player character magic-users begin with three 1st-level spells in their spellbook. The player may choose one and rolls for the others on the list below.
Beginning at 4th level, magic-users can read non-magical text as thieves of the same level.
Thieves
Thieves begin with a +0 attack bonus and gain +1 at every even-numbered level.
Thieves can wear any armor and use shields. However, they cannot backstab, climb sheer surfaces, hear noise, hide in shadows, move silently, or pick pockets while wearing more than leather armor or using a shield.
Thief skill checks are rolled in addition to normal checks for similar actions that any adventurer can attempt. For example, any adventurer can attempt to free-climb a cliff, but a thief may roll a skill check to climb sheer surfaces alongside any other roll the referee calls for, and succeeds if they pass either check. Additionally, some thief skills allow the thief to attempt feats that would be impossible for other characters, like free-climbing a completely sheer wall without handholds or hiding in shadows when no other cover is available. In these cases, the thief rolls only their skill check.
Hit Points and Healing
Characters recover 1 hit point per level for each full day of rest. Cure Light Wounds restores 1d6+1 hit points per level of the subject. Cure Serious Wounds restores 2d6+1 hit points per level of the subject. The reversed version of each spell does the same amount of damage.
Spells
Magic-users determine their spells from the following list. Spells marked with a * are considered dark arts. Anyone caught possessing them (or, if only the reversed form of the spell is forbidden, casting that form) without Church dispensation may be branded maleficarum and hunted down.
1st Level:
Cure Light Wounds (Cause Light Wounds*)
Detect Magic
Floating Disc
Hold Portal
Light (Darkness)
Purify Food and Water
Read Languages
Remove Fear (Cause Fear*)
Resist Cold (Resist Heat)
Shield
Turn Undead
Ventriloquism
Charm Person*
Magic Missile*
Sleep*
2nd Level:
Bless (Blight*)
Continual Light (Continual Darkness)
Detect Invisible
Find Traps
Levitate
Locate Object
Mirror Image
Phantasmal Force
Silence 15’ Radius
Speak with Animals
Web
Wizard Lock
ESP*
Invisibility*
Knock*
3rd Level:
Clairvoyance
Cure Disease (Cause Disease*)
Dispel Magic
Fly
Growth of Animal
Haste
Hold Person
Infravision
Protection from Normal Missiles
Remove Curse (Curse*)
Striking
Water Breathing
Fire Ball*
Invisibility 10’ Radius*
Lightning Bolt*
4th Level:
Create Water
Cure Serious Wounds (Cause Serious Wounds*)
Dimension Door
Growth of Plants
Hallucinatory Terrain
Massmorph
Neutralize Poison
Polymorph Self
Speak with Plants
Wall of Fire
Wall of Ice
Wizard Eye
Charm Monster*
Confusion*
Polymorph Others*
5th Level:
Conjure Elemental
Contact Higher Plane
Create Food
Dispel Evil
Hold Monster
Pass-Wall
Telekinesis
Teleport
Transmute Rock to Mud (Mud to Rock)
Wall of Stone
Animate Dead*
Cloudkill*
Feeblemind*
Insect Plague*
Magic Jar*
6th Level:
Anti-Magic Shell
Control Weather
Move Earth
Part Water
Projected Image
- Stone to Flesh (Flesh to Stone*)
- Death Spell*
Disintegrate*
Geas* (Remove Geas)
Invisible Stalker*