▶ Resting: Long rests may only be taken in an actual sanctuary (a sanctuary is more than just a place to sleep. It must be a location that offers safety and comfort, allowing characters to relax completely, giving safety, security, access to supplies & tranquility—towns, cities, or guarded settlements). Short rests during a journey is an extended 8-hour period that allows for "very" light activity, not the 1-hour short rest found in the standard D&D 5e rules, which applies when the party is not traveling.
▶ Alignment: We will be using the three alignments in Old-School Essentials are Law, Neutrality, and Chaos. Lawful beings believe in order, truth, and justice, acting for the good of the group. Chaotic beings oppose law, believing life is random and often prioritize themselves or act on luck. Neutrality represents a balance between Law and Chaos, where beings are primarily concerned with personal survival, acting in their own best interest
▶ Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.
▶ Death's Door: A character that is reduced to -1 or fewer hit points (no more than -10) is unconscious, bleeding out, and at risk of dying. They will continue to lose 1 hit point per round and if they reach -10, they dead. If a character is brought back up to 1+ hit points before dying, they will still require 1d10 rounds to regain consciousness and recover their footing before they can once again function normally. A PC who dies and is later Raised or Resurrected loses 1 point of CON permanently. This will also result in losing any bonus hit points previously acquired due to having an exceptionally high CON.
▶ Playable Races & Classes: You can find all the available races and classes on the following page.
▶ Initiative: For Initiative, each side uses 1d10 instead of 1d6. This reduces the chances of a tie and more easily allows for the implementation of the Dexterity Initiative Adjustment.
▶ Elves Resistances: In AD&D Elves have a 90% resistance to spells/abilities that charm or unnaturally cause sleep, and Half-Elves have 30%. We use this rule in our modified system. ▶ Elves & Resting: Elves do not need to sleep in the traditional sense. Instead, they engage in a meditative state called a "trance" for four hours, which provides them with the same benefits as eight hours of sleep for other races. While they can technically sleep if they choose, they rarely do, and it wouldn't provide them with the same restorative effects as their trance. Half-Elves however do require sleep.
▶ Disadvantage/Advantage: We will be using the advantage/disadvantage rules. If you have Advantage on a D20 check (DC), roll two d20s, and use the higher roll. If you have Disadvantage on a D20 check (DC), roll two d20s, and use the lower roll.
▶ Ranger Highlander Rule: Where a Ranger is concerned in a group, we use the highlander rule where only a single Ranger may be in the group at the same time.
▶ Starting Contacts: At the start of a new adventure, each player character starts out by having one contact in the starting location they are in that they know. This contact could be good aligned to the players character but they could be contacts with ill intent as well . . . "only the Loremaster would know for sure".
▶ Post Combat Arrow Recovery: 1, 2, or 3: The arrow is lost or broken. 4, 5, or 6: The arrow is found and put back in the quiver.
▶ Critical Hits & Fumbles: On a critical hit (nat20) that character does max weapon damage "then adds whatever modifiers it has to that max damage", on a fumble (nat1) that character automatically misses "that player rolls a d100, 50% or less something happens (DM's choice, character drops his weapon, he slips and falls . . . that sort of thing).
▶ Armor (Putting On): See this ruling.

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