TEXT: Rules Tome
  This PDF contains the endpapers from the printed edition of this book. These pages are 
  provided to PDF customers for use as reference sheets.
  Text and design © Gavin Norman 2019. Old-School Essentials is a trademark of Necrotic Gnome.
  
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  1
  Adventuring
  Ability Checks: Roll 1d20
  Result: Lower or equal = success.
  Difficulty: –4 (easy) to +4 (very difficult).
  1s and 20s: 1s always pass, 20s always fail.
  Falling
  Falling from a height onto a hard surface 
  inflicts 1d6 damage per 10’ fallen.
  Healing
  Natural: 1d3hp per day of complete rest
  Magical: Takes effect instantaneously. 
  May be combined with natural healing.
  Hiring Retainers: Roll 2d6
  CHA modifier: Of hiring PC applies.
  Generosity: –2 to +2, based on offer.
  Bad reputation: –1 or –2.
  Retainer Hiring Reactions
  2d6
  Result
  2 or less
  Ill will (–1 to further rolls)
  3–5
  Offer refused
  6–8
  Roll again
  9–11
  Offer accepted
  12 or more Offer accepted, +1 loyalty
  Saving Throws: Roll 1d20
  Result: Higher or equal = save succeeds.
  Encumbrance
  Treasure Encumbrance in Coins
  Treasure
  Weight in Coins
  Coin (any type)
  1
  Gem
  1
  Jewellery (1 piece)
  10
  Potion
  10
  Rod
  20
  Scroll
  1
  Staff
  40
  Wand
  10
  Basic Encumbrance
  Movement Rate
  Armour Worn
  Without 
  Treasure
  Carrying 
  Treasure
  Unarmoured
  120’ (40’)
  90’ (30’)
  Light armour
  90’ (30’)
  60’ (20’)
  Heavy armour
  60’ (20’)
  30’ (10’)
  Detailed Encumbrance
  Encumbrance
  Movement Rate
  Up to 400 coins
  120’ (40’)
  Up to 600 coins
  90’ (30’)
  Up to 800 coins
  60’ (20’)
  Up to 1,600 coins
  30’ (10’)
  See p23
  
  Dungeons
  Wandering Monsters
  Chance: Typically 1-in-6 every 2 turns.
  Doors
  Listening: Base 1-in-6 chance of success.
  Shutting: Doors may close after PCs pass.
  Stuck: Chance of forcing depends on 
  STR. Failed attempt alerts monsters.
  Movement
  Exploring the unknown: Characters 
  move their movement rate per turn.
  In familiar areas: Referee may allow a 
  faster movement rate.
  Resting
  Frequency of rest: One turn every hour.
  Penalty: –1 to hit and damage rolls.
  Searching: 1-in-6 Chance
  Area: Particular 10’ × 10’ area.
  Time: Searching takes one turn.
  Traps
  Chance of triggering: 2-in-6 chance 
  when PC makes action that could trigger.
  Types: Room trap, treasure trap. PCs can 
  find room traps by searching.
  Wilderness
  Losing Direction: Roll 1d6
  Clear, grasslands: 1-in-6.
  Barren, hills, mountains, woods: 2-in-6.
  Desert, jungle, swamp: 3-in-6.
  Wandering Monsters
  Frequency: Typically rolled once per day.
  City, clear, grasslands, settled: 1-in-6.
  Barren, desert, forest, hills: 2-in-6.
  Jungle, mountains, swamp: 3-in-6.
  Finding Food
  Foraging: Performed alongside travel. 
  1-in-6 chance of food for 1d6 humans.
  Hunting: Sole activity of day. 1-in-6 
  chance of encountering animals.
  Movement
  Broken, desert, forest, hills: 33% slower.
  Jungle, mountains, swamp: 50% slower.
  Maintained roads: 50% faster.
  Forced march: 50% faster, rest 1 day after.
  Resting
  Frequency of rest: One day out of seven.
  Penalty: –1 to hit and damage rolls.
  Sequence Per Dungeon Turn (10m)
  1. Wandering monsters
  2. Party decides course of actions
  3. Description: The referee describes 
  what happens.
  4. End of turn: Update time records, 
  checking light sources, spell dura-
  tions, rest.
  Sequence Per Wilderness Day
  1. Party decide course of travel
  2. Losing direction
  3. Weather: When waterborne.
  4. Wandering monsters
  5. Description: The referee describes 
  the regions passed through and any 
  sites of interest, asking players for 
  their actions as required.
  6. End of day: Update time records, 
  checking rations, spell durations, rest.
  See p30
  See p28
  
  Encounters
  Encounter Distance
  Dungeon: 2d6 × 10 feet.
  Wilderness: 4d6 × 10 yards (1d4 × 10 
  yards with surprise).
  Surprise: Each Side Rolls 1d6
  Result: 1 or 2 = surprised.
  Initiative: Each Side Rolls 1d6
  Result: Highest acts first.
  Ties: Either roll again or resolve actions 
  on both sides simultaneously.
  Slow weapons: Always act last in round.
  Monster Reactions: Roll 2d6
  CHA modifier: Of interacting PC applies.
  Monster Reaction Roll
  2d6
  Result
  2 or less
  Hostile, attacks
  3–5
  Unfriendly, may attack
  6–8
  Neutral, uncertain
  9–11
  Indifferent, uninterested
  12 or more
  Friendly, helpful
  Combat
  Morale: Roll 2d6
  Result: Higher than morale score: mon-
  ster surrenders or flees.
  When to check: First death on side; side 
  half incapacitated.
  Morale scores of 2 or 12: Score of 2: 
  Never fights (unless cornered). Score of 
  12: Never checks morale.
  Movement in Melee
  Fighting withdrawal: Move backwards at 
  up to half encounter movement rate.
  Retreat: Flee at full encounter movement 
  rate. Cannot attack, opponent gains +2 
  bonus to hit, ignoring shield bonus to AC.
  Missile Attacks (>5’ Away)
  Range: Short: +1 to hit; Long: –1 to hit.
  Partial cover: –1 to –4 to hit.
  Spell Casting
  Sole action: No move or other action.
  Disrupting: If caster is hit or fails a save, 
  the spell being cast is lost.
  Attacking: Roll 1d20
  Modifiers: Melee: STR modifies attack 
  and damage. Missile: DEX modifies attack.
  1s and 20s: 1s always miss, 20s always hit.
  Encounter Sequence
  1. Determine encounter distance
  2. Surprise
  3. Initiative: Unsurprised sides only.
  4. Actions: Any sides that are not sur-
  prised decide how they will respond 
  to the encounter. The encounter is 
  played out accordingly.
  5. Conclusion: One turn has passed.
  Sequence Per Combat Round (10s)
  1. Declare spells and retreats
  2. Initiative: Each side rolls 1d6.
  3. Winning side acts:
  a. Monster morale
  b. Movement
  c. Missile attacks
  d. Spell casting
  e. Melee attacks
  4. Other sides act: In initiative order.
  See p40
  See p34
  
  Attack Matrix by Monster HD or THAC0
  Attack Roll to Hit AC
  Monster HD
  THAC0
  –3
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Normal H
  20 [–1]
  20
  20
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  Up to 1
  19 [0]
  20
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  1+ to 2
  18 [+1]
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  2+ to 3
  17 [+2]
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  3+ to 4
  16 [+3]
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  4+ to 5
  15 [+4]
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5+ to 6
  14 [+5]
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  6+ to 7
  13 [+6]
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  7+ to 9
  12 [+7]
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  9+ to 11
  11 [+8]
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  11+ to 13
  10 [+9]
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  13+ to 15
  9 [+10]
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  15+ to 17
  8 [+11]
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  17+ to 19
  7 [+12]
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  19+ to 21
  6 [+13]
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  2
  21+ or >
  5 [+14]
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  2
  2
  Monster Saving Throws
  Hit Dice
  Death
  Wands
  Paralysis
  Breath
  Spells
  Normal Human
  14
  15
  16
  17
  18
  1–3
  12
  13
  14
  15
  16
  4–6
  10
  11
  12
  13
  14
  7–9
  8
  9
  10
  10
  12
  10–12
  6
  7
  8
  8
  10
  13–15
  4
  5
  6
  5
  8
  16–18
  2
  3
  4
  3
  6
  19–21
  2
  2
  2
  2
  4
  22 or more
  2
  2
  2
  2
  2
  Damage
  PCs: 1d6 (optional rule: by weapon).
  Melee: STR modifies damage.
  Monsters: Indicated in description.
  Minimum damage: At least 1.
  Death: At 0 hit points or less.
  Common Combat Situations
  Attacks from behind: Ignore shield AC.
  Blind characters: Cannot attack.
  Paralysed characters: Can be automati-
  cally hit (just roll damage).
  Unarmed attacks: 1d2 damage, modified 
  by STR.
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Classic Fantasy/Old-School Essentials Classic Fantasy Rules Tome Endpapers [v0.2].pdf