Checks and Saves
Changes and extensions to the OSE game rules
Back to Playing the Game
Back to OSE House Rules
Ability Checks
- Ability checks are optional; many times the outcome of an action will be ruled on the fly based on the current fictional positioning and likely outcome of the activity
- If a check is still called for, the conditions for making the check and any outcome of the check must comply with the current fictional positioning and meet the standards of reasonableness and common sense
- To make a check, roll 1d20 and compare the result to the relevant Ability Score. A value less than or equal to the Ability Score represents a success
- The Referee may allow 'success at a cost' or partial success or failure which allows a failed or marginal checks to succeed but the success comes at some cost to the character
Opposed Checks
- Opposed checks are executed the same as normal Ability Checks except that all participating parties perform an Ability Check
- In the event more than one participant rolls under the ability, the party with the greatest difference between their roll and their ability is the winner
- Partial results or shared outcomes are possible depending on the current fictional positioning
Effect of Secondary Skills and Situational Modifiers
- Ability Checks may be influenced by a character's Secondary or Class Skills as well as situational modifiers
- Situational modifiers for fictional position and particularily clever (or even foolhardy!) plans may also be applied
- The influence of these modifiers may be positive or negative and will be determined by the Referee
Aiding Another's Check
- Depending on the situation, other actors can aid in Ability Checks to help ensure success
- Those helping the actor should describe how they are helping achieve success. The Referee will use this information to provide a bonus (or penalty) to the roll
- The Referee may call for the actor that is providing aid to make a separate Ability Check to determine if their aid is sufficiently useful
- The results of the check are then determined normally
Saving Throws
- Unlike newer versions of the game, saving throws are handled by category or type of effect being saved against
- In the majority of cases, the spell or effect causing a save does not specify which saving throw is to be used
- When determining which save to use, the saving throw chart should be checked from top to bottom in order. The first saving throw that applies is used
- If none seem to apply, use the last entry in the table (Chaos Magic)
- The Charisma (CHA, sense of self) score of the target as well as its class or nature and overall toughness (level) affect the saving throw
- The saving throw categories, in order, are:
Saving Throw | Description |
---|---|
Poison or Death | Applies to effects that cause instant death or when hit points do not matter |
Paralysis or Petrification | Applies to effects that reduce or inhibit mobility or cause a change of form |
Breath Attacks | Applies to effects that cover a large area or where quick reflexes may matter |
Law Magic | Applies to effects that originate from agents or devices of Law (usually divine magic) |
Chaos Magic | Applies to effects that originate from agents or devices of Chaos (usually arcane magic or monsters) |