Image 1 — My Revised OSE Character Sheet – Tweaked for Actual Play (ENGLISH!)
Image 2 — My Revised OSE Character Sheet – Tweaked for Actual Play (ENGLISH!)
▲ 27 r/osr

My Revised OSE Character Sheet – Tweaked for Actual Play (ENGLISH!)

Download link: https://drive.google.com/file/d/1mOLJJxv80wwgqr1FNNur0T9UrOme--kJ/view?usp=drive\_link

Hi everyone,

I’ve spent quite a bit of time working with the official Old-School Essentials character sheet by Necrotic Gnome, gradually refining and expanding it to better suit the needs of my OSE group.

After several revisions, I thought I’d share the current version with you. Maybe some of you will find it useful for your own games as well!

Here’s a quick overview of some of the changes and the reasoning behind them:

Abilities: I wanted to have space for temporary modifiers while still keeping the original ability score visible. This makes it easier to keep track of effects without losing sight of the character’s base score.

Combat & AC: For Armor Class (AC), I added a way to distinguish between carrying a shield and actually using it—after all, owning a shield doesn’t mean you always have it ready. There’s also a reminder of the halfling’s AC bonus against large opponents.

Armor – House Rules: I wanted heavy armor to have a little more mechanical impact, so this section includes some of our house rules. Armor can affect Dexterity checks, falling damage, the ability to surprise monsters, and Strength checks for swimming. These are house rules and not standard OSE rules.

Class Skills: Especially for new players, I wanted class skills and abilities to be immediately visible. Simple checkboxes and a compact list make it easy to see at a glance what your character can do. PS: Fighters automatically gain the CLEAVE fighting skill at Level 1 in our games.

Weapons: The weapons section tracks where a weapon is carried and how much damage it deals. I’ve also added a few small reminders for two-handed swords, daggers, slow weapons, and polearms.

Exploration: There is now a dedicated field for torches, so one of the most important exploration resources can be tracked directly on the first page.

Encumbrance: On the second page, I reorganized the encumbrance system to make it easier to use at the table. The small boxes next to packed and equipped items represent individual slots. So if your plate armor takes up three slots, you can simply write “Plate Armor” once and check off three boxes instead of spreading it across multiple lines.

We also count equipped items toward movement rate. Wearing heavy armor and carrying a weapon may already put you into a lower movement category. The arrows are intended to make this immediately visible.

I also wanted to give strong characters a small advantage, so characters with STR 16+ gain one additional slot for equipped items.

Reference Tables: Finally, I added a few useful tables and reminders to the second page: Thief skills, Turning the Undead, how the various modifiers are derived, and—for groups that want to use it—Save vs. Death at 0 HP.

That’s basically the idea: to keep as much useful information as possible directly on the character sheet without making it feel cluttered.

I’d love to hear what you think. Any feedback, suggestions, or ideas for further improvements are very welcome!


To briefly explain the penalties listed under Armor:

1. DEXTERITY CHECK PENALTY: Leather – 1, Chainmail – 2, Plate Armor – 3

2. FALLING DAMAGE: None/Leather 1d4, Chainmail 1d6, Plate Armor 1d8

3. NO SURPRISE: When wearing heavy armor (Chainmail, Plate Armor), the character or party cannot surprise opponents during an encounter.

4. SWIMMING: Here I based the rules on Dolmenwood. If you enter or fall into water, you can only move at half your normal movement rate. If you are wearing leather armor, you must succeed at a normal Strength check each round or sink and begin to drown. If you are wearing chainmail, the Strength check is made with a -2 penalty; if you are wearing plate armor, the penalty is -4.

Drowning: For each point of Constitution, you can hold your breath for one round (10 seconds) and can be rescued by your fellow players. Once a number of rounds equal to your Constitution score has passed and you have not been rescued, you have drowned and are dead.

Throughout this time, you’ll be flailing about in a panic and won’t be able to perform any other actions.

u/Dan_Cutter — 6 days ago
▲ 4 r/OSE+1 crossposts

My Revised OSE Character Sheet – Tweaked for Actual Play (ENGLISH!)

[effacé]

u/Dan_Cutter — 6 days ago
▲ 240 r/OSE+1 crossposts

My Revised OSE Character Sheet – Tweaked for Actual Play

Download link: https://drive.google.com/file/d/1mOLJJxv80wwgqr1FNNur0T9UrOme--kJ/view?usp=drive_link

Hi everyone,

I’ve spent quite a bit of time working with the official Old-School Essentials character sheet by Necrotic Gnome, gradually refining and expanding it to better suit the needs of my OSE group.

After several revisions, I thought I’d share the current version with you. Maybe some of you will find it useful for your own games as well!

Here’s a quick overview of some of the changes and the reasoning behind them:

Abilities: I wanted to have space for temporary modifiers while still keeping the original ability score visible. This makes it easier to keep track of effects without losing sight of the character’s base score.

Combat & AC: For Armor Class (AC), I added a way to distinguish between carrying a shield and actually using it—after all, owning a shield doesn’t mean you always have it ready. There’s also a reminder of the halfling’s AC bonus against large opponents.

Armor – House Rules: I wanted heavy armor to have a little more mechanical impact, so this section includes some of our house rules. Armor can affect Dexterity checks, falling damage, the ability to surprise monsters, and Strength checks for swimming. These are house rules and not standard OSE rules.

Class Skills: Especially for new players, I wanted class skills and abilities to be immediately visible. Simple checkboxes and a compact list make it easy to see at a glance what your character can do. PS: Fighters automatically gain the CLEAVE fighting skill at Level 1 in our games.

Weapons: The weapons section tracks where a weapon is carried and how much damage it deals. I’ve also added a few small reminders for two-handed swords, daggers, slow weapons, and polearms.

Exploration: There is now a dedicated field for torches, so one of the most important exploration resources can be tracked directly on the first page.

Encumbrance: On the second page, I reorganized the encumbrance system to make it easier to use at the table. The small boxes next to packed and equipped items represent individual slots. So if your plate armor takes up three slots, you can simply write “Plate Armor” once and check off three boxes instead of spreading it across multiple lines.

We also count equipped items toward movement rate. Wearing heavy armor and carrying a weapon may already put you into a lower movement category. The arrows are intended to make this immediately visible.

I also wanted to give strong characters a small advantage, so characters with STR 16+ gain one additional slot for equipped items.

Reference Tables: Finally, I added a few useful tables and reminders to the second page: Thief skills, Turning the Undead, how the various modifiers are derived, and—for groups that want to use it—Save vs. Death at 0 HP.

That’s basically the idea: to keep as much useful information as possible directly on the character sheet without making it feel cluttered.

I’d love to hear what you think. Any feedback, suggestions, or ideas for further improvements are very welcome!


To briefly explain the penalties listed under Armor:

1. DEXTERITY CHECK PENALTY: Leather – 1, Chainmail – 2, Plate Armor – 3

2. FALLING DAMAGE: None/Leather 1d4, Chainmail 1d6, Plate Armor 1d8

3. NO SURPRISE: When wearing heavy armor (Chainmail, Plate Armor), the character or party cannot surprise opponents during an encounter.

4. SWIMMING: Here I based the rules on Dolmenwood. If you enter or fall into water, you can only move at half your normal movement rate. If you are wearing leather armor, you must succeed at a normal Strength check each round or sink and begin to drown. If you are wearing chainmail, the Strength check is made with a -2 penalty; if you are wearing plate armor, the penalty is -4.

Drowning: For each point of Constitution, you can hold your breath for one round (10 seconds) and can be rescued by your fellow players. Once a number of rounds equal to your Constitution score has passed and you have not been rescued, you have drowned and are dead. Throughout this time, you’ll be flailing about in a panic and won’t be able to perform any other actions.

u/Dan_Cutter — 7 days ago

The today's newspaper reminds me of the cover of an old Amiga game from 1989

When I opened today’s newspaper, my eye was caught by a photograph of two tourists on Moutic beach in Lacabau, in south-west France, sitting against a backdrop of smoke rising from the forest fires.

The photo immediately reminded me of a very striking cover of an Amiga game from 1989: NUCLEAR WAR by New World Computing Inc.

Do you see a certain resemblance too?

The photo is by Maximilien Lamy/AFP

u/Dan_Cutter — 21 days ago
▲ 221 r/bremen

Wie dreckig kann man sein?!

Kommen immer wieder gerne zu einer kleinen Stelle am Werdersee, um dort ein wenig zu verweilen.

Leider liegt immer wieder etwas Müll auf dem Boden, aber das heben wir dann auf und gut is'... Aber was wir heute Mittag vorfinden mussten: ich habe keine Worte!

Wobei eigentlich doch: wie unsozial, rücksichtslos, verroht, dumm und egoman muss man sein!

Die Fotos geben es leider nicht so wirklich wieder, aber ich zähle einfach mal kurz ein bisschen auf: Verpackungsmüll, Kippen, Flaschen, dutzende Ikea-Dübel, ein Teddybär, alte Luftmatraze, alte Sitzkissen, Plastiktüte, ein Plastikstuhl, ein BH, alter Grill, Kohle, Sonnenblumenkern-Schalen, Zigaretten-Packungen, Gummibänder und hinter den Baum geknackt inkl. benutztem Papier. Und das ist nur die Hälfte, von den Dingen, die dort liegen.

Wer auch immer dafür verantwortlich ist: "Schämt Euch, wenn Ihr zu solchen Gefühlen überhaupt noch in der Lage seid!"

u/Dan_Cutter — 1 month ago
▲ 11 r/dccrpg

How do you handle luck in your DCC Adventures?

Wie handhabt ihr Glück in euren DCC-Abenteuern? Wann gebt ihr den Spielern etwas von ihrem Glück zurück, wenn sie es aufgebraucht haben?

Mir ist in manchen Runden aufgefallen, dass Spieler bei einer kritischen 20 einen Glückspunkt zurückbekommen.

Welche anderen Möglichkeiten gibt es, Spielern Glück zurückzugeben?

Und noch eine Frage: Wenn das Glück aufgebraucht ist – sagen wir, nur noch drei Punkte –, wird der Glücksmodifikator entsprechend angepasst? Ich bin mir da etwas unsicher.

reddit.com
u/Dan_Cutter — 2 months ago
▲ 23 r/dccrpg+1 crossposts

Show the map to the player or not?!

Many adventures come with beautifully designed maps.

As a rule, though, only the Game Masters get to see these works of art.

​

How do you handle this in your group? Do you show the map openly to the players? Do you reveal the map bit by bit? Or do you never show the map to your players and ask them to draw their own?

​

I’m talking about real-life sessions at the gaming table here, not VTT.

reddit.com
u/Dan_Cutter — 2 months ago
▲ 9 r/dccrpg+1 crossposts

Looking for a battle mat for the final battle in SAILOR ON THE STARLESS SEA

Hallo zusammen,

dieses Wochenende steht die finale Schlacht gegen den Chaoslord auf der Zikkurat an.

Ich suche eine rasterbasierte Kampfmatte der Zikkurat mit ihren Treppen und Rampen.

Hat jemand eine solche Matte oder kennt eine Website, wo ich eine passende herunterladen kann?

Ich wäre für jeden Vorschlag dankbar.

reddit.com
u/Dan_Cutter — 2 months ago
▲ 20 r/osr

How do you handle hit points on level-up in your OSR games?

I’d be interested to know how you handle adjusting hit points when a character levels up.

Do you re-roll all hit dice each level, or only roll the new hit die?

Do you automatically grant maximum hit points, or perhaps ignore rolls of 1s and 2s?

And do you apply the CON modifier at every level, or only at character creation?

I’m curious how different groups and referees approach this, especially in OSE/BX-style games.

Looking forward to your replies!

reddit.com
u/Dan_Cutter — 3 months ago