Old-School Essentials Player's Rules Tome
Old-School Essentials Player's Rules Tome
Old-School Essentials is an adventure role-playing game of exploration, danger, monsters, and magic. The game is intentionally rules-light, putting the focus of play on imagination, improvisation, and fun. The rules are optimised for ease of use at the table, with meticulous attention to wording and layout clarity. What's more, Old-School Essentials is 100% compatible with the classic Basic/Expert game from 1981, meaning that decades of adventure are at your fingertips!
A Complete All-in-One Player's Guide
Old-School Essentials is a modular game where the core rules of the game are extended by additional "rules modules" which add content for different genres of fantastic adventure. The Old-School Essentials Player's Rules Tome is a compilation of the core rules plus two rules modules, forming a complete player's guide for Classic Fantasy adventures:
Core Rules: Rules for character creation and advancement, adventuring in dungeons, the wilderness, and at sea, magic and combat.
Classic Fantasy: Genre Rules: Seven classic classes (cleric, dwarf, elf, fighter, halfling, magic-user, thief), complete lists of weapons and adventuring gear, extensive lists of vehicles, mounts, and vessels, mercenaries and specialists for hire, rules for stronghold construction.
Classic Fantasy: Cleric and Magic-User Spells: The complete set of 34 cleric spells (from 1st to 5th level) and 72 magic-user spells (from 1st to 6th level), for use by players or cleric, elf, and magic-user characters.
The material in this book forms a complete clone of the player-facing elements of the classic Basic/Expert game, including all rules, classes, and spells.
A Complete All-in-One Player's Guide
Old-School Essentials is a modular game where the core rules of the game are extended by additional "rules modules" which add content for different genres of fantastic adventure. The Old-School Essentials Player's Rules Tome is a compilation of the core rules plus two rules modules, forming a complete player's guide for Classic Fantasy adventures:
Core Rules: Rules for character creation and advancement, adventuring in dungeons, the wilderness, and at sea, magic and combat.
Classic Fantasy: Genre Rules: Seven classic classes (cleric, dwarf, elf, fighter, halfling, magic-user, thief), complete lists of weapons and adventuring gear, extensive lists of vehicles, mounts, and vessels, mercenaries and specialists for hire, rules for stronghold construction.
Classic Fantasy: Cleric and Magic-User Spells: The complete set of 34 cleric spells (from 1st to 5th level) and 72 magic-user spells (from 1st to 6th level), for use by players or cleric, elf, and magic-user characters.
The material in this book forms a complete clone of the player-facing elements of the classic Basic/Expert game, including all rules, classes, and spells.