Game Mechanics for RPG Encounters
Game Mechanics for RPG Encounters
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’)
4
Dungeons Wilderness
Sequence Per Dungeon Turn (10m) Sequence Per Wilderness Day
1. Wandering monsters 1. Party decides course of travel
2. Party decides course of actions 2. Losing direction
3. Description: The referee describes 3. Wandering monsters
what happens. 4. Description: The referee describes
4. End of turn: Update time records, the regions passed through and any
checking light sources, spell dura- sites of interest, asking players for
tions, rest. their actions as required.
5. End of day: Update time records,
checking rations, spell durations, rest.
Wandering Monsters
Chance: Typically 1-in-6 every 2 turns.
Losing Direction: Roll 1d6
Doors Clear, grasslands: 1-in-6.
Listening: Base 1-in-6 chance of success. Barren, hills, mountains, woods: 2-in-6.
Shutting: Doors may close after PCs pass. Desert, jungle, swamp: 3-in-6.
Stuck: Chance of forcing depends on
STR. Failed attempt alerts monsters. Wandering Monsters
Frequency: Typically rolled once per day.
Movement City, clear, grasslands, settled: 1-in-6.
Exploring the unknown: Characters Air, barren, desert, forest, hills: 2-in-6.
move their movement rate per turn. Jungle, mountains, swamp: 3-in-6.
In familiar areas: Referee may allow a
faster movement rate. Finding Food
Foraging: Performed alongside travel.
Resting 1-in-6 chance of food for 1d6 humans.
Frequency of rest: One turn every hour. Hunting: Sole activity of day. 1-in-6
Penalty: –1 to hit and damage rolls. chance of encountering animals.
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Evasion and Pursuit Pursuit in the Wilderness
The following procedure is followed, day
by day, until the pursuit is over:
1. Fleeing side moves in a random direc-
Dungeon tion (no mapping is possible).
2. If pursuing side is faster, 50% chance
Evading Dungeon Encounters of catching up (pursuit ends).
Succeeds if fleeing side is faster. Other- 3. If fleeing side wishes to continue flee-
wise a pursuit occurs. ing, make an evasion check (Wilder-
Pursuit in Dungeons ness Evasion Chance). If the roll fails,
Running: Full movement rate in feet per return to step 1.
round. Mapping not possible.
Waterborne
Exhaustion: After 30 rounds. –2 to AC,
attacks, and damage. Evading Waterborne Encounters
Line of sight: Most monsters will not Chance: Based on relative movement rate
pursue if they lose sight of the party. of fleeing and pursuing sides:
Dropping lures: (e.g. food, treasure.)
Waterborne Evasion Chance
3-in-6 chance of monsters stopping.
Fleeing Side’s Movement Rate Chance of
Obstacles: Burning oil or other obstacles
(Compared with Pursuer’s) Evasion
may also slow or stop a pursuit.
Faster than pursuer 80%
Wilderness 0’–30’ per round slower 50%
31’–60’ per round slower 40%
Evading Wilderness Encounters 61’–90’ per round slower 35%
No surprise: See the Wilderness Evasion 91’–120’ per round slower 25%
Chance table, below.
121’+ per round slower 10%
Surprise: Surprised side cannot evade.
Surprising side may automatically evade. Pursuit on the Water
Initial distance: 4d6 × 10 yards (1d4 × 10
yards with surprise).
Closing in: Distance decreases each round
by the difference between sides’ move-
ment rates (minimum 30’ per round).
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Downtime and Equipment
Downtime Learning Spells from a Mentor
When: If using the standard spell book
rules, an arcane spell caster may learn
Buying Equipment new spells from a mentor upon gaining
a level.
Availability: Depends on location.
Number of spells: Spells in spell book
increased to match the number that can
Hiring Retainers: Roll 2d6 be memorized per day.
Locating: Taverns or posting notices. Time: About one week.
CHA modifier: Of hiring PC applies.
Generosity: –2 to +2, based on offer. Magical Research
Bad reputation: –1 or –2. Spells: Per spell level: 2 weeks + 1,000gp.
Retainer Hiring Reactions Items duplicating spells: Per spell level
per charge: 1 week + 500gp.
2d6 Result Other items: Ref. decides time/cost.
2 or less Ill will (–1 to further rolls)
Misc. research: Ref. decides time/cost.
3–5 Offer refused
Chance of failure: 15% or higher.
6–8 Roll again
9–11 Offer accepted Resting
12 or more Offer accepted, +1 loyalty
Healing: 1d3hp per day of complete rest.
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Animals and Land Transport
Animals of Burden
Unencumbered Encumbered
Cost Miles Movement Max Load Miles Movement Max Load
Animal (gp) per Day Rate (Coins) per Day Rate (Coins)
Camel 100 30 150’ (50’) 3,000 15 75’ (25’) 6,000
Horse (draft) 40 18 90’ (30’) 4,500 9 45’ (15’) 9,000
Horse (riding) 75 48 240’ (80’) 3,000 24 120’ (40’) 6,000
Horse (war) 250 24 120’ (40’) 4,000 12 60’ (20’) 8,000
Mule 30 24 120’ (40’) 2,000 12 60’ (20’) 4,000
Encumbrance: Unencumbered at up to Mule: AC 7 [12], HD 2, Att 1 × kick
half maximum load. When encumbered, (1d4) or 1 × bite (1d3), SV (NH), ML 8.
move at half normal movement rate. Riding horse: AC 7 [12], HD 2, Att 2 ×
Camel: AC 7 [12], HD 2, Att 1 × bite (1), hoof (1d4), SV (1), ML 7.
1 × hoof (1d4), SV (1), ML 7. War horse: AC 7 [12], HD 3, Att 2 ×
Draft horse: AC 7 [12], HD 3 Att None, hoof (1d6), SV (2), ML 9.
SV (2), ML 6.
Land Vehicles
Cost Miles Movement Minimum Max Load Extra Max Load
Vehicle (gp) per Day Rate Animals (Coins) Animals (Coins)
Cart 100 12 60’ (20’) 1 draft horse 4,000 2 draft horses 8,000
or 2 mules or 4 mules
Wagon 200 12 60’ (20’) 2 draft horses 15,000 4 draft horses 25,000
or 4 mules or 8 mules
Cart: 2 wheels, AC 9 [10], 1d4 hp. Difficult terrain: Can only travel on
Wagon: 4 wheels, AC 9 [10], 2d4 hp. maintained roads in desert, forest,
swamp, etc.
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Adventuring Gear Weapons & Armour
Adventuring Gear Weapons
Item Cost (gp) Weight
Backpack 5 Weapon Cost (gp) (Coins)
Crowbar 10 Battle axe 7 50
Garlic 5 Club 3 50
Grappling hook 25 Crossbow 30 50
Hammer (small) 2 Dagger 3 10
Holy symbol 25 Hand axe 4 30
Holy water (vial) 25 Javelin 1 20
Iron spikes (12) 1 Lance 5 120
Lantern 10 Long bow 40 30
Mirror (hand-sized, steel) 5 Mace 5 30
Oil (1 flask) 2 Polearm 7 150
Pole (10’ long, wooden) 1 Short bow 25 30
Rations (iron, 7 days) 15 Short sword 7 30
Rations (standard, 7 days) 5 Silver dagger 30 10
Rope (50’) 1
Sling 2 20
Sack (large) 2
Spear 4 30
Sack (small) 1
Staff 2 40
Stakes (3) and mallet 3
Sword 10 60
Thieves’ tools 25
Two-handed sword 15 150
Tinder box (flint & steel) 3
War hammer 5 30
Torches (6) 1
Waterskin 1
Ammunition
Wine (2 pints) 1
Wolfsbane (1 bunch) 10
Ammunition Cost (gp)
Arrows (quiver of 20) 5
Backpack: 400 coin capacity.
Crossbow bolts (case of 30) 10
Lantern: Burns 1 oil flask per 4 hours. 30’
Silver tipped arrow (1) 5
radius light.
Sling stones Free
Oil: Pools burn for 1 turn, 3’ diameter.
1d8 damage on passing.
Armour
Rope: Supports the weight of 3 humans.
Cost Weight
Sack (large): 600 coin capacity. Armour AC (gp) (Coins)
Sack (small): 200 coin capacity. None 9 [10] – –
Tinder box: 2-in-6 success per round. Leather 7 [12] 20 200
Torch: Burns for 1 hour. 30’ radius light. Chainmail 5 [14] 40 400
Waterskin: Holds 2 pints. Plate mail 3 [16] 60 500
Wolfsbane: Repels lycanthropes hit with Shield +1 10 100
the herb in melee.
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Weapon Combat Stats
Weapon Damage Qualities
Battle axe 1d8 Melee, Slow, Two-handed
Club 1d4 Blunt, Melee
Crossbow 1d6 Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, 2H
Dagger 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Hand axe 1d6 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Holy water vial 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Javelin 1d4 Missile (5’–30’ / 31’–60’ / 61’–90’)
Lance 1d6 Charge, Melee
Long bow 1d6 Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed
Mace 1d6 Blunt, Melee
Oil flask, burning 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Polearm 1d10 Brace, Melee, Slow, Two-handed
Short bow 1d6 Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
Short sword 1d6 Melee
Silver dagger 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Sling 1d4 Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
Spear 1d6 Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
Staff 1d4 Blunt, Melee, Slow, Two-handed
Sword 1d8 Melee
Torch 1d4 Melee
2-handed sword 1d10 Melee, Slow, Two-handed
War hammer 1d6 Blunt, Melee
Damage: Die rolled when using the op-
tional rule for variable weapon damage.
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Item-Based Encumbrance
By Gavin Norman
Old-School Essentials presents two op- Weapons and Armour
tions for determining characters’ move- Weapons: One-handed weapons count
ment rates based on the amount of gear as 1 item; two-handed weapons count as
and treasure carried. This article presents 2 items.
a third option for groups wishing to use Ammunition: The encumbrance of
a more abstract approach based on track- missile weapons already includes the
ing the number of items carried. ammunition and its container.
Armour: Shields count as 1 item; light
Tracking Significant Items Carried armour (e.g. leather) counts as 1 item;
Instead of tracking the weight (in coins) heavy armour (e.g. chainmail) counts as
of items carried, players using this al- 2 items. Clothing (i.e. unarmoured) does
ternative encumbrance system track the not count as encumbering.
number of significant items carried.
Adventuring Gear
General guideline: An object that can be
The item weights of standard adventuring
carried in one hand counts as 1 item and
gear are listed in the Adventuring Gear
an object that requires two hands to carry
Item-Based Encumbrance table, opposite.
counts as 2 items. Very heavy or bulky
objects may count as 3 or more items, per Bundled items: Some items (e.g. torches,
referee judgement. rations) are usually purchased and
carried in bundles. Up to 3 such items
Equipped and Packed Items (e.g. individual torches or days’ rations)
Each item carried is classified as equipped bundled together count as 1 item.
or packed. Tiny items: Some very small items
Equipped items: Anything the character (e.g. necklaces, rings) are not treated
is holding, actively using, or has ready to as encumbering unless carried in large
use at short notice: armour worn, shields numbers (referee’s judgement).
or weapons held, sheathed weapons, Storage: Containers (e.g. backpacks,
items worn on the belt. sacks) only count as an item when not in
Packed items: All other equipment, use. The referee must judge how much
packed into pockets, sacks, backpacks, can be stored in a container.
etc. In combat, retrieving a packed item
optionally takes one round. Treasure
Coins and gems: Up to 100 coins or
gems count as 1 item.
Character Sheet
Jewellery: Tiny pieces (e.g. necklaces,
The Purist Character Sheet, available at
rings) do not count as encumbering;
[Link], includes a version
larger pieces count as 1 item.
supporting item-based encumbrance.
Magic items: Staves count as 2 items;
others count as 1 item.
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Movement Rate STR Modifier (Optional Rule)
Movement rate is determined by the A character’s melee STR modifier (see
number of items carried, shown in the Ability Scores in Old-School Essentials)
Item-Based Encumbrance table. A char- may be applied to the number of packed
acter’s equipped and packed items should items at each movement rate band. e.g. a
both be looked up in the table and the character with STR 16 (+2 modifier) can
slower movement rate used. carry up to 12 packed items at 120’ (40’).