Peripeteia

My OSR System

Ink drawing in black and white of a sword-wielding man fighting a dragon in a forest. The man raises his sword ready to deliver a hacking hit to the dragon that is right in front of him. The dragon is creeping in the forest vegetation and his mouth is open.
"Red Nails I" by Harold Saylor De Lay, Public Domain

Contents


Introduction

This system combines ItO-like systems (Into the Odd, Knave, Cairn, etc.) with D&D B/X. It uses the B/X classes and their hit dice (d8 for fighter, d6 for cleric, etc.) but instead of hit points, it uses the ItO-like rules of hit protection (HP).

Ability scores are also ItO-like: STR, DEX, WIL, while saving throws happen as roll-under ability saves.

The game retains XP and level advancement, but levels are simulated through increase of HP & ability scores, along with a classic "roll 2 dice and keep the best (or worst) result" advantage/disadvantage mechanic.

Combat follows the ItO approach entirely, without hit points or attack rolls. Enhanced and impaired attacks are resolved as in Into the Odd.

Deprivation and fatigue mechanics follow Cairn's system.

For magic, use the B/X spell lists and improvise as needed. For monsters, cross-reference B/X sources with ItO-like bestiaries and convert loosely; the system is meant to be flexible in this regard.

Classes

The B/X classes are used, with their respective hit dice:

See each individual class for details.

Hit protection

This system copies Into the Odd for combat & damage. There are neither hit points nor attack / to-hit rolls. Instead, HP (hit protection) is used to express the amount of hits a creature can avoid before getting tired and starting receiving damage.

However, the B/X classes hit dice are used here: each class starts with HP points equal to the result of a roll of its hit dice (e.g. d4 for a thief).

Ability scores

Abilities are STR, DEX, WIL and their scores are rolled upon character creation using 3d6.

Ability saves are d20, with success being a roll of equal or lower.

Advantages & disadvantages, enhancements & impairments

Instead of modifiers, this system uses two methods of affecting die rolls:

Advantages (ADV) & disadvantages (DSV)

This method is mostly used to create the sense of a gradual improvement of rolls and saving throws as a character advances in level.

Common examples:

This is how this method works:

For damage rolls, ADV means you keep the higher result of the two dice; for ability saves, the lower. The reverse applies to DSV.

E.g. WIL save ADV means roll a WIL save with advantage.

Enhancements & impairments

This is only used as a method of affecting attacks in combat. Instead of rolling the normal damage die of the creature's weapon (ranging from 1d6 to 1d10, if armed), an affected attack calls for the following rolls:

Notes on detatchments

A detachment's attacks are by default enhanced. Individual creatures' attacks vs. a detachment are by default impaired.

💡 When dealing with detachments, individuals or small groups must negate the detachment's superiority through clever strategy, thus negating the enhanced/impaired dynamic. The referee will be the judge of the strategy's effectiveness.

Combat

Surprise / Initiative: Players roll a successful DEX save to avoid surprise disadvantages or simply play an extra round before the monsters.

As surprise disadvantages vs simply losing initiative, see some optional examples in the following table (temporary in image form):

Multiple attacks: When multiple attacks target the same creature, the resulting damage equals their highest result (and not their sum).

Level advancement

When characters gain a level, they increase their HP or STR, according to their class's hit die and advancement cycle.

Each time a character advances a level:

⚠️ No score can exceed 18. When an ability score reaches 18, no more rolls are made with each new level.

Equipment

See each class for possible restrictions concerning weapons and armour.

Classes other than fighters and dwarves roll with disadvantage when using an unfamiliar weapon; this penalty is removed when they gain a level, provided they've been using that weapon regularly.

Encumbrance: 10 slots by default + 1 slot added every 2 points of STR above 10.

E.g. a 13-STR character will have 11 slots.


Fighter

Expand class information

HP & STR advancement

During character creation, a fighter rolls 1d8 for HP. For STR, DEX, and WIL, they roll 3d6, like all other classes.

Every time they advance a level, a fighter:

Weapons

Fighters can use any weapon. Moreover, because they have trained with a wide variety of weapons, they find it relatively easy to adapt to any new one they pick up. (Other classes roll with disadvantage when using an unfamiliar weapon until they gain a level.)

Additionally, fighters can improve their weapon skills. A fighter who regularly uses a specific type of weapon while advancing through 3 experience levels gains weapon mastery with that weapon and rolls damage for that weapon with advantage.

⚠️ If a fighter uses two kinds of weapons in roughly equal amounts, they may choose which one they master first. The other can be mastered at the next level of advancement.

Armour

Fighters can wear any armour.

Dwarf

Expand class information

HP & STR advancement

During character creation, a dwarf (like the fighter) rolls 1d8 for HP. For STR, DEX, and WIL, they roll 3d6, like all other classes.

Every time they advance a level, a dwarf:

Weapons

Dwarves can use any weapon except long bows and two-handed swords. Like fighters, dwarves have trained with a wide variety of weapons and thus find it relatively easy to adapt to any new one they pick up.

(Other classes roll with disadvantage when using an unfamiliar weapon until they gain a level.)

Like fighters, dwarves can improve their weapon skills. A dwarf who regularly uses a specific type of weapon while advancing through 3 experience levels gains weapon mastery with that weapon and rolls damage for that weapon with advantage.

⚠️ If a dwarf uses two kinds of weapons in roughly equal amounts, they may choose which one they master first. The other can be mastered at the next level of advancement.

Armour

Dwarves can wear any type of armour.

Special abilities

Dwarves have the following special abilities:

Cleric

Expand class information

HP & STR advancement

During character creation, a cleric rolls 1d6 for HP. For STR, DEX, and WIL, they roll 3d6, like all other classes.

Every time they advance a level, a cleric:

Weapons

Clerics are not permitted to use slashing or piercing weapons. They may only wield bludgeoning weapons, such as maces or slings.

If a cleric uses an unfamiliar weapon, they roll with disadvantage. This penalty is removed once they gain a level, provided they've been using that weapon regularly.

Armour

Clerics can wear any armour.

Special abilities

Clerics have the following special abilities:

D&D Use instead
7 Cleric WIL save ADV
9 Cleric WIL save
11 Cleric WIL save DSV

Magic User

Expand class information

HP & STR advancement

During character creation, a magic user rolls 1d4 for HP. For STR, DEX, and WIL, they roll 3d6, like all other classes.

Every time they advance a level, a magic user:

Weapons

Magic users can only wield daggers and knives.

Armour

Magic users cannot wear armour or use shields.

Special abilities

Spellcasting; for magic user spells, see B/X and improvise.

Thief

Expand class information

HP & STR advancement

During character creation, a thief rolls 1d4 for HP. For STR, DEX, and WIL, they roll 3d6, like all other classes.

Every time they advance a level, a thief:

Weapons

Thieves can use any type of weapon.

Armour

Thieves can only wear leather armour and cannot use a shield.

Special abilities

Thieves specialise in skills of stealth, trickery, and precision.

They roll for surprise / initiative (Cairn DEX save) with an ADV.

They are the only class able to:

Anyone may attempt to find a trap by searching, but only thieves can disarm them delicately, without anyone getting hurt. They are also the only ones able to discover more advanced traps.

To attempt one of the abilities above, a thief makes a DEX save.

At 1st level, thieves perform all of these actions with disadvantage. Each time they gain a level, they gain 2 improvement steps to distribute among their abilities.

For example, a 2nd level thief may have the following abilities:

Ability Modifier
Pick locks DSV
Remove traps Normal
Climb steep surfaces DSV
Move silently Normal
Hide in shadows DSV
Pick pockets DSV
Detect noise DSV

Elf

Expand class information

HP & STR advancement

During character creation, an elf rolls 1d6 for HP. For STR, DEX, and WIL, they roll 3d6, like all other classes.

Every time they advance a level, an elf:

Weapons

They can use any type of weapon.

Armour

They can wear any type of armour, even when casting spells. They can also use shields.

Special abilities

Elves have the following special abilities:

Halfling

Expand class information

HP & STR advancement

During character creation, a halfling rolls 1d6 for HP. For STR, DEX, and WIL, they roll 3d6, like all other classes.

Every time they advance a level, a halfling:

Weapons

Halflings can use any type of weapon which has been designed or "cut down" to their size. Thus, they cannot use a two-handed sword or a long bow, but may use a sword or short bow.

Armour

The same applies to armour: they can use any type designed for their size.

Special abilities

Halflings have the following special abilities:

⚠️ Halflings do not have infravision, according to the RAW of B/X. In any case,