▶ Alignment: When we are using the Old-School Essentials rules system, we will be using the nine alignments from AD&D 1st edition located here.
▶ Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.
▶ Clerics & Level One Spells: With our more classic classes, Clerics do not normally start out with an opening spell at level One which I find a bit harsh so we have house ruled in that Clerics will gain one level One spell at level One. Level two and beyond the Cleric follows the spell chart as it is written. Basically we are following the rule from AD&D on Divine spellcasting for the Cleric class.
▶ Death & Unconsciousness: The official rule in AD&D 1st edition says—a character becomes unconscious at 0 hit points (HP) and begins to die, losing 1 HP per round if left unassisted. Death occurs when hit points drop to the negative of the character's level, or when a character's HP reach -10. If a character takes enough damage that takes him below -10 hit points, he/she is just dead. Our house rule we've added for recovery is, if a character is brought back to consciousness using non magical healing, that character requires one week of bedrest for recovery but if that character is brought back to consciousness using magical healing, that character needs to rest for eight uninterrupted hours before returning to full health.
▶ Playable Classes: A complete list of classes that we use are found here.
▶ Wizard Starting Spellbook: The way we handle a Wizard's starting spellbook is, the player chooses one spell (any spell) from the 1st level list of Magic-User spells in the 1st edition Players Handbook as the starting spell for that character. The DM "gifts" the following spells to add to the starting spellbook—Write, Detect Magic & Identify which gives a new starting Wizard four spells to start with.
▶ Elves Resistances: In our class system that we use, the Advanced Dungeons & Dragons rule is not included, so this will simply be a house rule for us. Elves, Drow and Moon Drow have a 90% resistance to spells/abilities that charm or unnaturally cause sleep. Half-Elves & Sylvan Elves have a 30% resistance to spells/abilities that charm or unnaturally cause sleep.
▶ Elves & Resting: Elves, Drow, Moon Drow & Sylvan Elves do not need to sleep in the traditional sense. Instead, they engage in a meditative state called a "trance" for four hours, which provides them with the same benefits as eight hours of sleep for other races. While they can technically sleep if they choose, they rarely do, and it wouldn't provide them with the same restorative effects as their trance. Half-Elves however do require sleep.
▶ Detect Magic Skill: The "Wizard & Sorcerer class" can detect magic on an item by concentrating for 1 full turn. This procedure is repeatable.
▶ Identify Skill: The "Wizard & Sorcerer class" can identify a magical object by studying it for 3 full hours. They then have a 3-in-6 chance of successfully determining its effects. This procedure is repeatable.
▶ Disadvantage/Advantage: If you have Advantage on a D20 check (DC), roll two d20s, and use the higher roll. If you have Disadvantage on a D20 check (DC), roll two d20s, and use the lower roll. "This is a houde rule that may or may not be used, we are still deciding on this one".
▶ Fighter Class Combat: Gain one extra attack on a critical hit (nat20) & Gain permanent +1 to hit & +1 to damage with weapon of choice.

