The Adventure

Dungeon Expeditions (p.101) aw

This section applies in Oath-Bound as written in the PHB.

Outdoor Exploration (p.101) aw

This section applies in Oath-Bound as written in the PHB.

Town Adventures (p.101) md

Town adventures in Oath-Bound operate within the oath economy. The social and legal structures characters encounter in settlements — guilds, Foundations, civic authority, trade relationships — are built on sworn obligation. Characters who engage with town life as participants in that economy, rather than as transient outsiders, will find more available to them. Characters who breach obligations in a town will find the consequences follow them.

The PHB’s general guidance on town adventures applies otherwise as written.

Encumbrance (p.101) aw

This section applies in Oath-Bound as written in the PHB.

Movement — Time and Distance Factors (p.102) aw

This section applies in Oath-Bound as written in the PHB.

Light (p.102) aw

This section applies in Oath-Bound as written in the PHB.

Infravision (p.102) aw

This section applies in Oath-Bound as written in the PHB.

Ultravision (p.102) aw

This section applies in Oath-Bound as written in the PHB.

Silent Movement (p.102) aw

This section applies in Oath-Bound as written in the PHB.

Invisible Movement (p.102) aw

This section applies in Oath-Bound as written in the PHB.

Surprise (p.102) aw

This section applies in Oath-Bound as written in the PHB.

Traps, Tricks, and Encounters (p.103) aw

This section applies in Oath-Bound as written in the PHB.

Traps (p.103) aw

This section applies in Oath-Bound as written in the PHB.

Tricks (p.103) aw

This section applies in Oath-Bound as written in the PHB.

Encounters (p.103) aw

This section applies in Oath-Bound as written in the PHB.

Initiative (p.104) md

Initiative in Oath-Bound uses d100 rather than d10 or d6. The higher granularity allows more precise differentiation between actors in a round, which is useful given the d100 combat resolution model. The procedural logic — declare actions, roll initiative, resolve in order — applies as written otherwise.

Communication (p.104) aw

This section applies in Oath-Bound as written in the PHB.

Negotiation (p.104) md

Negotiation in Oath-Bound operates within the oath economy. An agreement reached through negotiation that is formalised by oath carries real weight — both parties are bound. An agreement that is not formalised remains a social understanding subject to the usual consequences of breach: reputation, relationship damage, and community sanction, but not oath-plague. Characters who negotiate in good faith and formalise their agreements appropriately will find the world responds accordingly.

The PHB’s general guidance on negotiation applies otherwise as written.

Combat (p.104) pd

Combat in Oath-Bound uses d100 as its primary resolution mechanism. The PHB’s d20 attack roll against armor class is replaced by a percentile system governed by the CRM combat rules. The procedural structure — declare, roll, resolve, track — is retained. The dice and the tables are different.

Turning Undead (p.104) pd

Turning undead in Oath-Bound is reframed within the cosmological model. Low undead — essence-absent — are a sanitation matter; a Divine Actor’s ability to disperse or destroy them reflects their Foundation authority over the passage of essence. Higher undead — essence-retained — require a formal divine mandate rather than a turn roll. The mechanism is different; the practical outcome for low undead is broadly similar.

Magical Control (p.104) pd

Magical control mechanics interact with the nwyf band system in Oath-Bound. The PHB’s procedures are a reference point; the CRM arcane rules govern how control effects are produced and resisted.

Spell Combat (p.104) ss

Spell combat in the PHB assumes the memorisation and slot model. That model is superseded. Arcane and divine actors operating in combat follow the CRM magic rules for their respective systems.

Breath Weapon Attacks (p.104) aw

This section applies in Oath-Bound as written in the PHB.

Magical Device Attacks (p.104) aw

This section applies in Oath-Bound as written in the PHB.

Missile Discharge (p.104) md

Missile combat uses d100 resolution in Oath-Bound. The PHB’s procedural guidance applies otherwise as written.

Melee Combat (p.104) md

Melee combat uses d100 resolution in Oath-Bound. The weapon-versus-armor-class adjustment tables are not used. The simplified weapon type model applies. The PHB’s procedural guidance applies otherwise as written.

Example of Combat (p.105) nu

The PHB example of combat illustrates the vanilla AD&D combat procedure, which does not apply in Oath-Bound. The example is not useful as a reference. The CRM combat rules include Oath-Bound-specific examples.

Combat Procedures (p.105) pd

The combat procedures section covers the mechanical detail of the PHB combat system. Most of it is superseded or modified in Oath-Bound. The d100 combat model governs resolution throughout.

Saving Throw (p.105) pd

Saving throws in Oath-Bound use d100 rather than the PHB’s class and level based tables. The categories of save — breath weapon, magic, poison, and so on — are retained as a framework. The resolution mechanism is percentile.

Armor Class (p.105) md

Armor class applies in Oath-Bound as a measure of physical protection. The PHB’s descending AC scale is retained. The weapon-versus-armor-class adjustment tables are not used — AC functions as a straight modifier to the attack resolution, not as a table lookup by weapon type.

First Strike (p.105) aw

This section applies in Oath-Bound as written in the PHB.

Weapon Factors (p.105) ss

Weapon factors — speed factor, space required, and the weapon-versus-armor-class adjustment tables — are not used in Oath-Bound. The simplified weapon type model replaces them.

Monster Attack Damage (p.105) aw

This section applies in Oath-Bound as written in the PHB.

Attack and Saving Throw Matrices (p.105) ss

The PHB attack and saving throw matrices are superseded by the d100 resolution model. They are not used in Oath-Bound.

Damage (p.105) md

Damage in Oath-Bound is resolved using the weapon type model rather than individual weapon damage dice. The PHB’s damage-by-weapon entries are not used. Damage from sources other than weapons — spells, creature attacks, environmental hazards — applies as described in the relevant source, subject to the non-combat harm model for hazards that bypass the combat encounter entirely.

Falling Damage (p.105) md

Falling damage in Oath-Bound falls under the non-combat harm model. The PHB’s falling damage table provides a useful reference for severity, but outcomes are subject to GM adjudication rather than automatic table application. A character’s relevant competencies and current condition are factors the GM may weigh.

Healing (p.105) md

Natural healing applies in Oath-Bound as a general principle — rest restores hit points over time. The PHB’s specific rates provide a reference point. Magical healing through the divine actor system operates through the miracle band model rather than the PHB’s cure spell slots.

Obedience (p.106) md

Obedience in Oath-Bound operates within the oath economy. A character who has sworn service — a henchman, a hired soldier, a Foundation-committed divine actor operating under instruction — is bound by that oath. The PHB’s general guidance on obedience applies; the weight of the obligation is determined by what was sworn and to whom.

Morale (p.106) aw

This section applies in Oath-Bound as written in the PHB.

Mapping (p.106) aw

This section applies in Oath-Bound as written in the PHB.

Organization (p.106) aw

This section applies in Oath-Bound as written in the PHB.