Guiding Principles
- Rules of Interpretation
- P1 - Fiction First
- P2 - Earned Capability
- P3 - Institutional Authority
- P4 - Consequence Persistence
- P5 - De-Optimization
- P6 - Human Adjudication
- P7 - Core Identity Over Specialization
- P8 - Authority Over Entitlement
- P9 - Arcane Risk and Instability
- P10 - Scarcity and Material Consequence
- P11 - Social Embedding
- P12 - Non-Symmetric Information and Control
Rules of Interpretation
The principles below explain how Oath-Bound rules differ from the Official AD&D (1st Edition) Player’s Handbook (PHB). They are not optional ideas or flavor text. They are how the rules are meant to be used. When referenced as part of the whole ruleset, the TSR rules will be referred to as "1E Canon".
When an Oath-Bound rule changes or replaces a PHB rule, the reason will usually come from one or more of these principles. If there is any doubt, use these principles instead of default PHB assumptions to decide what happens.
Each principle is shown as a contrast with a common PHB idea. This is on purpose and is intended to show both what Oath-Bound focuses on and what it avoids.
To understand how the system works in play, you need to understand these tradeoffs.
P1 - Fiction First
Fiction over Mechanical Entitlement
Decisions follow what is happening in the world. Rules don’t necessarily give permission to act unless the situation makes sense in the story.
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The rules are there to support the fiction
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Having a rule or option does not mean you can meaningfully use it
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If the action does not make sense in the situation, don’t do it
Primary impact areas: skills, thief abilities, edge cases
P2 - Earned Capability
Earned Capability over Level-Based Entitlement
Abilities are gained through training, recognition, or authority — not just by leveling up. Advancement is a process that contributes to the story, not an abstract, game-mechanic event.
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No automatic “unlock” of abilities
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Skill must be demonstrated in gameplay
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Advancement depends on game events
Primary impact areas: weapon proficiency, skills, advancement
P3 - Institutional Authority
Divine Institutional Authority over Player Autonomy
Divine power is given and controlled by institutions as agents of a deity.
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Clerics do not freely choose their spells in the way they do in 1E Canon
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Access depends on standing, trust, and the clerical hierarchy
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Authority can grant, limit or remove access
Primary impact areas: clerics, spells, advancement gating
P4 - Consequence Persistence
Lasting Consequence over Reversible Outcomes
Actions have lasting effects. Loss, harm, and duties are not easily undone.
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Non-combat damage matters
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Oaths persist over time
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Resurrection and recovery are limited and costly
Primary impact areas: healing, death, oath systems, long-term play
P5 - De-Optimization
Identity over Optimization
The system discourages min-maxing and collecting options just for advantage.
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Loadout optimization is limited by design
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Small mechanical game advantages matter less
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Fewer choices that exist only to optimize in 1E Canon
Primary impact areas: weapons, equipment, spell choices
P6 - Human Adjudication
Human Judgment over System Determinism
The GM decides outcomes. Rules are tools, not the final authority.
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Rules-lawyering is not the main way to resolve play
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Unclear situations are decided at the table
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Grids and precise measurements are of limited use
Primary impact areas: edge cases, combat rulings, skill use
P7 - Core Identity Over Specialization
Classes are single, clear identities rather than branching trees of options.
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Subclasses and variants are reduced or removed
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Differences in characterization come from play, not from choosing options at character-generation time
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Class identity grows deeper, not wider
Primary impact areas: fighter, thief, subclass-heavy areas
P8 - Authority Over Entitlement
Controlled Access over System-Granted Power
Powerful abilities require permission, context, or a good reason. Leveling alone is not enough.
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Strong abilities require approval or context
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Advancement does not guarantee access
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Special abilities are situational, not constant
Primary impact areas: high-level spells, rare abilities
P9 - Arcane Risk and Instability
Arcane Risk over Reliability
Magic is tiring and can fail. Even skilled users face risk.
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Casting causes mental and physical strain
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Failure is possible and matters
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Skill reduces risks but does not remove them
Primary impact areas: spellcasting, mage play
P10 - Scarcity and Material Consequence
Material Constraint over Abstract Resource Freedom
Equipment, environment, and travel matter.
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Gear cannot be swapped freely
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Losing equipment has real impact
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Travel and environment affect outcomes
Primary impact areas: equipment, encumbrance, preparation
P11 - Social Embedding
Social Context over Isolated Agency
Characters exist within social and institutional systems.
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Actions affect reputation and relationships
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Roles are shaped by how society sees them
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Being outside these systems limits what you can do
Primary impact areas: advancement, authority, resources
P12 - Non-Symmetric Information and Control
Opacity over Full System Transparency
Players do not have full knowledge or control of all systems.
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Spell access may not be clear or obvious
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Outcomes are not always predictable
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Some systems are not and may never become fully visible to players
Primary impact areas: divine magic, institutions, GM rulings