The Adventure
Adventures In The Outdoors (p.47) 
| The vanilla DMG presents hex-based mapping as the standard model for outdoor adventure. Hex mapping works well and is a proven tool, but it is not a requirement for a good campaign map. Oath-Bound does not mandate it. GMs who prefer a more freehand or region-based approach should use whatever serves their campaign. |
Aerial Travel (p.50) 
| The vanilla DMG states that pegasi will only serve good characters — an alignment-dependent restriction that has no basis in Oath-Bound. Without alignment, the restriction has no referent. Pegasi in Oath-Bound will serve characters whose conduct and intent they find acceptable, by whatever criteria the creature applies. That may or may not correspond to what vanilla alignment would have predicted. |
Aerial Combat (p.50) 
| Aerial combat in the vanilla DMG is expressed in hexes and inches, and cites species that may not be present in Oath-Bound. Apply the movement and positioning principles using whatever spatial framework the table is using. Combat characteristics for absent species can be disregarded or adapted as needed. |
For humanoid combatants, to-hit modifications should be adapted to the d100 resolution framework where necessary. Combat that results in an unconscious or otherwise non-combatant aerial participant is subject to falling damage, adjudicated under the non-combat damage model.
Underwater Adventures (p.55) 
| The vanilla DMG does not address drowning as a discrete harm event — an omission that Oath-Bound addresses. Drowning is adjudicated as a non-combat harm event under the Oath-Bound model, not as an improvised edge case. GMs should apply that framework rather than inventing a resolution on the fly. |
Travel In The Known Plains Of Existence (p.57) 
This section applies in Oath-Bound as written in the DMG.
Outdoor Movement (p.58) 
| The vanilla DMG expresses movement rates in miles. The Oath-Bound setting typically measures overland distance in leagues. For practical purposes one league equals three miles — purists will note that the statute mile was historically variable enough that this is a best-effort estimate rather than a precise conversion, which is entirely appropriate for a setting without standardized measurement. Either unit can be used at the table’s preference without meaningful distortion. |
Minor optional adjustments to movement rates for specific Oath-Bound geographic areas are addressed in the overlay module.
Invisibility (p.59) 
| The vanilla DMG specifies fixed to-hit adjustments for opponents who observed a character become invisible. In Oath-Bound these adjustments are more variable — dependent on the circumstances of observation, the opponent’s perceptual capabilities, and the elapsed time since the transition. The vanilla figures are a useful baseline; GMs should adjust for context rather than applying them mechanically. |
Detection of Good/Evil (p.60) 
| With alignment eliminated from Oath-Bound, the vanilla Detection of Good/Evil spell has no axis to read. The functional replacement — as established in the alignment overlay — is the detection of theological opposition: a reading of the oath-landscape of a person or space, producing a spectrum of signatures rather than a binary result. |
For casters without a clearly articulated theological position of their own, the result tends toward a general sense of rightness or wrongness — imprecise, but not without value. For casters with a defined Foundation affiliation and strong concord, the reading is more specific: the texture of the target’s oaths, their institutional affiliations, and the presence of anything that sits fundamentally outside the covenant model.
See Alignment for the full treatment.