Thadar System: Difference between revisions

From Thadar En
Jump to navigation Jump to search
No edit summary
Line 4: Line 4:


== Magic ==
== Magic ==
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source. Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.
Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source.


Arcane magic is much more varied in its powerset, and can be gained by nearly anyone with enough time or by making a pact with a strong entity. Some creatures are born with an innate talent for arcane magic, and are capable of casting it without training.
Divine magic granted ritualistically by [[Deity|Deities]] is closely tied to the [[Domain]]s of the deity that granted them.
 
Elemental magic is powered by the elemental planes. This type of magic can be learned by most individuals, though some have a better aptitude for learning than others. Some are so in tune with the elements that they are born with the ability to cast elemental magic.
 
Psionic magic is a hard to master power fueled by the essence of living creatures. Very few individuals are capable of tapping into this source, and those who do often run the risk of self destruction when learning their limits. A select few psions have the ability to draw power from creatures other than themselves, though often at a much higher chance of failure.


Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others.
Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others.

Revision as of 17:15, 3 July 2024

Thadar is an in-progress RPG designed for use in the Thadar En setting and FoundryVTT.

Core Design Aspects

Magic

Many of the more popular systems treat the different kinds of magic different in lore, but mechanically are very similar. Magic in Thadar En behaves differently depending on its source.

Divine magic granted ritualistically by Deities is closely tied to the Domains of the deity that granted them.

Elemental magic is powered by the elemental planes. This type of magic can be learned by most individuals, though some have a better aptitude for learning than others. Some are so in tune with the elements that they are born with the ability to cast elemental magic.

Psionic magic is a hard to master power fueled by the essence of living creatures. Very few individuals are capable of tapping into this source, and those who do often run the risk of self destruction when learning their limits. A select few psions have the ability to draw power from creatures other than themselves, though often at a much higher chance of failure.

Fey magic is primarily used by Fey creatures, though in rare cases it can be temporarily granted to others.

Randomness

The d20 system works well for most tables, but the wide range of values with equal chance can be immersion breaking in some cases.

Bell Curve Rolls

See also: Bell Curve Rolls

The Thadar System will be designed with bell curve rolls in mind from the beginning. At this point in time, 3d6 will likely be used, but other options are still on the table.

Fate Dice

See also: Fate Dice

An optional rule from other games run in the setting called Fate dice will be used to augment rolls. At the start of each session, 2 pools of dice are generated that can be used by the players and the GM respectively. Player dice can be added to most attack rolls and skill checks, and DM dice can be used to modify DCs and activate special abilities of some creatures

Leveling

The level up system in many RPGs can also be immersion breaking. While it can be fun to have a sudden power surge, in-universe this often is displayed as gaining a large amount of power effectively overnight. An alternative to the standard systems being explored is a feature system, where feature points may be expended immediately when gained for small boosts or saved up over time for larger bonuses such as unlocking a new tier of spell or gaining new abilities

Ability Features

Ability modifiers can range from -3 to +5, with each increase costing a greater amount of points. As an example, the first time a player takes a Dexterity feature, they spend 1 feature point and increase their modifier by +1. The second time they take a Dexterity boost, they gain an additional +1 but must spend 3 feature points.

Skill Features

Similar to ability features, Skill features provide boosts to rolls. Since skills are much more specialized than abilities, the scaling for skill features is less than abilities. As an example, the second Hindsight feature taken may only cost 2 feature points

Proficiency Features

Proficiency features are unlike others in that they may only be taken once. Most will only cost 1 or 2 points, but grant the character the ability to use new weapons, armors, or other equipment

Branch Features

Branch features fill a similar role as classes in most systems. The cost for each of these features varies, and additional ranks have varying costs as well. Examples of branch features include the Clerical Rites for a specific religion that grant divine magic, or the training from a Knight order that allow mounted combat and related abilities.

Combat/RP Divide

D&D and Pathfinder have a rather large divide between combat and Role Play. The specifics haven't been worked on much, though an eventual goal is to bring the two together so that it feels less like 2 loosely related games labeled as one.

Stats

This section is under heavy development

Abilities

There are 6 core ability scores in the Thadar System.

Toughness

Toughness is a characters physical prowess. It represents strength, resistance to disease, and recovery rate.

H

Acumen

Acumen represents a characters ability to perform intellectual work. Thin includes literacy and knowledge of the world, as well as other academic pursuits.

Dexterity

Dexterity is used to perform delicate actions and dodge physical dangers.

Appeal

Appeal represents a characters force of personality, appearance, and leadership ability.

Resolve

Resolve is a characters mental fortitude. It represents their ability to resist the will of others and force their way through painful situations.

Skills

When attempting to perform an action with a notable chance of failure, a skill bonus is usually also applied. There are many skills available, and these have yet to be finalized.

Gameplay

Skill Checks

When a character attempts to perform an action with a chance of failure, a skill check is required. The player in question will need to roll dice and match or exceed a target value. The target value will vary based on how difficult the action is, but the roll is the same regardless. A skill check involves rolling 3d6 and adding several bonuses. Required bonuses include a relevant ability modifier and skill modifier, and optional bonuses may be granted situationally.