Thadar System: Difference between revisions
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In the Thadar System, rolls are made using pools and counting successes. Each pool is made by adding up the number of points in an ability and the number of points in a skill. There are situational bonuses that can increase the pool further, but these 2 numbers will always be present. | In the Thadar System, rolls are made using pools and counting successes. Each pool is made by adding up the number of points in an ability and the number of points in a skill. There are situational bonuses that can increase the pool further, but these 2 numbers will always be present. | ||
Once a pool is calculated, roll a number of six sided dice equal to the pool size. Any 5 or 6 rolled is a success, and any 6s are rolled again. This "pool explosion" continues and successes continue to be added until no further 6s are rolled. | Once a pool is calculated, roll a number of six sided dice equal to the pool size. Any 5 or 6 rolled is a success, and any 6s are rolled again. This "pool explosion" continues and successes continue to be added until no further 6s are rolled. | ||
If a calculated pool has a size of 0 or lower, only a single die is rolled, only a 6 counts as a success, and the pool does not explode. | |||
=== Fate Dice === | === Fate Dice === |
Revision as of 16:48, 14 August 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. Practitioners that are not native to the Fey Sphere (whether directly or ancestrally) have poor control, and often cause surges of wild magic.
Randomness
In the Thadar System, rolls are made using pools and counting successes. Each pool is made by adding up the number of points in an ability and the number of points in a skill. There are situational bonuses that can increase the pool further, but these 2 numbers will always be present. Once a pool is calculated, roll a number of six sided dice equal to the pool size. Any 5 or 6 rolled is a success, and any 6s are rolled again. This "pool explosion" continues and successes continue to be added until no further 6s are rolled.
If a calculated pool has a size of 0 or lower, only a single die is rolled, only a 6 counts as a success, and the pool does not explode.
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 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.