Thadar System
Thadar is an in-progress RPG designed for use in the Thadar En setting and FoundryVTT.
Core Design Aspects
There are countless RPG systems available, but the major systems all fall short of the world envisioned in Thadar En.
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.
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.
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.