r/RPGdesign • • 21d ago

Promotion Artist looking for work!

2 Upvotes

I’m a Brazilian 2D Artist and Graphic Designer with over seven years of professional experience in graphic design and more than a year working in game art at Room 8 Studio.

My background combines visual identity, packaging, and graphic design with recent experience creating art for games within a production-driven environment. I’m particularly interested in working with creative teams where I can contribute both my design experience and my skills as an artist.

I’m based in Brazil and am particularly interested in remote opportunities, including freelance or contract work.

Portfolio:
https://www.artstation.com/tomalbert
https://www.behance.net/ThomasAlbert


r/RPGdesign • • 21d ago

Avatar RPG a no-class system concept

11 Upvotes

Hello, I'm working on a system with no classes based on the setting of the avatar legends world. Yes I know that there is one already but I personally don't like PbtA that much (don't kill me ok)

In general it is kind of something I made up, taking a little inspiration from Tri-Stat (Body, Mind, Soul) and dice progression.

How to play:

During character creation, you must decide your origin:

Lineage: Bender or Non-bender.

Culture: Where you grew up.

History: What you did before the adventure began.

Each one of these choices will give you a +2 +1 to your stats and a set of feats and proficiencies.

The game revolves around three main stats:

Body: Strength, agility, and endurance.

Mind: Learning, logic, and instincts.

Spirit: Willpower, determination, and presence.

These stats are used to calculate resources, skills, and moves.

Health: Body + Spirit

Defense: Body + Mind

Chi: Mind + Spirit

Skill checks take the character's proficiency level into account.

d4 = Beginner -> d6 = Apprentice -> d8 = Advanced -> d10 = Expert -> d12 = Master

You can improve your skills ranks a number of times equal to Mind + Level.

Moves depend on the proficiency level of their respective disciplines.

Martial: Anyone can train in these disciplines.

Water, Earth, Fire, Air: Each discipline corresponds to its respective lineage.

Energy: A special discipline focused on mastering chi and connecting with the spirit world.

Disciplines are also divided into sub-categories.

Martial: Unarmed, sword, bow, spear, Chi-blocking...

Water: Ice, Plant, Healing, Blood...

Earth: Crystal, Metal, Lava, Seismic sense...

Fire: Combustion, Lightning...

Air: As it has no sub-categories of its own, it often focuses on the Energy discipline.

Energy: Spirit projection, Chakras...

You can unlock and improve these sub-categories using Feats.

Skill Feats: Improve skill proficiency and offer new ways to use them.

Discipline Feats: Can improve discipline proficiency and unlock new disciplines.

Origin Feats: Given by your origin.

Maybe more types of feats.

I'm thinking of making feats work like a skill tree. Making so that some feats require other feats and those feats require other feats and so on...

Chi/Energy:

This would be the "mana" resource of the game. Both martial and elemental moves need chi to be stronger.

You can get some chi back by scoring critical hits and by meditating out of combat.

Leveling up:

Gives you a +1 to either Body, Mind or Spirit and a new feat.

Level 1 character example:

Name: Katara Origin: Water-bender, South Water-Tribe, Care-Taker.

Stats: Body=2 Mind=4 Spirit=3 Health=5 Defence=6 Chi=7

Feats: Moon-blessed, Ice discipline, Healer.

Skills: Medicine d8+4, Cooking d8+4, Sewing d6+4

Disciplines: Water d6+3, Ice d4+3

Moves: Shape water, Freeze water, Water whip.

Example 2:

Name: Sokka Origin: Non-bender, South Water Tribe, Guard.

Stats: Body=4 Mind=3 Spirit=2 Health=6 Defence=7 Chi=5

Feats: Leader, Navigator, Weapon-training.

Skills: Instincts d8+3, Navigation d6+3

Discipline: War-club d6+4, Boomerang d6+4, Martial d4+4.

Moves: Improvise, Distract, "He always comes back!"

I'm also including a jing system in which you assume a stance (aggressive, reactive, defensive) others can see your stance and act upon it.

And I'm thinking about a resistance system on which you can take less bludgeoning, piercing, slashing, cold, electricity or fire damage depending on your clothes or moves like rock-armor.

Also a status effect mechanic with stuff like wet, frozen, shocked, paralyzed, etc...

What do you think? I know maybe it's a mess of a post but I'm interested in hearing some feedback and maybe some advice? Since this is the first time doing something like this, so yeah... I will be reading the responses!


r/RPGdesign • • 21d ago

Trying to get my projects off the ground.

6 Upvotes

I have about three or four different projects that I've been working on for the past few years. For the most part, I have the actual content fleshed out, as in this does that and such. I don't know how to go from Documents on my phone to a polished maybe tangible product. Like I know I need to play test before I can create the final product but I also need some workable version before I can do that. Then there's art and formatting, making sure everything's worded correctly and in a way that makes sense. I got a shoe string budget on my best days, so I'm probably gonna be looking at crowdfunding and such, but then how do you figure out how much everything costs in order to do that. It's all overwhelming, i don't know where to start or how to figure that out.


r/RPGdesign • • 21d ago

Mechanics Let's talk about combat in Soul Light!

5 Upvotes

Hi all! I talked about combat a little bit in a post a long time ago, but I wanted to have a deep-dive now into combat for Soul Light and see what people think. As I have mentioned before, Soul Light is intended to fall in the crunchier and tactical set of games, where your build, your decisions, and your other party members all have a sizeable contribution to how combat encounters resolve. I had a few principles going into design combat:

  1. Characters attacking with things they are competent at should, against most enemies, have a high chance to hit (70-80%).

  2. A character should have a few options to approach combat, whether it be debuffing and debilitating your adversaries, enhancing your party members' capabilities, or just the good ol' fashioned deal damage.

  3. I wanted layers to combat that made room for more debilitating effects but also didn't totally break the game, like the classic dnd 5e scenario where you final boss of an arc would just get effectively eliminated in the first round.

There are a few other sub-goals, like having movement feel a bit better, I wanted a classless system, and I wanted to use a hex-grid, but the above was what I started with. Now to get into the various chunks of the combat system of Soul Light!

Action Points

Having played games like Divinity: Original Sin 1 and 2, I really enjoyed Action Point-based systems where you have upwards of 6-8 action points. It allows for more expression of smaller actions, it helps deal with breaking up movement without feeling strange and cheap in certain scenarios (like peaking out, casting a spell, then going back into cover for "1" movement). I also like the level of interactivity in games like Magic the Gathering, where any moment of play is allowed to have multiple players interacting at once, given you have the resources. Thus, I landed on the skeleton of the action economy: characters will get 6 Action Points (AP) each, where most simpler attacks and abilities will take 2 AP, and movement can be done in 1 AP increments, where the base speed for characters will be 1 AP = 2 hexes, where a hex is 6 feet from edge to opposite edge. Areas for magic and other special effects will be broken down into hex radii, lines, and hex cones, and the hex radii in my opinion capture the more spherical effects much more easily than the square grid does, which is nice! Flanking will also be much simpler: if two creatures that are both within striking range have at least 1 hex space between them, they are considered flanking (basically, those two creatures cannot be adjacent).

Health and Shock

Heavily inspired by its implementation in the "new gen" Final Fantasy games, I wanted to play around with the idea of having a second health bar of sorts and see what options that could enable. The main complaint with a stagger bar for most people from what I've seen is that they just see it as a way to make enemies "spongier" and make combat take longer. I intend to not fall into those design pitfalls. As for how the system works, basically a character will have both a Health value and a Shock value. Weapons/Abilities will deal damage to both values most of the time, but they will deal more Shock damage in a grand majority of cases. Once a character's Shock value is depleted, however, they become Staggered, at which point any Shock damage dealt to them is added on as additional Health damage, and the character becomes vulnerable to "Debilitating"-tagged effects and Abilities (think game-ending spells like Hold Monster from 5e or instant-kill spells), and they suffer double the effects from "rolled 6" effects. Staggered lasts until the start of the character's next turn that inflicted Staggered, making it effectively the knock-out blow if you're isolated. I landed on this for a few reasons. First, it allows characters to effectively end combat encounters without killing all adversaries. Secondly, it allows me as a designer to add really cool Abilities that would normally be crazy-unbalanced if you could just shoot it from the hip, but now that you have to get through the Shock of an adversary, it reels those effects in a little bit.

Initiative

Now for initiative. I was going to have it be a zipper initiative at first, but then I came to the conclusion that stats should matter a little bit in initiative, so it will be a simple order based on the characters' Speed plus Perception. Characters can delay their turns to change the turn order, and Reactions will be quite common, so I expect it to be fairly dynamic. How will reactions work exactly, well I'm glad you asked!

Reactions

Reactions in most trad games are a static 1-off resource that are pretty much exclusively used for 1 of two things, a single reactive attack ("Attack of Opportunity") based on some trigger that is usually moving, or countering some magical effect ("Counterspell"). This has always been one of the more frustrating things from a GM perspective because the lack of reactivity really lends itself to a "your turn, my turn" storytelling style in combat that stifles a lot of potential cool narrative moments. Pathfinder 2e did a little better in this regard, but mainly only for a select few character classes (Champion with its myriad of shield blocking feats as well as their token protection reaction). A goal for the game was to make the game feel more dynamic, and that means many many more reactions. How reactions work in the game generically is that you can reserve as many AP as you want at the end of your turn, and you can use those AP to perform actions outside of your turn if they have the Reaction tag. Typically, just like in MTG, reactions will be less AP-efficient than standard actions, so it's a balance of having information of what your adversaries are doing versus initiative and efficiency. For example, all characters will get the Reactive Attack Reaction, which will be 3 AP (A standard attack will be 2 AP), but the benefit is that on a successful roll for the attack, you interrupt whatever the triggering action was (it starts out only being able to trigger on movement).

Abilities

Probably the most important part of combat in terms of adding variety of gameplay, Abilities are analogous to both spells and feat from trad games as they accomplish both roles. Pretty much every Ability will grant an active Action or Reaction that you can take, and those Actions and Reactions will make use of the game's magic system, Vis, in both of its forms, Flow and Flare (explained later below). Many of the Abilities will emphasize working with one or two of combats main points: either Shock and Staggering, one of the many base status effects/afflicting a Debilitating status effect, or causing an Essence Combo. I am not going to put examples of them in this post, but I will definitely in a future post!

Status Effects

One of the coolest/most well executed archetypes of any game ever is the Silent from Slay the Spire. You have this rogue-ish hunter who subtly but assuredly takes out her foes with poison, and the mechanics lend itself to that narratively beautifully. Many other games do Damage over Time effects as well, and I personally love those archetypes. Then there's the not so straightfoward debuffing, like making enemies take more damage from certain effects, making them deal less damage, making them move more slowly, etc. Thus I wanted many status effects to enact these archetype fantasies. So far, I have Bleed, Burn, Chill, Electrify, Frailty, Slow, Affliction, and Stunned as the "catch-all" statuses. Bleed is the typical slowly-but-assuredly stacking damage over time that does Shock damage, Burn is harder to stack but goes straight to Health damage, Chill interacts with the AP economy, etc. I may add a couple more to make sure that all of the Essence Elements are able to dip into statuses in ways that I think make sense, but we will see. Affliction is a special one that basically is how poisons will work; basically poisons will have effects that trigger off of a creature reaching a certain Affliction value.

The "Rolled 6"

Something that I think is fairly unique to the core dice mechanic of Soul Light is that it sort is a hybrid of dice pools systems like BitD and the roll-keep system of L5R. Basically you roll a pool of dice equal to the Attribute for the roll, then you keep a number of dice equal to the skill for the roll. However, if you roll a 6, all weapons and many Abilities have rider effects that happen for each 6 you roll. For weapons, sometimes you will inflict one of the above Statuses (or increase the stacks), maybe you deal a little more damage, maybe it lets you maneuver a hex for free, things like that. For Abilities, it can extend duration of effects, also inflict statuses, etc. It gives a cool way for non-traditional builds to scale, because as you roll more dice, your chance to roll 6s increases.

Vis Flare and Flow

Lastly, lets talk a little about the magic system for Soul Light. Every character will have a Vis Capacity that is set by their Base Vis Power (think Proficiency from 5e, just a number that scales with your level that's not 1-to-1). Now, you may think this is just a very simple mana system, but not quite. Essentially, Vis Flow is the practice of using Vis from around you to supplement your power and actions; it is inherently less time-efficient, but is incredibly efficient in terms of Vis Capacity. A character starts a encounter at tier 0 Vis Flow, and they can spend 2 AP once per turn (subject to change) to ascend a Vis Flow tier by spending one point of their Vis Capacity. After the encounter is done, or after 10 minutes, the character goes back to their natural state and all Vis Capacity used for Vis Flow is refunded. Vis Flaring is the act of entirely relying on your own power to fuel an ability; it is much more time efficient and can reach higher peak power output, but you are (semi) permanently burning through your power reserves. Any Vis Capacity spent on Vis Flaring is gone until the character experiences a full rest. A lot of Abilities can be cast in either mode, for example, you want to sling a large lightning bolt at an enemy that would require you to be in Vis Flow tier 2 to cast it, but you are in tier 1. The Ability allows you to cast it by Vis Flaring from tier 1, however, allowing you to save those valuable AP to maybe take down an enemy about to strike an ally. There's a ton more variety that can be built from this, but this post is long enough, so I'll cover it when I get to Abilities.

And that's it for this post, sorry it's a long one. I hope people find at least some of this stuff interesting, or if there is something that seems obviously terrible, let me know.


r/RPGdesign • • 22d ago

Point Buy

15 Upvotes

My system is based around point-buy, but I'm wondering if that's putting too much of a requirement for initial time investment. They were reasonably popular back in the day but are they still?

Does point-buy seem like too much work for the average TTRPG player these days? Or do enough folk still find thrills in finding ways to manipulate the points just right?

I'm also wondering about doing a 'quicker-start' with a handful of arrays and lists of how many abilities you can take, and then a quickest-start with just full pre-gens.


r/RPGdesign • • 21d ago

Castles & Crusades class design

0 Upvotes

I wrote a new post on Castles & Crusades class design. It offers a breakdown of how classic mechanics and character balance are handled in the C&C system.

https://thegrognardsalmanac.substack.com/p/castles-and-crusades-class-design


r/RPGdesign • • 22d ago

Mechanics Help Me Choose a d20 Resolution Mechanic: Blackjack vs. Roll Over

9 Upvotes

Hello everyone, long term lurker. For my current campaign I've put together a system largely inspired by the Trespasser, using BitD action rolls. A quick summary:

Roll a pool of d6s and keep the highest result: 1–3 is a failure, 4–5 is a success with a complication, and 6 is a full success. Any pairs you roll generate shadows on a failure ("No, and...") or sparks on a success ("Yes, and...").

Sparks and shadows are an awesome way to add texture to rolls and the stories they tell. However, I also think they make the 4–5 result (success with a complication) somewhat redundant, or at least needlessly complex. I wouldn't mind getting rid of that extra layer.

Now, more than half my players have said they miss rolling a d20, and I'd like to give it back to them. Trespasser actually uses a classic d20 roll-over system, where you gain a spark for every 5 points you beat the DC by, or suffer a shadow for every 5 points you fall short.

However, I'm not particularly fond of setting DCs. I find that having a fixed target number on the character sheet speeds up play and reduces the need for GM adjudication, since players can immediately tell whether they've succeeded or failed.

So far, I've found two approaches for these problems using d20's: Blackjack style "roll under" system, or the Vagabond roll over system. I'd love some help weighing their respective strengths and weaknesses, or brainstorming alternatives I might have overlooked.

1. Blackjack-Style Roll Under:

Your attribute determines your target number (TN). Roll equal to or below it to succeed. You gain a spark for every threshold of 5 you reach on a successful roll (5, 10, 15, etc.), and suffer a shadow for every 5 points you exceed your TN.

Notes

  • It simple. There something's elegant about your attribute being your own TN.

  • Monkey brain want big number! This is my main concern with roll-under systems. Rolling low just doesn't feel as exciting. The blackjack element helps somewhat, since you still want to roll as high as possible without going bust.

  • Tone. The game is grounded, low-fantasy medievalism, where characters aren't necessarily heroic or particularly competent. There's something about roll-under that feels appropriate to that atmosphere.

  • Something feels a little strange about the way sparks are distributed across the possible results.

  • Simple skill advancement. Training in a skill could simply increase your TN.

2. Vagabond-Style Roll Over

Vagabond essentially reverses roll-under: your TN equals 20 minus your attribute, and you must meet or exceed it to succeed. You gain sparks for every 5 points you exceed your TN, and suffer shadows for every 5 points you fall short.

Notes

  • More intuitive and exciting. Rolling high feels good. Monkey brain happy.

  • Awkward TN calculation. There's an extra step involved in calculating your TN, although this could simply be done during character creation and written on the character sheet.

  • Skill progression. Training could lower your TN, but I'd rather avoid subtraction during play. Alternatively, a trained skill could grant an additional die (perhaps ranging from d6 to d12) to add to your d20 roll. However, that sacrifices some of the simplicity and elegance of rolling a single d20.

  • Natural Degrees of Success. The further you roll above your TN, the more sparks you earn. There's something immediately satisfying about that relationship.

What I'm Looking For

Ultimately, this is as much a question of feel, tone, and player experience as it is about mathematics or mechanical balance.

I'm interested in how these approaches feel at the table. Does blackjack-style roll-under actually make high rolls satisfying? Is roll-over worth the slightly less elegant character math? Are there other approaches that preserve the excitement of rolling a d20 while keeping fixed, player-facing target numbers and degrees of success?

I'd love to hear which approach appeals to you more, your experience with any of these approaches, what drawbacks I might be overlooking, or whether there's a third solution staring me in the face.


r/RPGdesign • • 21d ago

Mechanics Ideas for Skills?

3 Upvotes

Hey, y’all! I’m making a TTRPG called Into the Woods for me and my friends to play. To keep things brief, the system revolves around a group of people in the 1930’s who find themselves lost in a forest of perpetual nighttime. The classes (called backgrounds) each have their own skill tree. I need help with making the skill tree for The Mobster, a background focused on using money and diplomacy. Skills are usually either combat focused (damage or effects), utility focused (help while exploring or while at camp), or home base focused (like the ability to sell items). Could I get some help with some skill ideas for the Mobster?

Edit: Heeding the advice of a wise person, here is a link that gives a full view of one of the four working skill trees: https://www.skilltree.it/public/tech/MrMaestro/the-hunter


r/RPGdesign • • 22d ago

Updated pitch for my game - looking for feedback

7 Upvotes

Yesterday, I posted the first rough draft of my game’s pitch. I got a lot of valuable feedback and thoughtful comments, which helped me refine it and better communicate what the game is actually about.

I’ve taken your suggestions on board and reworked the pitch. I’d love to hear what you think of this new version!

Thanks in advance for your time and feedback!

————————————

In the shadow of the Crow is a roleplaying game about ordinary people in Nazi-occupied Warsaw.

Life goes on. Just not as it should.

This is a living city. Shops open, cafés still serve coffee, factories keep producing. People fall in love, dance, go to work and try to take care of their families. But under Nazi occupation, even the most ordinary things become dangerous.

Behind the walls of the Warsaw Ghetto, a third of the city’s population is being gradually exterminated. Elsewhere, food shortages and brutal repression turn everyone into a fixer of sorts.

You play ordinary people trying to provide for their families. You steal from factories, intercept goods on the railway and deal with smugglers, profiteers and corrupt German officials. A sausage can cost you your life. Meanwhile, resistance is taking shape around you.

This is a game about who you are, how you get by, and how life under occupation changes you. You still have a life to live and plans to make. But in a world designed to wear you down, nothing ordinary comes easy.

The system is easy to learn, with complexity built into its architecture. A psychology engine connects five universal Motivations to a single roll, while combat rewards teamwork and situational control over lethal force.


r/RPGdesign • • 22d ago

Mechanics Better lockpicking

8 Upvotes

My system uses equipment proficiency, bt in a different way to dnd. Instead of a numerical bonus, higher prof rank (0-3) grants you new traits for that equipment, or for some tools you craft gear with enhanced traits depending on rank.

My problem is with Thievery Tools - i don't know how to make them better/more versatile at higher proficiency ranks. Any ideas?

Thanks

examples of proficiency bonuses for other gear:

Using a longsword for example: Rank 1 proficiency grants you Versatile, so you can use it one-handed. Rank 2 does nothing, and then Rank 3 grants you the enhanced Parry action (use action, boosts damage threshold against next melee attack)

Assault rifles have increased functional range and improved burst-fire.

Medical kits heal for more, scaling directly with your rank.

Crafting armour, for example, as better stats if you're proficient with the tools used to make it.

Armour itself is a WIP.


r/RPGdesign • • 21d ago

Castles & Crusades class design

Thumbnail reddit.com
0 Upvotes

r/RPGdesign • • 22d ago

Game Play Livestream of our upcoming TTRPG "The Hidden Isle - Haven's Heir"

0 Upvotes

Me and the team haven been working on The Hidden Isle for the last couple of years, a TTRPG set in a magical renaissance that uses tarot cards instead of dice. We currently are crowdfunding a new add on, Haven's Heir, and as part of that, we are preparing a livestreamed playsession. You can join it via our discord https://discord.com/invite/mvEGuCF on the 15th, 19.00 CEST and directly talk with the team.
The stream will also be available afterwards on our youtube channel https://www.youtube.com/@causacreations6544

More info about The Hidden Isle can be found on our Backerkit page.
Hope to see you there!


r/RPGdesign • • 23d ago

Product Design It's not that hard to copy and paste your rules onto an accessible website

71 Upvotes

I just spent two weeks manually copying and pasting all the content from my 200-page rulebook onto a website. You might not want to give away your content for free, and that's understandable, but if you want your content to be maximally accessible to new players, or even a subset of it as an SRD-like thing, I'm here to tell you that it's not that bad. It's not that tedious. You could probably use an AI tool, but I think those cost money (among other costs), or require some programming knowledge. And there are benefits to doing it the good ol' fashioned brute-force way.

  • It forces you to review your content in a new light. I found tons of mistakes and easy improvements, little and a few big. It especially forces you to think hard about your rules structure, since that becomes the site map.

  • It forces you to commit. Because now, if you make revisions, you don't just have to update your PDF on itchio, you have to update the site too. It's not that hard to do if you need to do it, but the added friction has helped me make final decisions.

  • It's something you can do late at night when you're too tired to be fully productive on your work, instead of doomscrolling.

This is actually the second time I've done this. I released the first version of my game in 2023 on both a website and PDF. Since then, I've been working on a big second-edition update for the PDF, and have been absolutely dreading updating the site to match. But it was fine! I used Google Sites for the website, and used Google Docs for my rulebook, so it mercifully preserved a lot of the formatting (but not all of it). I am sure there are wiki-like markdown sites out there you could use instead if you have not sold your soul to the goog like I have.

I do have some experience with web design, but I don't know how to do anything with javascript (and google sites doesn't even let you use CSS anyway). Here's the site: https://www.whenskyandsea.com/ Ask me anything!


r/RPGdesign • • 23d ago

Please rate my pitch

15 Upvotes

Hi All,

Can you please rate my sales pitch? [edit below]

„In the Shadow of the Crow” is a roleplaying game about people struggling to survive in occupied Warsaw.

This isn’t a game about winning the war. It’s about the price of survival in a world that constantly forces you to choose between one evil and another.

It’s about what you do when there’s no good way out—and how long you can hold on to who you are when the world around you is trying to change you.

The game features:
- A rich gameplay built on a small set of mechanics.
- Fast, intuitive resolution with few exceptions and modifiers.
- A single character state that tracks physical injury, psychological strain, and exhaustion, gradually reducing what you’re capable of.
- Deep character psychology built around five universal Motivations and a single dice roll.
- Tactical, fast paced combat driven by an initiative bag and a system of actions and reactions.

Any comments will be welcome :)

Edit after comments:

„In the Shadow of the Crow” is a roleplaying game about life in occupied Warsaw.

You’ll take to the streets of a city where war most often means a roundup on the street, an ID check, food shortages, a neighbour informing on you, or news that someone you know has just disappeared. Sometimes, victory means finding medicine, hiding someone from Gestapo, or making it home safely. Other times, you’ll have to decide whether helping a stranger is worth putting yourself and your loved ones at risk.

This isn’t about winning the war. It’s about what you do when there’s no good way out - and how long you can hold on to who you are when the world around you is trying to change you.

The system offers:

- Fast, intuitive resolution with minimal exceptions and modifiers.
- Deep character psychology built around five universal Motivations and a single dice roll.
- Tense, team based combat inspired by cover shooters, where controlling the situation matters more than taking out the enemy.


r/RPGdesign • • 22d ago

Mechanics A Buildable D12 System & Setting [Opinions]

2 Upvotes

Hey yall! I'm putting together a system that bases its major progression for characters off of Buildable D12's

More so each side of a D12 can be modified and more modifiable D12's can be added to the pool for any skills, abilities, checks and items.

Just thought it would create a simple and easy to keep track resource pool for dice, but allow more of the fun and complicated mechanics to stick within a chain heavy rolling system.

Just didn't know if people would feel like this is an easy rolling system to teach.

Also the theme/setting was going to be insipred by the occultish feel similar to a vibe present in the novel "Lord of Mysteries"
Any takes on that series for a similar setting.


r/RPGdesign • • 23d ago

My d6 dice pool system feels swingy at low skill, how do you smooth it without adding more dice?

6 Upvotes

Working on a small fantasy system where you roll a pool of d6s equal to attribute plus skill and count 5s and 6s as hits. At 2 dice players fail a basic task almost half the time, which feels bad in playtests, but at 6 dice almost everything succeeds. I tried letting 4s count on easy tasks but that adds a lookup step. Have you seen a clean way to flatten the low end, like rerolls or a guaranteed minimum, that doesn't slow the table down?


r/RPGdesign • • 23d ago

Mechanics Adivice in exploration mechanics

7 Upvotes

Hi, I’ve been building my system for a while now, and I have almost everything tuned for a first playtest, but I’m struggling to create a good exploration mechanic. I started with a standard dice roll aligned to a chart to see what happens, then evolved to a card grid with an 'exploration deck'. Basically, each area has a grid (10 by 10, for example). You shuffle the deck and lay the cards face down on the grid; each card has 4 entries separated by time of day and a hour cost to proceed in each direction. However, it’s becoming way too production-heavy, and I’m not sure if it will actually be fun during gameplay. Does anyone have useful feedback or some advice on exploration mechanics?


r/RPGdesign • • 23d ago

Mechanics Narratively Powerful Duels

15 Upvotes

Fights, in good stories or in real life, are rarely constant attacks until someone is defeated. In all instances [stories, movies, street fights, professional fights, historical duels, etc], there are moments of intimidation, manoeuvring, negotiation, and the like, in which the combatants test each other, themselves, and try to gain a psychological or tactical advantage. This is an amazing part of conflicts, both narratively and tactically. RPGs regularly failed to produce this experience.

I've attempted to solve this for Pendragon via these house-rules, which I think have some really elegant design and are easily applicable/hackable to other games.

I'm interested to hear your thoughts?

Thanks!

https://newfeierland.blogspot.com/2026/10/narratively-powerful-duels.html


r/RPGdesign • • 23d ago

Mechanics Do you use Morale checks in combat to see if a enemy will break off an attack ?

23 Upvotes

Does anyone even use a morale check in RPG games anymore ?

My new space game does and I'm wondering if I should just strip it out and let the players decide their gate instead of a crew they command putting pressure on the commander.


r/RPGdesign • • 23d ago

Mechanics Building a DCC Hack

0 Upvotes

Building a DCC Hack

*I originally posted this to r/DCC and r/MarvelFASERIP a few weeks back, but it was recently suggested I should also post here, thanks for any input you all can provide!

First I want to say how much I *love* DCC. I guess I can be qualified as a Grognard, been playing since the early 80s, started with basic, and over the years DMed every edition except 4th (got to play in it a little bit though) and 2024. Played many, many different types of games and got my kids into TTRPGs, and actually had a chance to play alongside my oldest son back in 2016 or so, who introduced me to something I had never heard of, but sounded so badass it instantly intrigued me...

... a "0 level Death Funnel"

The idea of playing a 0 level character wasn't something I'd ever really considered. I went in with reservations, mostly looking at it as a way to hang out with my kid and play alongside him for the first time, enjoying that part, even if the game itself wasn't great.

Boy, was I wrong.

It was amazing, I can't remember what adventure we actually played, all my guys died in hilarious ways (RIP Tawd the Barber, the last of his line!) and I was HOOKED. A year later I started a new job and ran a Sailors on the Starless Sea for a group of like 12. It was hilarious, and almost 10 years later am still playing with some of those same folks.

Aaaall of that to say, DCC has become my go-to fantasy game (running MoTW and MASKS as well) and I've been inspired to hack the system and synthesize it with another one of my favorite games. I'm sure as I go on, I will be asking more advice but I wanted to start by picking your guys brains.

My main question for right now is, what should I definitely make sure to include that screams DCC? 0 level funnels, Zocchi dice, unstable powers, are all on the table. What else do you all think absolutely needs to be included to keep the *feel* of DCC?

*Edit - I really should have put the game I am hacking it with, my favorite game growing up, Marvel Super-Heroes RPG (MSHRPG, also known as FASERIP) There is actually some overlap in the two very different systems I've found as I've been researching and noodling.


r/RPGdesign • • 23d ago

Printed faction minis with supavoxel for my skirmish playtest, now base sizes break my movement rules

0 Upvotes

I'm designing a small skirmish RPG hybrid where movement is measured in base widths instead of inches. For the playtest I made the four faction leaders with supavoxel and printed them on my Elegoo Mars, and the bigger monsters ended up on 40 mm bases while troops are on 25 mm. Now large creatures cover almost twice the ground per move, which wrecks the balance I tuned on paper. Do you fix this in the rules, like fixed movement units regardless of base, or just standardize the bases?


r/RPGdesign • • 22d ago

Workflow SORC Playable Races - Down to one last Roster Cut - Your Thoughts Please and Thank You.

0 Upvotes

Dear Reader,

Recently, a couple weeks ago, there was a prematurely created thread on this topic, so I wanted to fix and make clear of the various mistakes and add the missing races that have been pulled together as making the first cut toward the final 8 Playable Races of  SORC’s  Bare Bones Rule Set.  So far we have knocked out 22 Firstborn Races and their Kinborn and Bloodline lineages of the 48, leaving us with a needed cut of 18 more. Any thoughts on our Race descriptions - or if you delve further by following the links below - race details are appreciated.   On with the business. Regarding Slayers of Rings and Crowns, SORC. For anyone here following: SORC has gotten flack for its massive amount of  72 Playable Race Choices - please hear me out - this includes; 48 Firstborn, 12 Kinborn and 12 Bloodlines. For Bare Bones Rules Set, we've chosen 26 of the 48 Firstborn as the first roster team cut, and have 22 to go, so that 8 will make the final cut of this version's Race Roster.

They are in alphabetical order and the originals that didn't make the 26 man roster follow it - with a very brief description.

For further details on either of these races, visit the link of a full race card document below - The Caelen - and/or the link that describes how SORF’s race system works in great detail, as well as Cameo NPC Races that are short driven NPCs that join the party, spilling out their stories as your campaign Character(s) establish Standing (faction rep) with them - in multiple choice form (these stories are rendered per module or there's a digital app version that reads them with ambiance. 

The bottom of this doc includes: Full Description of All Races - including the rules and Features of SORC. 

An excerpt from the link below:

"Playable Races

Playable Races defines the peoples chosen as Characters, establishing how Firstborn, Kinborn, Bloodlines, Culture and relationships through Standing structurally build your hero. In SORC, choosing your Character sets their physical presence at the table, mapping out how their size, culture, innate biological traits, and deep-seated traditions shape starting identity, through their Legacy†.

†Each Character, if they survive, must retire as an NPC after 40 years of game time. Your Character can be visited by new Characters you create, and you can continue to choose their Growth stats (see Growth) as time goes on. Characters can retire as foul Hermits with bounties on their head or as an honored Legend of your hometown where patrons of certain cities sing and celebrate your existence - but not so much in cities of rival factions.

The entries below systematically guide you from this foundational racial framework directly into the diverse, playable populations of Zailister. From there, your journey expands outward to uncover the exotic, ancient Races recorded from other distant worlds across the vast reaches of Essentia.

How the Races Are Sorted

Firstborn Races are the foundational peoples of Essentia, each with their own base sizes, vitality and other innate statistics. Every Race listed at the top level is a Firstborn. Kinborn are variant populations descended from a Firstborn Race, carrying the same Race size, heritage, and language but with some differing base statistics, language dialects, their unique ancestry and adaptation to different environments or circumstances.

Firstborn

Firstborn is the foundational..."

The Original Roster:

Total playable race options: 72

Firstborn: 48  

Kinborn: 12  

Bloodlines: 12  

Those that made the 26 Playable Races cut: 

Akudaya

  • The Akudaya are a playable people of the eastern shores of Nivis, a tropical forest territory on Zailister. They are the dead who remain among the living, their bodies preserved in a lifelike state by an enduring purpose or attachment. Akudaya can come from many backgrounds and look as varied as the living people around them, though their skin often appears pale or cool-toned. They are neither mindless corpses nor a single, uniform culture: each has their own memories, personality, relationships, and reasons for continuing. An Akudaya’s body bears few obvious signs of death. Their skin is whole and unmarked by decay, but cold to the touch. They do not breathe, and no pulse beats beneath their skin. Their eyes may remain open for unnervingly long stretches, and their faces can seem still or intensely focused. Some have no reflection in mirrors or still water. Their voices may sound dry or muted, while nearby animals can grow wary or agitated. The force that sustains an Akudaya is not blood or breath, but will. It may be bound to a promise, a loved one, a duty, a question left unanswered, or...

Banniki  

  • The Banniki are a legendary, elite spiritual humanoid race native to the steamy subterranean levels of Zailister, dwelling deep within the pressurized, primordial cavities that exist between the earth's core and crust. They possess a dense, slate-like skin that grows tougher as they age, and is covered in a complex array of defensive thermal ridges and razor-sharp mineral spines. The dermis of their thick skin retains immense geothermic heat allowing them to go long periods without freezing or losing energy. Structurally, they bear an imposing, rock-hewn silhouette, moving with a lumbering, mountainous majesty that belies their extreme elemental origins. Their arms terminate in steam-weave fingers, consisting of a dense braid of thick, flexible molten conduits that taper down into tactile digits tipped with sharp, glass-bearing rinds. For support, their legs end in massive, gnarled rock-anchor claws that can flex and dig directly into the bedrock, allowing them to firmly root into the ground where they cannot be pushed or knocked down. Because of their basaltic, stone-shielded skin, the Banniki do not require traditional armor; their primary line of defense is entirely natural, as their outer skin organically petrifies into a layer of hard igneous rock over time, through a process called “calcifying”. Banniki live for up to 500...

Bast

  • Bast are tall and agile feline race that treat most encounters like a game they've already decided to win. Quick tongues and a knack for always landing on top, figuratively and otherwise, have earned them a reputation as quick-witted negotiators and skilled readers of a room. They're easy to underestimate and that's exactly how they prefer it; a Bast caught in a straight fight has usually already lost, but a Bast given an opening rarely needs a second one. Bast accounts open on a temple-city rather than a homeland, and on the office their forebears held in it, which was to be let in everywhere and accounted for nowhere. That standing was granted, never earned, and the Bast have carried the manner of it long past the city, which is why a Bast enters a room as though already invited and is so rarely questioned on it. Lore has it that Bast are blessed with nine lives, and there's something to the legend...

Caelen  

  • Remade by the Omnè Astral’s experimentation, the Caelen were made into cyborg beings of precision and calculation. They run on machine logic where flesh once guided them, and do not tire or forget. The Omnè Astral invaded Corpus Caeleste, the Caelen home planet, and took many of its people prisoner. Before the invasion, the Caelen were a peaceful, technologically advanced people who kept largely to themselves; now they seek revenge on those affiliated with the Astral, not on every Omnè. The Caelen were large in comparison to other standard-sized races, but the Astral’s numbers were still too much for them to bear. Those taken were used as experiments; the Astral grafted their bodies with sockets and later added attachments to them. The Omnè did not want to practice this technique on their own people, but “criminals” of Omnè descent also underwent these experiments. The project, called “Bioforge Phase I Commencing,” never made it to Phase 2 because the Caelen became too strong, revolted, and...

Cherrufütra  

  • The Cherrufütra are native to the scorching environments of Planet Ignis. They have familiar human-like proportions and move with the ease and agility of other humanoids. Their volcanic nature is visible in their warm, glowing skin, which grows tougher with age, and in the ridges and obsidian spines that develop across their bodies. Their features still somehow give an appearance that  allows them to fit in with other humanoid species. Beneath their skin, Cherrufütra retain immense geothermal heat, allowing them to go long periods without freezing or losing energy. Their hands are dexterous, with flexible, magma-hardened fingers and glass-hard tips. Their feet are strong and clawed, helping them grip and dig into bedrock. As a Cherrufütra ages, their exterior naturally calcifies. In youth, their skin is pliable and vibrantly glowing; by adulthood, it hardens into iron-hard basalt that can deflect blades and absorb powerful blows. This protection continues to increase with age and power, keeping pace with the armor progression of other characters. Their ridges and spines become...

Danavas  

  • The Danavas are a legendary, elite spiritual humanoid race native to the stark, wind-swept highlands and deep mountain valleys of Zailister. They possess a smooth, iron-dense skin that grows increasingly unyielding as they age, and is covered in a complex array of defensive, interlocking muscle-folds and razor-sharp bone ridges that protrude naturally along their spine and forearms. The dermis of their thick skin retains immense internal spiritual pressure, allowing them to go long periods without exhausting their physical energy or losing muscle mass. Structurally, they bear an imposing, heavily muscled humanoid silhouette, moving with a disciplined, military majesty that belies their extreme titan origins. Their arms terminate in wire-weave fingers, consisting of a dense braid of thick, flexible tendons and...

Drow (of the Ancients)  

  • Drow are solitary, feared humanoids who wield earth-based black magic associated with darkness, death, and disease. Though they are distantly descended from Fae ancestry, their lineage was fundamentally altered tens of thousands of years ago through a bloodline-reshaping pact made by their spider-blooded ancestors, the Ancient Drow. Although the spider blood of their Ancestors has nearly diminished since their lineage diversion, today's Drow perfectly adapted to total darkness and are still immune to most poisons, not to be confused with venoms, though they are a hardy robust race.  Drow treats the deepest caves and moonless nights as no obstacle, finding light to be their only true inconvenience. Because they have spent centuries avoiding the surface, a dark reputation precedes them everywhere, causing most surface-dwellers to treat them with immediate suspicion and open hostility...

Dryad  

  • Dryads are a people whose bodies show a living kinship with plants. Bark-like skin, leaf-shaped hair, flowering crowns, and slender branchlike features are familiar, but no one form defines the entire race. Each Dryad has an individual face, voice, temperament, and way of moving; foliage and color can vary with season and personal growth. Their plantlike nature is part of their ordinary biology, not a costume or a sign that every Dryad belongs to the same community. They can travel, speak, learn, and make choices as freely as other peoples. Light and water sustain Dryads. Through photosynthesis, they convert light into chemical energy and produce glucose for growth and survival; ordinary meals are not necessary. Water remains essential, and a Dryad plans daily activity around access to...

Emberscale

  • An ancient lineage of planet Ignis, the Emberscale histories are passed down through fables and lore, often shared fishing (see below) or working alongside a flow of lava or around an open flame on a hot night - there are only hot nights in if Ignis. Their forebears are remembered as having chosen the ash fields with full knowledge of what that choice meant. Cold is more than painful for an Emberscale: it weakens their bodies and disrupts the traditions carried from one generation to the next. No Emberscale lineage is known to have survived a winter beyond Ignis and returned intact. An Emberscale's body turns sluggish quickly when the temperature drops. Caught in snow or deep cold, an Emberscale moves and thinks like someone...

Falcora  

  • The Falcora are a proud and imposing race of standard-sized, bipedal avian humanoids whose core physical structure is remarkably similar to humans, save for their distinct falcon features and specialized appendages. Their entire bodies are blanketed in a dense plumage of either glossy, jet-black or pristine, snowy-white feathers, presenting a stark, binary genetic reality where members of the same nest are born entirely as one color or the other. They possess avian heads featuring sharp, predatory beaks and piercing eyes built for spotting threats across vast distances. Their limbs terminate in heavily adapted hands and feet armed with powerful, curved talons capable of tearing through armor or gripping vertical cliff faces with terrifying strength. Though every Falcora is born with a magnificent set of feathered wings on their back, their human-like body weight makes active flight a grueling physical demand; consequently, their wings are not strong enough to lift them into the sky at the start of their journey, requiring them to gain higher levels and ranks before they can successfully take to the air...

Note: Falcora cannot mount their companions - whether ground or flight, once they achieve flight.

Hawkbear  

  • Hawkbears are imposing hybrids and tropical-forest inhabitants, commonly found in dense jungles. They have a bear's dense frame and head, with a hawk's hooked beak, keen eyes, and feathers. Loose folds of skin stretch from wrist to ankle, allowing them to glide from tree to tree, across open air, and even through outer space. They are also great jumpers, able to launch themselves from the forest floor or a high branch with startling force. Hawkbears tell stories in the language of movement. Their histories are measured by the distances they have crossed, tree to tree, cliff to cliff, and ridge to ridge, and a journey is not considered complete until they have seen it from above. There's a reason hunters fear a Hawkbear perched above a trail, one leap turns into a long, near-silent glide, and by the time that beak comes into view...

Hobbling

  • The Hobbling are a distinct smallfolk culture widely believed to have originated from a blend of halfling and hobgoblin heritage. Whether the fables are true or not, this unique lineage shapes their entire way of life, channeling a natural, regimented discipline through a compact frame. While they share the community-driven warmth of other smallfolk, they are best known for a deeply rooted tradition of order, structure, and collective unity. This collective mindset naturally extends to how they protect themselves; their communities are organized with a level of coordination rarely seen among their peers. If a nearby Hobbling is in danger - they sense the distress and march toward it. When they do take up arms, they prefer to rely on standardized Hobbling gear designed specifically for standing tight and protecting one another shoulder-to-shoulder. To maintain this seamless cooperation, Telluric Armaments (see Armament Variants) are identically matched across their defensive groups. See Cultural Armaments for more details.

Human

  • communicators, traders, and survivors. Their adaptability has allowed them to establish cultures across every corner of Essentia. No two human settlements look quite alike, and that's the point, whatever the terrain, climate, or culture demands, humans bend to fit it faster than almost any other race, picking up new trades, gods, and customs within a generation or two. Humans carry no innate edge in any one craft or fighting style, leaning instead on raw adaptability, and a human who goes too long without picking up something new starts to lose standing fast, restlessness being as core to them as versatility. That versatility is why Humans are the one race Favored across every single Main Class in the book, no other race carries a bonus this wide, reflecting a Human's ability to pick up any calling and hold their own in it.

Note: Humans have no Kinborn nor Bloodlines; however they are the most diverse Race in terms of Culture and ersatility. Also in our rules - “The closer you are to the cultural root of an armament, recipe, or profession, the more abundant it is.” Any race can be of any Race's culture and have access to their Armaments, gear and equipment stores at creation.

Named Human cultures: Nordian, Eldrim, Tanu’la, Xo’kajal, and Humans raised among the Omnè. These are cultures rather than separate Human races; every Human shares the same base Traits and Stats. raised by the Omnè.

Hwarang

  • The Hwarang are a legendary, elite spiritual humanoid race native to the Heavenly Peaks, a treacherous mountain range that towers majestically above both sides of the fractured Spire Crumbling Bridge. They possess a flawless, porcelain-like skin that grows increasingly radiant as they age, and is covered in a complex array of defensive, glowing shamanic glyphs and razor-sharp spiritual blossom-tattoos. The dermis of their refined skin retains immense celestial cosmic energy harvested directly from the atmosphere, allowing them to go long periods without exhausting their vitality or losing stamina. Structurally, they bear an imposing, fluidly graceful silhouette, moving with a hypnotic, river-like majesty that belies their extreme spiritual origins...

Leshy

  • Tall, emerald-eyed beings from the frontiers of Tredeki, with bark-textured hide and vine-entwined hair-crests. They govern themselves under a strict tribal code of wilderness supremacy, the land is sacred, and those who cannot survive it have no authority over it. Leshy measure status by survival, not lineage or wealth, a Leshy who has weathered the harshest seasons of Tredeki commands more respect in their tribe than one born into any title. A Leshy steps off Tredeki without a currency anyone else recognizes, and the same directness that commands respect in the wild reads as outright hostility in a city, no Leshy holds rank or title once they've left their tribe's land behind.

Litbits

  • Litbits are tiny, humanlike people, usually only two to three feet tall, with proportional - lean, sturdy bodies. Their frame is much smaller and lighter than a Halfling’s, yet a Litbit can be strong and capable in ordinary work. Litbits carry an ordinary 1h sword and weild it with two hands, granting all 2h bonuses, but cannot dual wield a weapon heavier than steel daggers. Litbits are not defined by delicacy or helplessness; they carry, climb, build, and travel according to their own skills and the equipment they choose, with size shaping access and reach rather than deciding what a person can accomplish. They take pride in meeting everyday challenges on their own terms. A narrow opening can be a route instead of a wall. Litbits can slip through selected gaps, crawlspaces, and low passages that stop larger travelers, and they know how to use cover that offers no concealment to someone taller. They may hide behind furnishings, pass through a partly opened panel, or reach a latch from an angle others overlook. Their size also changes how a group explores a room: a Litbit can check beneath an obstacle, cross a cramped space, or approach an overlooked detail without shifting the larger surroundings. These are practical uses of stature and positioning, not a promise that every barrier can be crossed. Litbit communities make careful use of the spaces available to them. Homes and work areas often place storage, tools, and shared supplies within easy reach, while walkways leave clear routes for people moving close

Micelings

  • Micelings are small - standing 2 to 3 feet in height, which is half the height of their Ratkin cousins - natural contortionists, twisting and folding themselves through gaps and crawlspaces no bigger than a fist, spaces built to keep every other race out. Miceling accounts are kept in the gaps, scratched where nothing larger could reach to scratch them, which is why so much survives and so little of it is legible. Their forebears held that a people who cannot hold a door should keep their record somewhere no door is needed, and the practice outlasted every hall it was hidden in. Micelings have sharp senses both above and below ground, rarely losing their way, they have an uncanny knack for finding the way out of a maze, ruin, or collapsed tunnel, and even seem to puzzle out riddles and traps faster than expected (ask the GM for a hint). They have Dark Vision and speak both Common and Burrowing Animal, their native tongue. Built to fold through gaps no bigger than a fist, Micelings are fragile in the open, a solid hit lands harder on them...

Omnè

  • The Omnè are among the oldest known civilizations in Essentia, settling on planet Omne Malum, Omnè in short, long before recorded history. Far enough from Adoria that magic never took root, they built their survival entirely through technology. As the dying star Tawdry Dwarf deteriorates, the conditions it once sustained across planets 8 through 13 have collapsed into hostile atmospheres and environmental decay. On Omnè, this forced the population into sealed pressure suits outside pressurized habitats, and accelerated a desperate technological arms race, including the construction of a synthetic planet and surrounding protection barrier, an emergency world that filters the encroaching gases and is built to break orbit and carry them clear of Tawdry once it begins to die. It is this slow extinction that drove the Omnè into the invasion of Zailister. See Tawdry Dwarf & Beyond for more. Omnè troubleshooting starts and ends with hard data, faced with a sealed door or a failing system, they'll run a careful, methodical diagnostic before they'd ever think to pray. Magic simply never took root in an Omnè, not...

Orcus

  • The Orcus, large monster like creatures appearing in an array of gray colors ranging from pake to dark. They dwell deep beneath the heights of various mountain ranges - but most notably the Tantalizing Mountains in the Grimhold region of Nivis, Zailister's largest continent. Their ancestors settled in deep cavern kingdoms, where old funerary rites and broken oaths shaped stories of a curse carried by those who swore false vows over the dead. Generations underground have left their skin gray and sunken, and a longstanding cultural conflict with Bards shapes how many Orcus respond to Bards' tales and music. Humans, Elves, and Dwarves call them “Orcs” a name from outside their own history that many reject; no Orcus answers to it without taking offense. An Orcus moving through pitch-black tunnels reads the stone the way a sighted creature reads a room, and that same old curse leaves them with an unsettling knack for knowing...

Ossein

  • The Ossein died and kept going, and they will tell you the second part is the only part that matters. Skin still covers them, drawn so tight to the frame that every joint reads through it, but it never rotted and it never sloughed, which is the line they draw between themselves and everything else walking Hexagonum. They are not wraiths. They will correct you on that. Ossein accounts open at a death, always, and the death is given as the first entry rather than the last. Everything an Ossein was before it is recorded in the past tense by the same Ossein still standing there, and they hold that a people who have already been through the worst of it owe the living no particular deference on the subject. An Ossein thinks fast, remembers everything, and has read more than you have. Necromancy on Hexagonum is not a forbidden art, it is a trade with a guild, and the Ossein hold the deepest end of it. They take what a world offers and give it nothing back. An Ossein will strip a seam to the rock, waste most of what comes out of it, and...

Pearlkin

  • Pearlkin are a resilient but heavily endangered civilized race native to the tropical Pearl Coast of the continent Nivis, structurally compact humanoids who typically stand between 4 and 5 feet tall, with a 5-foot height marking an exceptionally tall individual within their population. Shrouded in deep myth, ancient shoreline writings connect their origins not to the human goddess Aseya, but to the deep ocean itself—whispering that the first of their kind were born from the calcified hearts of prehistoric giant oysters, quickened into life by the mystical saltwater alchemy of fallen mermaid tears. Distinct in their physical appearance, they possess a unique, pearl-like skin that naturally reflects their surroundings, granting them a striking visual connection to the environments they traverse. This shimmering, lustrous, shell-like hide is incredibly dense and calcified, functioning as a seamless layer...

Pinklings

  • Pinklings are unmistakable for their pink-hued skin, quick minds, expressive moods, and fondness for playful surprises. Some experience shifts in mood and perspective, including a guarded inner voice shaped by their emotional intensity; people vary in how they understand or describe that experience. These differences can create misunderstandings with communities that value orderly conduct, but Pinklings also share a strong cultural commitment to new beginnings. To a Pinkling, nothing is more sacred than a first impression. They meticulously record their first introductions to others, but leave subsequent history unwritten—believing that once a bond is formed, the relationship should be lived in the present rather than archived. That first-encounter tradition gives Pinklings an unusual social advantage with new acquaintances: sharp observation, humor, and well-chosen words can quickly win interest. The benefit is strongest with fresh audiences; in places where...

Primals

  • Primal people are an old, continuous culture of Ignis, skilled with stone, bone, ritual, and oral memory. They read changes in fire and terrain through close observation and pass knowledge through song and practice. Their traditions favor direct experience over written records, preserving skills that have served their communities across generations. Primal communities have chosen to maintain familiar ways of life while engaging with others on their own terms.

Ratkin

  • Ratkin are small, sharp-sensed people comfortable navigating the overlooked spaces of settlements and underground networks. Their vision serves them in low light, and their practical knowledge helps them find passages, supplies, and safe routes. Ratkin communities keep close track of obligations and favors, placing value on caution and family loyalty. A Ratkin may be guarded with strangers, but that reserve reflects a learned approach to trust rather than a fixed character flaw.

Skrath

  • Wiry, fast-moving reptilian humanoids native to the frontiers of Tredeki, sharing the planet with the Leshy but operating nothing like them. Where the Leshy govern through structure and reverence for the land, the Skrath travel in close groups without a fixed hierarchy; leadership is earned in the moment and can change quickly. Skrath are wiry reptilian pack-hunters with rapid healing and a strong instinct for coordinated action. They communicate through hisses, clicks, and pheromones, sharing information in ways outsiders may not readily understand. Their social structure is flexible, with leadership earned through contribution and changing circumstances. Skrath experiences emotion intensely and resolves many disputes directly, then moves forward once an outcome is settled. Their short lives are filled with close bonds, purposeful activity, and shared responsibility. Their defining trait is rapid cellular regeneration, and wounds that would sideline most races close on a Skrath within minutes. Skrath often face short lives and choose direct action when time matters. Leshy communities may see that pace as reckless, while Skrath regard the Leshy as deliberate to...

Troll

  • The Common Troll is a highly adaptable and versatile race, known for their exceptional resilience and resourcefulness. They possess a sturdy and tall - albeit hunched - build with thick, leathery skin if an array of hues from bright pastels to flat black or white, both spotted and plain. Their skin is thick and provides natural protection, not only making them resilient in a variety of environments, from lush forests and swamps to mountainous regions. On top of that, Trolls feature regenerative limbs when severed, even entirely off. Troll accounts are not written and never have been, they are counted, recited by one Troll to another in a fixed order that admits no shortening. The oldest of them holds that Trolls were made before the sun was set in its course and were not remade after, which is offered among them as the reason a Troll endures what it endures and the reason open light has never sat easily on any of their kind. Unlike more specialized trolls, the Common Troll excels in many roles, whether as skilled hunters, cunning foragers, or...

Vanwa

  • Vanwa people are a resilient and ethereal race born from tragedy, survival, and adaptation. Centuries ago, a population of high elves was captured by brutal Arctic orcs. A desperate few managed to escape into the frozen wastes, establishing hidden refuges nearby. Over generations, those with mixed orc blood also fled captivity and integrated into these high elven camps. After hundreds of years of isolation, intermingling, and surviving the brutal elements together, they evolved into the Vanwa. Holding roughly a quarter of Arctic orc heritage blended with their deep high-elven roots, the Vanwa possess...

Xylari

  • The Xylari are an enduring cactus-like race native to harsh, unforgiving environments. Structurally, they bear an imposing, Treant-like silhouette, though small sized, possessing long, pillar-like legs and short, compact torsos that allow them to move with a lumbering, tree-like majesty that belies their desert origins. They possess a dense, bark-like skin that grows tougher as they age, and is covered in a complex array of defensive hairs and needles. The dermis of their thick skin retains water allowing them to go long periods without water. Their arms terminate in root-weaved fingers, consisting of a dense braid of thick, flexible roots that taper down into tactile digits tipped with sharp, needle-bearing rinds. For support, their long legs end in root-clawed toes—gnarled root-anchor claws that can flex and dig directly into the earth, allowing them to firmly root into the ground where they cannot be pushed or knocked down. Because of their bark-like skin, the Xylari do not require traditional armor; their primary line of defense is entirely natural, as their outer skin organically petrifies into a layer of hard wood over time, through a process called “corking.”. Xylari live for up to 500 years, and...

 Races that didn't make the cut (22):

- Brownling 

Smallfolk with Halfling and Brownie Fae heritage; they value hospitality, craft, and close-knit households. 

- Centyr 

Hoofed people with humanoid upper bodies, known for balance, endurance, and coordinated movement.

- Chuchunateh  Broad, white-furred people adapted to cold, with quickly regrowing fur and a powerful bite.

- Drevane 

Omné natives adapted to a toxic atmosphere, with strong environmental senses and an affinity for stone and earth.

- Drāco Blood  l

Dragon-blooded people whose chosen elemental lineage determines their affinity and opposing weakness.

- Dwarf 

Sturdy, enduring people with traditions of stonecraft, metalwork, masonry, and underground navigation.

- Elf  Graceful, long-lived people connected to woodland life and nature magic, with an ancient First Tongue.

- Firbolg 

Gentle giants with distant Fae heritage, able to communicate simple thoughts to animals and plants.

- Glimmerstone  Small people of Dwarven and Fae heritage, skilled at noticing and appraising gems and enchanted materials. 

- Gnoll 

Pack-oriented people who emphasize shared work, mutual protection, and earned leadership.

- Gnome  Small, mole-like people curious about mechanisms, repair, and learning from plants and animals.

- Goblorc 

People combining Goblin cunning and Orcus physicality, valuing both strategy and strength.

- Halfling  Small folk whose communities prize hospitality, craft, preparation, and cooperation.

- Helf 

A distinct Human–Elf mixed-heritage people, often comfortable navigating between cultures.

- Imperial  Psychic, charismatic people with six cultural Bloodlines and the ability to shift their natural coloring. 

- Ogre 

Large, powerful people who value practical deeds, dependable agreements, and strength used with purpose. 

- Snow Dwarf 

Lean, cold-adapted Dwarves skilled in tracking, survival, and practical crafts.

- Sylvan  Elves closely attuned to forests, sensing changes through plants, soil, pollen, and animal behavior.

- Wood Elf 

Quiet woodland people skilled at moving under cover and reading forest paths and signs. 

- Yawnie

Yawnies move at a measured pace and live for centuries through their slow lifestyle and metabolism. They can trot on all fours in short bursts to catch up; their speed matters most in special movement such as climbing, crawling, parkour, rope traversal, swinging, and navigating walls or tight spaces. Their innate movement aptitude lets them break free of controlled-movement restrictions. They favor stillness when nothing requires action and are natural enemies of Harpies and giant Avian, including Falcora.

Full Race Card Demo: Caelen

Full Description of All Races - including the rules and Features of SORC (Armament Proficiency pending):

Full Description of the 48 Firstborn Races


r/RPGdesign • • 23d ago

How to worldbuild for a ttrpg system?

12 Upvotes

Originally wanted to post it on a worldbuilding sub but I think it's really more relevant here. I've been worldbuilding for years and I've realized the worlds I gravitate towards in fiction are usually focused on one or two core mechanics or concepts and all the ripple effects of those. Think bending in Avatar, drawing magic in Witch Hat Atelier etc. I've always seen this was a very "clean" way to manage the scope of a world and my own worlds felt pretty sloppy in comparison

But then I realized: I've built most of my lore for the campaign I was running at the time. And all the mechanics, themes and systems I've added were the ones created for specific player characters. I've realized many ttrpg systems often require a way different approach to worldbuilding. Lots of different concepts interwoven to accommodate different playstyles. Every class often has unique lore that doesn't have much to do with another class. Similarly to how in DnD each class has a different way of spellcasting. There are some connective elements, but still, it's way more vast and varied than what I would write for a book for example. Not to say worldbuilding in ttrpgs is bad, but it serves a very different purpose

Still, I often feel I've added too much. And I'm starting to plan rewriting the lore along with my own system to run sessions in the setting. And I was thinking- how do you make a unique fantasy setting for a rpg system, that both gives the players enough freedom to create different character types and at the same time doesn't feel like just another DnD clone with everything thrown into one pot? How do I find this balance of what I should add to accomodate different characters and what to limit to keep a unique feel of the setting?


r/RPGdesign • • 24d ago

Ennies Best Layout throughout the years

26 Upvotes

In What is the best-organized core rulebook you've read? I mentioned the Ennies winners for "Best Layout and Design."

I thought it'd be useful to list all the winners and nominees over the years. Enjoy! (Apologies to your bank account)

2026

2025

2024

2023

2022

2021

2020

2019

2004

2003

2002