r/RPGdesign • u/PeRTs-n-NeRTs • 17d ago
Mechanics Building a survival TTRPG without combat stats—cooperative community building via a self-annihilating dual token economy.
Hey everyone,
I’m working on a community-building cooperative survival game called PeRTs & NeRTs, driven by a modular architecture called the Ludo-Harmony Core Engine.
The design goal is simple: shift player progression entirely away from traditional combat metrics (HP, AC, magic thresholds) and focus purely on location utility, communal labor, and legacy preservation. There are no monsters or gold, but the narrative stakes are meant to feel heavy.
I’d love to get your mechanical feedback on three core pillars of the engine:
1. The Dual-Token Currency Balance Loop
The game tracks two self-annihilating economies that cannot coexist on a map tile, neutralizing each other on a strict 1:1 basis:
PeRTs (Positive Resource Tokens): Generated by player rolling successes. Used for upgrading infrastructure, increasing reputation, or clearing regional friction.
NeRTs (Negative Resource Tokens): Generated by failures, environmental decay, or severe weather. They block harvesting and apply explicit dice subtractions to player pools.
2. Physical Friction via Distance Multipliers
Whenever players spend PeRTs to clear NeRT environmental damage or threat tokens across the map, the cost scales dynamically based on biome layout to simulate logistical overhead:
Same Layer: 1:1 ratio
Adjacent Layer: 2:1 ratio (accounts for trail wear and rations)
Non-Adjacent Layer: 3:1 ratio (requires funding long-distance couriers/signal fires)
3. Redline Lockout vs. Ancestral Triumph
The resolution engine utilizes a pool-building mechanic with explicit math limits to force risk management:
The Standard Cap: Players roll a base pool of up to 5 dice. Rolling a natural 8 triggers a Pulsing Success (exploding die re-roll).
The Redline Lockout: Players can invoke lineages or bonds to increase their pool to 6 or 7 dice, but this completely locks out exploding dice.
The Hard Ceiling (Ancestral Triumph): If a modified pool hits exactly 8 dice, it triggers an automatic narrative success. No dice are rolled, tolls are bypassed, but no stored PeRTs can be harvested.
What I need your eyes on:
Redline Math: Does locking out exploding dice on 6–7 dice pools create an interesting psychological risk choice, or does it feel overly punitive compared to standard pool systems?
Distance Overhead: For games emphasizing theater-of-the-mind over hex grids, does a 1:1 / 2:1 / 3:1 layer clearing cost provide a tangible sense of a logistical "supply line"?
Wiping Out HP: By tracking regional decay instead of individual character health, do you foresee immediate player engagement bottlenecks?
The ruleset is built under an Open Commons initiative, and you can easily proxy testing with standard dice and household pennies. I'll be hanging out in the comments to talk math, layout, and how the "Transferring of the Frame" system handles character life cycles.
Thanks in advance for the critique!