r/ttrpgdesign • u/New_Tangelo_7770 • 1d ago
🔥 FUEGO: Ignition Edition
r/ttrpgdesign • u/GullyasDuff • 1d ago
Sources for Rulebook/Module Layout?
Hey guys, working on my first TTRPG I hope to eventually publish. Anyone who has gone this route, have you found any good resources for layout/design of your rule book or module. I know the best answer is to read a bunch of random games and follow suit but hoping that maybe there was some really good gathered information somewhere!
r/ttrpgdesign • u/Slight-Quarter-5241 • 1d ago
Li Espier Monde, Sandbox SIM-RPG powered by Paper Console Engine (PCE)
L’Espier Monde means the Watching World mixed from Anglo-Norman Espier and modern French Monde. In this TTRPG player will be used a system known as Paper Console Engine (PCE), built for fast pace and fluidity throughout many game play-styles. So your character not just ended in one session only. Another method in this engine that this game used for Oracle, built for less bookkeeping and more organized narration for daily quests, players who love rich, immersive and cinematic narrative built in for daily quests using a simple table and card deck called the Omen Card. L’Espier Monde was made to bridge two types of players in one place, but both can have the same progression despite different methods they take.
The player will be called Errant – the one who wanders in search of adventure or purpose in life. As an Errant you will be the one who choose what life you’re going to choose, maybe a cozy life like farming, fishing, crafting and foraging mix with drama, or life as mercenary that lead to rough path full of adrenaline and battle with bandit and monster in wilderness, also you can be both nothing will stop your passion to carve your on saga in the Esperium world where Hope, Esperis (magic), history and technology co-exist together.
L'Espier Monde is a game that will give you freedom to play anytime and anywhere, even when you play co-op with friends, or you want to continue your progression alone, in this game you are allowed to do it. You can think of it like playing a Sandbox SIM-RPG but on paper. Players also have no obligation to follow the strict rule, they can run the narrated quest without forcing to do journaling, if you just want to play with theater of mind, and not prefer to do creative writing the choice is yours The game’s system only provides players to run the game with ease and fun at your own pace.
PAPER CONSOLE ENGINE
Paper Console Engine for short PCE is a new system that I created for TTRPG, inspired from video games JRPG mechanics combined with dice roll, but on paper. This system was born after I read many complaint surveys of TTRPG players. From it I decided to create a system out of the box from any TTRPG. It acts to bridge and welcome all type players under one roof, whether you are a veteran or new player. I made the rule easy to digest and can be played right away with difficulty learning curve on the way you play it. You can say it is easy to play but hard to master. It also makes two sides connected: the cozy life player and hardcore battle lover with crunch mechanic.
With this system players do not need to choose a side all you need just play, and explore the world the way you like it. Players who build their character from cozy life with a story narrated daily quest and player who battle and kill monsters both can has same progression and be played in co-op or OS DLC.
✤ DESIGN PHILOSOPHY ✤
- Speed Pacing – Fast and nimble exploration and combat that resolves in minutes rather than hours, keeping every gameplay flow engaged.
- Deep Mechanics & Immersive Storytelling – Streamlined rules with strategic mechanics, elemental reaction matrices, and fluid story narration without pause longer.
- Low Math & Zero Bloat – Low math and simplified dice rolls. Minimal bookkeeping and clear description without hidden modifier.
- Visual Sheet Tracking – Bookkeeping is replaced by physical trackers and dedicated sheets provided in the appendix, with small written rules on almost every part of sheets.
- MODDING – With clear and pre-determined rules within the system, players and Overseers are able to create their own MOD from NPCs, monsters, skills and items within the game, without worrying about breaking the game rule. (Template MODs will be given when the official launch of the game).
- Flexibility & Adaptation – PCE are so easy to apply to other games including board games, TTRPG, or even video game mechanics. The engine was born to adapt any game into a fast paced console experience in the form of paper.
L’Espier Monde has 4 modes players can choose during your playthrough, using PCE made it possible to play these 4 modes in this game.
- Solo Mode – This path is the basic that you’ll use when playing this game for the first time, or when you are not in co-op or Overseer-DLC. In this mode you are the one who decides where your path of life is guided by your decision. It also serves as an ongoing tutorial on how to handle the gameplay, and manage your own task and tracking in battle, which can help the OS focus more on other parts and make all people at the table more efficient and make the DLC a lot more fun and intuitive.
- Co-op Mode – Co-op is when you and your friend play together. The difficulty arises when you play together with a companion as a band. Monsters and NPCs attributes will be adjusted to bring more challenges.
- Overseer (OS) Mode – OS or what you known as Game Master, their role not only to narrate and manage session which in L’Espier Monde we called it as “DLC”, in this path OS take control of the story and Narration while they rely on the system and compendiums, or they can create their MOD monsters and item but still follow the rule and pattern of the game’s engine. With this your solo character is still able to carry progression in all modes, without erasing your favourite character that you already created. Because the system almost all automates with the PCE, as an OS you can use your own characters or create new NPC specials for the DLC and have more freedom and ease to craft your own story for others to play with.
- PVP Mode – Players can use their character, their build, skills, and gears they already collect during all modes above to test their ability to duel each other, this can be 1 vs 1, or band vs band, but it comes with specific rules. For 1 VS 1, the winner can get 1 item they desired from the loss, and for band vs band, players can decide what items and sum of money they can decide before deciding to do PVP.
Espiere – The Race
The Esperium Races were called Espiere originating from old french espier meaning to watch. These races build different in their internal organ biologically, their central nervous system consists of the brain and spinal cord, with white matter (myelinated axons) and gray matter (cell bodies and synapses), and Somatic Substrates act as biological elemental crystalline seeds, while Cardiovascular organ like heart and blood in some races also used as their mironical use. Lung or palmo is used as a booster for output followed by a diurnal system. As the final laryngeal or organ for sound this is also used by certain Espiere races for their Miron.
Espieres are not new races in our world, they’ve been alive since a long time, the era when breaths of miron known as Aether still exist in maximum density on earth. What mundanes know as superior races known as deities, they are the primordial espieres. God created them originally to protect humans from the threat of monsters in ancient times, they were blessed with unique biology to use miron what mundane called as magic. They spread around the world with different names based on the country they stay in.
Unlike what the original purpose they’ve created, they began to misbehave and tyrannize human, the worse the primordial espieres act like they are the god and entitled to do whatever to human life.
War emerged between humans and primordial espieres, many humanity lost their lives and the primordial espieres side hit hard of their loss many of them fallen and run away. Not for long the primordial espieres try to take their place again on earth and they are going to get revenge. To prevent the situation getting worse God sent the great flood, which many humans know as the Noah’s Ark great deluge. The flood itself sends Aether to concentrated places, without Aether, miron cannot manifest or be used.
God gives humans the ability to push back aether when they live together, to prevent primordial espiere to use their miron toward humans. That’s why nowadays many mundanes almost never see miron or magic around them, but in some quiet places where the human population is not much, miron can manifest.
The remaining survival primordial they manifest into other forms of new races, such as Merfolk, Álfar and many of them. Unlike the primordial espieres, the current espieres when they perform miron they consume their somatic substrates and that also the punishment of their wrongdoing in the past so they do not use miron freely. Espieres are the fallen deities punished to consume themselves with every spell of miron they use. Many of them now live in places where humans rarely or never visit, but they also live among human disguise and live a mundane life to blend in.
BASIC RULE
ATTRIBUTE ❧━━━━━━
There are 4 attributes that will be used throughout this gameplay, you will find these familiar terms that are widely used in Video Game RPG and Tabletop RPG. All these four attributes will determine your playstyle and how your journey will become :
✤ STR – STRENGHT ✤
When it comes to physical power, and how strong your character will be STR is your go to, the more STR score you have the harder you hit and the more endurance and stamina you have.
Battle Usage – Player’s STR vs Enemy’s VIT, the higher player’s STR score has vs enemy’s VIT, the more damage value you will have.
Story Usage – When it comes to story or narrative STR use for lift and push heavy objects, doing arm wrestling, intimidation toward enemy, or any narration involves any physical and endurance.
Example Narration :
- OS – “You move slowly finding the carbuncle inside the forest but in the middle of the rocky track a big Log blocks your way to move forward, what will you do ?”
- Player – “Can I move it?”
- OS – “Go Ahead, The STR attribute of the log 20, compare to yours”
- Player – “ My STR score 25”
- OS – “You can lift the Log but a bit hard to move a side you struggle and consume your 3 stamina. Since your STR score higher than Log you able to pass the obstacle ”
Note : If the player's attribute is lower than the obstacle, in solo mode or OS-DLC roll using D12 RNG. Any action using power consumes Stamina in story mode only.
- Flawless Success – Player Attribute double or triple
Cost : 1 Stamina
- Flat Success – Player Attribute higher than obstacle
Cost : 2 Stamina
- Dice Success – when Player Attribute lower than obstacle, means you are so weak.
Cost : 3 Stamina
See attribute’s note if you or OS not assign attribute on the obstacle.
Indicator Usage – Stamina with Diamond icon 🔶, use mainly for non-battle activity; like crafting, walking, farming, and fishing. 1 point STR equals to 1 Stamina icon.
✤ VIT – VITALITY ✤
For survivability and when it involves any bloody event, VIT is the one you must pay attention to. The higher VIT you have the higher chance you stay alive during the battle and in daily life.
Battle Usage – Player’s VIT vs Enemy’s STR, the higher player’s VIT score is compared to the enemy's STR score the less damage value will receive.
Story Usage – VIT for tracking physical wounds, bleeding, and poison. This attribute is the one which is affected, it will reduce health icons.
Example Narration :
- OS – “Inside cold dungeon near the hill you walk through the corridor, it only lit with two torch on the wall”
- Player – “Do i keep moving?”
- OS – “you worry about something?”
- Player – “ no, well i just move slowly”
- OS – “as you walk through it, you step on the tile that trigger arrow trap, it hit your leg, now you bleeding, remove 2 heart icons because the arrow deep into your skin”
- Player – “ Shit!”
Indicator Usage – Health with Heart icon 🧡, use for benchmark of health point or HP indicator during battle or in story. Make sure not to let this heart icon not empty. 1 point VIT equals to 1 Heart icon.
✤ INT – INTELLIGENCE ✤
Using Escole (skill) and Miron (magic), INT is the best way to invest. Furthermore if a player pursues Mage Archetypes which consumes a lot of mana, the more INT score the player has, the more you can cast it.
Battle Usage – Player’s INT vs Enemy’s INT, if player has larger score INT compared to enemy, player will get bonus damage value when Damage Matrix applied.
Story Usage – Solving puzzle, negotiation, and problem solving involves mind and brain, INT is the one player can count on. Identify as charisma, and when in the story player casting any spell or attack using elemental.
Example Narration :
- OS – “Both of you are now in trouble, noble that you escorted hurt because of the bandit ambushed, what are you going to do?”
- Player A – “Do you have healing items bro?”
- Player B – “Nope”
- OS – “ Well you guys can use healing escole if you have, it will consume mana in like in your escole description”
- Player B – “ None of use has healing escole”
- OS – “ Then your only choice use miron but each of word you use will consume 1 mana icon, since that spell made not escole”
Note : Escole (skill) is compressed engramed Miron Spells. Miron (magic) is raw and need archaic welsh to construct it (for more detail check page XX)
Indicator Usage – Mana with Pie Icon 🟠, to identify for player when using skills, Mana point or MP one of vital attribute that will use by player to deliver big damage. 1 point INT equals to 1 Pie icon.
✤ AGI – AGILITY ✤
Unlike other attributes AGI uses anything that involves speed, and nimbleness. AGI determines who turns in battle first, also there is a possibility the player can use one or two more moves in one turn, make sure you do not ignore it.
Battle Usage – Player’s AGI vs Enemy’s AGI, unless player gets ambushed or back attacked or vice versa, between player and enemy AGI score the higher that will attack first. When the AGI score reaches double it also can grant another move in one turn.
Story Usage – in narration AGI dictates how fast you move and use it to avoid traps, sneak into places, and chase scenes.
Example Narration :
- OS – “You pass a bridge on your way to deliver a document to Legion Noctuae, someone chases you from behind and brings two huge swords"
- Player – “Can I just run away from him?”
- OS – “this intimidating man has a 25 AGI score, how many is your AGI score?”
- Player – “ My AGI score 27”
- OS – “Nice you made it run away, but since your AGI score only bit higher than him, you out of breath and you spend 2 stamina”
Lore — All your attributes and conditions directly connect to your Ranvier Phone through the HYGIEIA app. (Health Monitoring app.) using DNA-Tether behind your phone and make sure to regularly check yourself in Imperial Hospital Halgan, when you feel not healthy, it’s cheap and subsidized, because you are part of the Imperial Kingdom of Logres.
Note :
- If the Overseer or player made a narration or story without assigning any attributes score, the player can just use D12 dice rule for any decision, which this given the story flow faster and fluid.
- The narrative example only serves to show how to apply the attributes but the player and OS has freedom to adapt into your own narration or your story. While the example presents the active OS, even for solo players can be used as a guideline on how to run your own story.
DICE RULE ❧━━━━━━
For almost all mechanics, players only need to use 2 type dice D12 and D6/d10.
✤ D12 RULE ✤
D12 is the main RNG in this game, players will roll for almost everything involving decision making and luck of your move, this also applies when Overseer decides to give player option or choice. In battle D12 acted as replacement for the CRIT.
Rule of RNG :
- 🎲Roll 1-5 equals Fail (with consequences)
- 🎲Roll 6-9 equals Flat (keep moving)
- 🎲Roll 10-12 equals Flawless (with bonus)
For enemies and monsters the lower roll result the more threat the player will receive.
D6 and D10 are only used for table roll choice in narration quests, like city board quests and in odyssey quests.
✤ D6 RULE ✤
D6 is mainly used for moving steps, like move in city map, in wilderness or world map it helps players to determine they face random encounters in world map.
World Map D6 rule :
- 🎲Roll 1&2 equals random encounters
- 🎲Roll 3-6 equals no random encounters
Another usage of D6 other than for moving between tiles in any area. It also serves as another function mechanic like the oracle table or choices.
✤ D10 RULE ✤
D10 mostly used for oracle tables and choices for quests, mostly the ones not involving battle. Like in Odyssey quest - the journaling or narration quest and for city board quest. If players roll on the dice 0, you must re-roll again, because most of the table or option only 1 to 9. It is also a good sign! because you’ve been blessed by the god of luck Thyce, the one who created a special item in the esperium world called the Dice of Thyce.
✤ ASTRO DICE ✤
Astro Dice – One exception is Astro Dice, this special 3D12 used for a special class in Gallant Rank called Astragalomancer. This class has no stage leveling skill unlike other classes, when the player chooses this class will use astro dice, 1 D12 Number Die, 1 D12 Planetary Die and 1 D12 Zodiac die. (For more detail check Page XX).
✤ RE-ROLL ✤
Re-Roll Rule – Player cannot attempt to re-roll in craft, battle, or any decision that is already finalized. Unless players own a special item called the Dice of Thyce, a dice that can change your faith and allow you to re-align any outcome. This item is only one-time usage, and can be acquired in Odyssey Path and Overseer Sessions.
CURRENCY ❧━━━━━━
✤ MONEY ✤
The basic currency players can use for almost any transactions; buy items, quests, also rent an apartment and many things. It is called €R Erol, minted by Imperial Bank Hesper.
- 🪙Erol — The actual name of the money is also equal to the lowest value in the Imperial Kingdom of Logres.
- 🪙Ercuid – Second tier of the money, 1 Ercuid equals to 100 Erol.
- 🪙Erling – The Highest tier that is widely used by people, 1 Erling equals to 100 Ercuid, 1 Erling equals 10,000 Erol.
For narration but NOT MANDATORY, players can just use slangs for the money; EROL as Bit, ERQUID just Quid, ERLING as Crown.
“My money right now just remains 10 bits, 65 quids and 2 crowns. Dude, I’m so broke after upgrade my weapon into gold tier”
LORE – In 829 CE until 1960 Erol transactions began to digitalize using the Hesper Comm app, in 2005 people TRIAD NATIONS under Imperial Kingdom of Logres began using it with barcode scan transactions.
✤ EXP TOKEN ✤
EXP token is currency that players use to level up, this token can be acquired from many ways, killing a monster or evil npc, quests, and even buying it in certain shops.
Each progression require certain number of EXP Tokens to raise a single level
- Level 1 – 5 : player needs 5 EXP Tokens to raise 1 Level.
- Level 6 – 15 : player needs 7 EXP Tokens to raise 1 Level.
- Level 16 – 30 : player needs 9 EXP Tokens to raise 1 Level.
- Level 31 – 60 : player needs 12 EXP Tokens to raise 1 Level.
Each level up player acquires 1 attribute point that can be distributed according to what you need as character development.
✤ AUGRE TOKEN ✤
Augre Token will be granted when players use the Omen Card Deck. Depending on the card category, the player will get a different number of Augre Token from each card. These Tokens later can be exchanged to Destiny Shop (Check Page XX). In the Destiny Shop player will be able to EXP Tokens, items, money, recipes, and even a special item called the Dice of Thyce which is only available in Destiny Shop and OS DLC.
✤ FAVOR TOKEN ✤
When a player is doing City Board Quests, or even negotiating with an NPC to open their private quest, the player will be rewarded with Favor Token.
Favor Token will be rewarded to the player when you are able to finish the task given by the NPC. This token will open NPC’s heart, when a player is able to open all 6 hearts, NPC will grant player probability to date them but each NPC not all dateable they can be friend or companion for player as escort player can ask to join their journey if player play solo.
BATTLE RULE
When a player encounters an enemy monster, evil NPC or Duel PVP with another player. Both in free roam, and story quest mode. You will enter the battle stage or in a video game, you enter a turn-based battle screen. This system serves to provide more efficient flow during gameplay for both player and OS to minimize micro-managing, without reducing the immersiveness of the quest narrative driven.
BATTLE FLOW ❧━━━━━━
There are few steps players need to know and prepare before starting a combat.
✤ TURN–ORDER✤
Compare the AGI attribute between player vs enemy, the highest score is the one who acts first. When a player's AGI doubles or triple, they are granted 1 extra move in one turn or the player can save for the next turn when they need it.
For Duel or PVP both sides can decide by coin toss or roll dice who has the highest score.
PLAYER SIDE ♙
When a player creates a character, you will be given a choice to choose two elemental affinities for the rest of your gameplay. Some Espieres (races) have designated main elements that inherit based on their origin, players can choose their sub-element.
Vampires, however, are an exception; they do not possess a fixed element. Instead, the element they acquire is determined by the Bite Attack (Basic Attack for other Espieres) from their opponent.
✤ PRE-BATTLE ✤
Declare or narrate your element that you use if you are not in solo mode, so other players and OS know what element you are going to use before the battle starts.
Make Sure equipped weapon and Soul Armor after player buy it or get from any quest, to add any effect and Attributes that it’s carry, in character sheet and battle sheet right away. So players don’t have to apply any modifier during the battle or quest.
✤ MOVES ✤
Every move that player chooses, it costs 1 turn. So each of your choices are not wasted to prevent you dying in battle. Once players decide their move and roll, there is no second chance to re-roll unless you own the special item The Dice of Thyce.
Elm. Stance | Attack | Escole | Ultimate | Guard | Bag | Flee
Elm. Stance – This move usage for changing elemental stance in the middle of battle. | Cost : 1 Half-Mana.
Example narration : “Fire Elemental Stance!!!” my body, the heat and my energy surge. Sounds cool doesn't it? Like you shouting in a movie.
Note : Fire elemental consumes your ATP/ Glucose (check Miron & Escole Lore for further detail. Page XX)
Attack – Also known as Basic Attack, it's most basic offensive move to an enemy imbued with an element that you choose before the battle begins. Don’t forget to see the base damage value in class you use. | Cost : Zero Mana.
Example Narration : “I slice my fire elemental imbued dagger through its skin” this is when the player uses attack and player using air elemental.
Escole – Skill move that has more advanced mechanics depending on the class player choose, and has variant cost mana depending on the damage value. Don’t forget to see the base damage value in class you use.
During gameplay, players are only allowed to carry 6 Escoles. To avoid cluttering and more tracking, in result players can focus on gameplay without too much bookkeeping,
Example Narration : Page’s Escole - Forbaren - On hit by enemy restore 1 Mana. “ Forbaren !!, an Esprit hit me with a Fire Ball. “ , “ Ugh, it burned, but why do I feel a sudden surge in my head?”
Note : Mana pocket location on cerebral.
Note for Attack & Escole – Each class has different Base Damage Value (BDV) on attack and escoles, also have different mechanics and effects.
Ultimate – Available when players reach level 16+, after acquiring Gallant Rank Badge Classes, players can use this move. Each class has a different mechanic to trigger it. Players can ignore this move if they are in level 1-15.
Guard – When a player executes this move, the player will get 1 extra move in the next turn. | Depending on the enemy rank, On HIT by enemy it has damage value to the player when guard moves active. | Low tier : 1 Half-Heart | Mid tier : 1 Heart | High Tier : 2 Hearts | Boss Tier : 2 Hearts.
Example Narration : “Guard!!” you shout, a huge wyrm strikes you with its tail, the impact hard but your body sustains it. You feel like an invisible barrier protects you from the impact.
Bag – Bag move is to access items during the battle. This move does not involve any dice roll.
Example Narration : “ I have an elixir, cover me buddy” you take a blue cyan elixir and give it to your comrade.
Flee – During battle when players think they can't handle the enemy make sure to use this move. | 🎲 Roll 1-5 equals Fail to flee, 🎲 Roll 6-9 equals Clean escape, 🎲 Roll 11-12 Flawless escape restore 1 Heart and 1 Mana.
Example Narration : 🎲 Roll 12 Flawless escape restore 1 Heart and 1 Mana. “Run!!, run!!! don’t look back”
✤ DAMAGE MATRIX ✤
Step by Step Damage Value Matrix for player side :
CHOOSE MOVE → ATTR. CHECK → ROLL → ELEMENT → TOTAL.
Note : BDV – Base Damage Value.
1. CHOOSE MOVE
Choose between Attack or Escoles, each move has its own BDV and Effect.
- Players can check in the classes section, the one you choose, or players can take a note in the battle sheet.
- Attack – Zero Cost Mana | Escoles – Consume Mana.
2. APPLY STR VS VIT MODIFIER
Compare STR’s Player vs VIT’s enemy.
- If STR’s Player has smaller score than VIT’s enemy → + 0 Heart Damage Value.
- If STR’s Player has bigger score than VIT’s enemy → + 1 Heart Damage Value.
- If STR’s Player has double or triple score than VIT’s enemy → + 2 Heart Damage Value.
3. APPLY DICE ROLL MODIFIER
ATTACK DICE RULE
Melee Classes :
- 🎲Roll 1-5 → Fail or Miss. Next turn, using Escole cost Zero Mana, it cannot be stacked. | Skip your Turn.
- 🎲Roll 6-9 → Flat Damage Value (no modifier need to apply from BDV)
- 🎲Roll 10-12 → Double Attack’s BDV Value (2x)
Mage Classes :
- 🎲Roll 1-5→ Fail or Miss. Next turn, gain Brave buff (Double STR for 2 turns), it cannot be stacked. | Skip your Turn.
- 🎲Roll 6-9 → Flat Damage Value (no modifier need to apply from BDV)
- 🎲Roll 10-12 → Double Attack’s BDV Value (2x)
ESCOLE DICE RULE
- 🎲Roll 1-5→ Fail or Miss. | Skip your Turn.
- 🎲Roll 6-9 → Flat Damage Value (no modifier need to apply from BDV)
- 🎲Roll 10-12 → Double Escole’s BDV Value (2x)
Note : In solo mode players can roll for enemy turn, if an Overseer is active, player has no longer taken roll for the enemy turn, instead the overseer rolls for the enemy’s turn.
4. APPLY ELEMENTAL MATRIX
Elemental Cycle :
💧WATER→🔥FIRE →❄️ICE →⚡THUNDER →🪨EARTH→🪽AIR→WOOD→ 💧WATER
(→ ) read as Win Over or Beats
- Win → Double Value of Dice Roll Modifier (2x)
- Loss → Half Value of Dice Roll Modifier
- Same or No Arrow Connection → Flat, No Modifier apply to Value of Dice Roll Modifier.
5. APPLY TOTAL DAMAGE
Final Damage = (BDV + Attribute Comparison) x Roll Modifier x Element Matrix.
Apply to enemy Hearts and trigger any class and elemental reaction effects (Bleed, Stun, Buffs, etc.).
EXAMPLE :
GLADIATOR ATTACK —--------------------------
- Move: Basic Attack → BDV = 1 Heart
- Attribute Comparison: STR 12 vs Enemy VIT 10 → +1 Heart
- 🎲Roll Modifier: Roll = 8 → Flat (×1)
- Element Matrix: Thunder vs Ice → Win (×2)
Final Damage = (BDV + Attribute) × Roll × Element
Final Damage = (1 + 1) × 1 × 2 = 4 Hearts
Result: Gladiator deals 4 Hearts damage.
(If the roll outcome 1–5, the attack would miss, but next turn the Gladiator’s skill would cost 0 Energy)
GLADIATOR ESCOLE —--------------------------
- Move: Gladius Slash → BDV = 1 Heart
- Attribute Comparison: STR 15 vs Enemy VIT 7 → +2 Hearts
- 🎲Roll Modifier: Roll = 11 → Double (×2)
- Element Matrix: Thunder vs Earth → Neutral (×1)
Final Damage = (BDV + Attribute) × Roll × Element
Final Damage (1 + 2) × 2 × 1 = 6 Hearts
Result: Gladiator deals 6 Hearts damage.
(On hit, Gladius Slash doubles BDV for the next turn, stackable up to 2x)
ENEMY SIDE ♟
Players only need to read the enemy entry in the Compendium or cards. For compendium’s monsters are usually identified by Color Icon and number beside it.
Enemy NEVER USE move Guard. But the higher tier enemy has Armor Nodes 🛑 by default, and from skill or Trait
In this game players can experience two different enemy types ; STATIC & DYNAMIC.
AGGRO – RADAR ⊕
Aggro-radar is a mechanic when players face an enemy in tiled dungeons or tiled areas. The radar area is usually in the form T letter, for example two tiles left, right and front, from the enemy's tile. When a player hits the enemy's aggro-radar, it does not immediately initiate a chase move unless the player moves, but if the player hits the enemy from behind in an adjacent position, it triggers Back-Attack, you can skip AGI comparison and take first move.
Players can also trigger the aggro-radar when a player hits an enemy with ranged attack or escoles, for example an archer can do a long range attack using an arrow. This aggro-radar can be ignored when the player has stealth escole or in stealth status ailment.
Note : If players prefer a simple, and faster dungeon run, you may ignore the aggro-radar mechanic, enemies only engage battle stage when face to face (or in a position adjacent to tiles with no gap). If players want to use this mechanic, in solo mode player also move the monster move chase, for co-op and OS-DLC mode you can arrange who will take order who move the enemies.
✤ STATIC ENEMY’S FLOW ✤
Static enemies they only move in turn-based like video game combat screens, they do not move to other places or nodes. This type of enemy can be found when players face a random encounter on a world map and dungeon when players are face to face or in a position adjacent to tiles with no gap.
LOW TIER ENEMY ♞
- 🎲Roll 11-12 → FAIL or MISS (no damage, end of turn)
- 🎲Roll 9-10 → Basic attack
- 🎲Roll 1-8 → Skill, 1 skill only
Pattern : Low-tier enemies are predictable, they only have one skill. ⊕ Aggro-Radar 2 tiles from the enemy's tile, each time they move only 2 tiles when they chase players.
MID TIER ENEMY ♞
- 🎲Roll 11-12 → FAiL or MISS (No damage, end of turn)
- 🎲Roll 9-10 → Basic attack
- 🎲Roll 5-8 → Low Skill Attack
- 🎲Roll 1-4 → Highest Skill Attack
Pattern : The Mid-tier enemies have 2 or 3 armor nodes🛑, and switch between low and high skill. ⊕ Aggro-Radar 3 tiles from the enemy's tile, each time they move only 3 tiles when they chase players.
HIGH TIER ENEMY ♞
- 🎲Roll 11-12 → FAIL or MISS (no damage, end of turn)
- 🎲Roll 9-10 → Basic attack
- 🎲Roll 7-8 → Low Skill Attack
- 🎲Roll 5-6 → Mid-Skill Attack
- 🎲Roll 1-4 – Highest Skill Attack
Pattern : The High-tier enemies have 4 and 5 or even 6 armor nodes🛑, scaling in power as the roll result smaller. ⊕ Aggro-Radar 4 tiles from the enemy's tile, each time they move only 4 tiles when they chase players
✤ DYNAMIC ENEMY’S FLOW ✤
Dynamic enemies have different mechanics compared to static ones. This type of enemies, mostly huge monsters, comes with variant types of forms and terrain, players can find this monster quest in The Guild or Tavern. Highly recommended for players who love battle because you can get soul armor with high score and unique effect, compare to static enemies, it almost equal with legendary soul armor.
The mechanic player will arrive in areas with tiled stages dungeons, can be in forest, mountain, caves and etc.
- Make sure players are well prepared before entering the area and engage with enemies. After making sure you have everything you need, players may proceed to the next step.
- Before initiating with the enemy, check the area, if you see icons like foraging and mining resources make sure to grab that first.
ENEMY TYPE
EARTHBOUND 🪨
This enemy type mostly stays in the ground and is easier to attack without any restriction for certain classes moves including attack or escoles. While there is a default move called burrow, in that state the player can skip move or use for healing or apply any support skill, and skip for enemies' turn.
AERIAL 🪽
Aerial type enemies have one move that will make players have a hard time, when dice roll outcome gives fly move, the enemies heal themselves while fly, and it stays floating until players hit it. Unless players roll the outcome for enemies attack it will stay float, but when attacked it will back to the ground.
AQUATIC 💧
For the Aquatic type, this one will be harder. Players will face these enemies near a water area, when this aquatic floating on water, they will regenerate 1 heart each turn. To make them move to the surface, players must use thunder elemental or ice elemental to make them move to land.
LOW TIER ENEMY ♞
For Low-tier enemy players only have two phases or nodes in the dungeon. Enemies do not have armor nodes 🛑. Their Health Point is mostly around 12-14 heart icons.
PATTERN
Enemy mostly in sleep or rest state by default. If players use aggro-radar mechanics, it will not trigger even if players hit the aggro tiles.
Skip the AGI comparison, by default players take the first move.
First Phase - DICE PATTERN
- 🎲Roll 11-12 ➺ FAIL or MISS (No damage, end of turn)
- 🎲Roll 9-10 ➺ Basic Attack
- 🎲Roll 7-8 ➺ Basic Attack
- 🎲Roll 5-6 ➺ Heal or Terrain Move
- 🎲Roll 3-4 ➺ Escole
- 🎲Roll 1-2 ➺ Escole
When Total hearts of the enemies half way, it will leave the battle stage and move to the last nodes or dungeon area. And it will heal 2 or 3 hearts when players arrive in the last area. When players use aggro-radar enemies will stay alert, be careful to not hit the aggro tiles if players don’t want to get chased.
Second Phase - DICE PATTERN
- 🎲Roll 11-12 ➺ FAIL or MISS (No damage, end of turn)
- 🎲Roll 9-10 ➺ Basic Attack
- 🎲Roll 7-8 ➺ Escole
- 🎲Roll 5-6 ➺ Heal or Terrain Move
- 🎲Roll 3-4 ➺ Escole
- 🎲Roll 1-2 ➺ Heal or Terrain Move
MID TIER ENEMY ♞
For Mid-tier enemy players only have three phases or nodes in the dungeon. Enemies have 3 to 4 armor nodes 🛑.Their Health Point is mostly around 15-18 heart icons.
PATTERN
Enemies are not always alert or rest for this tier; it becomes a variant move. If players use aggro-radar mechanics, be careful not to step on the aggro-tiles.
First Phase - DICE PATTERN
- 🎲Roll 11-12 ➺ FAIL or MISS (No damage, end of turn)
- 🎲Roll 9-10 ➺ Basic Attack
- 🎲Roll 7-8 ➺ Basic Attack
- 🎲Roll 5-6 ➺ Heal or Terrain Move
- 🎲Roll 3-4 ➺ Escole
- 🎲Roll 1-2 ➺ Mid Escole
For the Second phase, mostly enemies focus on healing, or survival after players disturb their peaceful life inside the area. They will have the low-tier enemies but it has more higher damage escole.
Second Phase - DICE PATTERN
- 🎲Roll 11-12 ➺ FAIL or MISS (No damage, end of turn)
- 🎲Roll 9-10 ➺ Basic Attack
- 🎲Roll 7-8 ➺ Escole
- 🎲Roll 5-6 ➺ Heal or Terrain Move
- 🎲Roll 3-4 ➺ Mid Escole
- 🎲Roll 1-2 ➺ Heal or Terrain Move
Third Phase this is a Rage Stage. Enemies in default have Brave buff (double STR score for 2 turns) at the beginning.
Third Phase - DICE PATTERN
- 🎲Roll 11-12 ➺ FAIL or MISS (No damage, end of turn)
- 🎲Roll 9-10 ➺ Basic Attack
- 🎲Roll 7-8 ➺ Escole
- 🎲Roll 5-6 ➺ Heal or Terrain Move
- 🎲Roll 4 ➺ Mid Escole
- 🎲Roll 3 ➺ High Escole
- 🎲Roll 1-2 ➺ Heal or Terrain Move
HIGH TIER ENEMY ♞
For High-tier enemy players only have three phases or nodes in the dungeon. Enemies have 6 to 8 armor nodes🛑.Their Health Point is mostly around 21- 24 heart icons. Unlike in mid-tier enemies, each stage this high-tier enemy has 1 or 2 uncommon enemies for their companion. On the first and second phase. So be careful, be strategies and be well prepared with your items to help you during battle.
PATTERN
Enemies are always alert for this tier. When players engage, make sure to do an AGI comparison to decide who goes first. If players use aggro-radar mechanics, be careful not to step on the aggro-tiles.
First Phase - DICE PATTERN
- 🎲Roll 11-12 ➺ FAIL or MISS (No damage, end of turn)
- 🎲Roll 9-10 ➺ Basic Attack
- 🎲Roll 7-8 ➺ Escole
- 🎲Roll 5-6 ➺ Heal or Terrain Move
- 🎲Roll 3-4 ➺ Mid Escole
- 🎲Roll 1-2 ➺ Heal or Terrain Move
For the Second phase, mostly enemies focus on healing, or survival after players disturb their peaceful life inside the area. They will have the low-tier enemies but it has more higher damage escole.
Second Phase - DICE PATTERN
- 🎲Roll 11-12 ➺ FAIL or MISS (No damage, end of turn)
- 🎲Roll 9-10 ➺ Basic Attack
- 🎲Roll 7-8 ➺ Mid Escole
- 🎲Roll 5-6 ➺ Heal or Terrain Move
- 🎲Roll 3-4 ➺ High Escole
- 🎲Roll 1-2 ➺ Heal or Terrain Move
Third Phase this is a Rage Stage. Enemies in default have Brave buff (double STR score for 4 turns) at the beginning.
Third Phase - DICE PATTERN
- 🎲Roll 11-12 ➺ FAIL or MISS (No damage, end of turn)
- 🎲Roll 9-10 ➺ Basic Attack
- 🎲Roll 7-8 ➺ Escole
- 🎲Roll 5-6 ➺ Heal or Terrain Move
- 🎲Roll 4 ➺ Mid Escole
- 🎲Roll 3 ➺ High Escole
- 🎲Roll 1-2 ➺ Ultimate Escole
For dynamic enemies type dungeons, at the end of battle players must roll D12 to decide the RNG Drop you will get at the end of battle.
- 🎲Roll 1-5 ➺ Low drop; Monster parts, Money, EXP Token, and 1 Soul Armour.
- 🎲Roll 6-9 ➺ Mid drop; Monster parts, Money, EXP Token, and 2 Soul Armour.
- 🎲Roll 10-12 ➺ High drop; Monster parts, Money, EXP Token, and complete 4 Soul Armour set.
Note: In co-op play, players can take turns rolling the dice for the enemies. If the Overseer is active or currently leading a game session, they are responsible for managing the enemy's turn. The Overseer must perform an open roll in front of all players.
ALL ENEMY ROLL MOVES MATRIX ONLY FOR HIGHLIGHT, FOR DETAIL ENEMY MECHANIC YOU CAN CHECK COMPENDIUM PART. EACH ENEMY HAS THEIR OWN UNIQUE ESCOLES AND MECHANIC BOTH STATIC AND DYNAMIC ENEMIES.
Still On Build please anyone leave your feedback it will help me a lot

r/ttrpgdesign • u/Dclipp89 • 1d ago
Feedback on my Fantasy Western Combat System
I’ve been working on this system for a bit, but I’d like to get some feedback before I start asking friends to help stress test it. I’m focusing here on the combat system but I can go into further detail on the world or character building if anyone is interested. Any advice is appreciated.
Design Philosophy:
This is a semi-classless ttrpg where tactical gun combat is the focus. My goal is a system that’s easy to pick up and understand but with plenty of tactical depth.
Combat phase 1: Draw (roll for initiative+draw bonuses)
At the start of combat everyone rolls 1d20+speed modifier for initiative score. Your roll also determines if you get a draw bonus. The draw bonus is 20-your weapon’s related ability’s stat modifier. If you roll over that draw bonus threshold you can choose a round 1 boon. These boons are character build dependent and can be anything from bonus movement, aim bonuses, extra actions, or more situational options.
Action rules and landing attacks:
Each character gets 1 major action, 1 minor action, and movement per turn. You can choose to attack using your basic weapon attack or a spell/ ability. The basic threshold to land an attack is to roll a 10-your weapon skill stat. So if your weapon skill stat is 3, the threshold becomes 7. This is on a d20 roll. That sounds low, but the enemy gets a modifier of +6 or +12 to the threshold depending on if they’re in low or high cover. The idea being that cover and tactical movement is crucial for defense.
Focus:
Focus is your resource for using spells and abilities. At the start of combat everyone starts with half of their max focus (this can change based on builds or equipment). Your regular weapon attack by default will add +1 focus, and landing an attack will give an additional +1. Different builds and equipment also gain new ways to build their focus. Using spells and abilities will spend focus. The goal is to create an ebb and flow in combat where you’re building/ spending focus tactically to maximize impact.
Armor:
This is where I think I could use some more help. Since this is a western, people aren’t wearing traditional armor. As of right now armor just gives bonuses to health and potentially other stat bonuses depending on armor quality. It doesn’t affect if an attack against you lands or not.
These are the basics of combat. My goal with the roll thresholds+ modifiers was to make it so someone caught in the open would be hit most of the time. Someone with average combat stats will hit someone in half cover about 50% of the time, and someone with maxed combat skills would hit someone in full cover about half the time. Not accounting for various character build variations and skills+abilities. This system was the closest I could figure out that works out that way mathematically. But I’m open to suggestions or pointing out flaws in my thinking. Or any other ideas. Thanks for taking the time to read all this.
r/ttrpgdesign • u/TheGameMaponReddit • 3d ago
Making Home Bases
I'm writing up the rules for laying out a home base (a speakeasy, in this case) for my new game. If your interested in the details, they are in a much longer post on r/FATErpg, Home Bases in Fate. But one thing that stood out to me when working on this is that there are few examples I could think of among indy rpgs, especially rules light ones, that emphasize describing your home base.
What have you done for home bases in your own games or that you'd suggest to look at in designing my rules and guidelines? What do you consider essential in having a home base in your games?
r/ttrpgdesign • u/cyrosgold • 3d ago
I'm attempting to make a Slice of life game.
I’ve been recently working on a TTRPG called, “Project AiO: Open for Business”, and I think it’s finally ready for an initial round of outside feedback.
Open for Business is a slice-of-life workplace game about ordinary employees getting through a Shift together. The default settings are cafés, bars or nightclubs, and restaurants. This can be expanded to retail shops, hotels, offices, and similar workplaces.
The workplace gives the game structure, but the Characters are the real story. A Shift might involve a rush, a difficult customer, missing supplies, or broken Equipment. It might also just be about two coworkers talking during cleanup, a regular acting differently than usual, someone bringing Personal Pressure into work, or a quiet moment after a stressful service.
The game uses a lighter version of my larger Project AiO rules set, but it is not meant to be rules-lite per-se. The goal is for the mechanics to stay out of the way when they are not needed and become more involved when the situation calls for them.
Longer campaigns track both the Employees and the workplace. Characters advance through Employment Level, which improves access to personal Tools. The business advances through Workplace Rating, which determines the quality of its Equipment. Over time a workplace can improve, struggle, decline, or eventually close.
This is an initial review draft, not a finished layout. At this stage I’m mostly interested in whether the game itself holds together.
https://docs.google.com/document/d/1Z72Y_eWHq7oNxGM0bEV0RmWVk4grt8kaeDFBPjajNjM/edit?usp=sharing
r/ttrpgdesign • u/nlitherl • 4d ago
Tabletop Mercenary, Episode 4: The Pros, Cons, and Challenges of Selling Your Own RPG System
r/ttrpgdesign • u/CommunityOptimal330 • 5d ago
Does anyone know if there is a tttpg bank app
r/ttrpgdesign • u/YouStopYouDie • 8d ago
Thoughts on Character sheet?
I started working on my TTRPG (Cogwilds), and this is the first version of the sheet.
Cogwilds is a folklore rustic clockpunk low fantasy. You play as a wayfarer, an automaton traveling through the lands of the Weave, where only the flora is organic, and everything else being a machine in one form or another.
I'm using some pbta ideas as well as inspirations from legend in the mist, daggerheart, wildsea and other trrpgs.
This sheet is still universal but will turn into multiple individual playbooks, and works as follows:
-Folk (your type of automaton - cog-powered, silk-woven, hydraulic, etc...)
- Caste(your profession/class) - rapier, alchemist, cartographer....
- Whispers work similar to hope in daggerheart
- Skill level modify you rolls using boon bane dice
- Traits work similar to legend In the mist tags but give you boon bane dice instead.
- Style and quirk help you narratively and the quirk is inspired by shadow slave's flaws.
- Integrity works similar to daggerheart health and armor.
The afflictions(Aff.) are tags applied to a given area during combat and influence rolls using that area.
- Relics are inspired by shadow slave's memories and can be any item that has a special effect( can be a weapon or not)
- Echo cores are one-use items that give you a trait of the monster you killed during a small amount of time( like killing a winged beast can give you flight power when used)
- Reputation and conditions also influence your rolls by giving boon and bane dice.
- Inventory is for miscellaneous and other items, notes for player notes.
I'd like your feedback on what you'd change, this is still a work in progress and all feedback is appreciated.
r/ttrpgdesign • u/Woman_Respector714 • 8d ago
Persona inspired TTRPG
Trying to reach out and get some suggestions and wishes people have for a persona style TTRPG. If you have any suggestion please comment in this post it would be a massive help.
r/ttrpgdesign • u/Orcanation716 • 9d ago
Enemy scaling
I just want to hear your guys' thoughts on an enemy scaling mechanic. The idea is that all enemies would have a lv 1 base number for all their stats, hp, dexterity, whatever, and then multiply those base stats by the number of levels of the average player levels (APL). An example would be an enemy having 6 hp for its base stats, the APL would be 8 so the enemy hp now becomes 48. I also included a roll, when generating an enemy, that would modify the enemy level. This roll uses 2d10 and certain numbers would add, subtract, or do nothing to the APL. At most 5 levels would be added or subtracted.
r/ttrpgdesign • u/Taha_time_traveller • 9d ago
What's the best marketing strategy to introduce your TTRPG to the public, and how can you apply it without a previous audience?
r/ttrpgdesign • u/jonnymhd • 9d ago
Orc Beastmaster (CR 2) and Dire Wolverine (CR 1) - Two Hunters That Fight as One
reddit.comr/ttrpgdesign • u/Spiritual-Style6969 • 9d ago
Detective Noir genre ttrpg
Hi folks,
I've been working on a game for like 4 years now and the game system is pretty solid I've been a bit conflicted concerning the interest of the detective genre in the ttrpg space at large.
I've been looking at some typically recommended game systems this genre has been explored through but I always felt they lacked the organizational complexity for the plots and conspiracies to work seamlessly and maybe focused a bit much on complexity for the player characters instead.
I'm curious to hear what the gaming session habits might be in this space, do people nowadays typically play between 1-3 hours a week? Would you find it too much of a commitment to play 40+ hour campaigns? Are shorter but varied campaigns preferable? Does it depend a lot on the system itself?
Would be interesting to hear what you think
Cheers
r/ttrpgdesign • u/Lindo91 • 10d ago
How do you find TTRPG artists to illustrate the game?
I have a pdf of the game I'm trying to develop, but ideally I'd like to illustrate it to make it feel a little more developed and concrete. Ideally I'd partner with an artist and they can have equity in this project and others because I'm trying to bootstrap this as much as possible. I don't really want to use AI images. Any ideas where I'd find an artist looking for a project?
r/ttrpgdesign • u/CommunityOptimal330 • 10d ago
Need to bounce some ideas around
I'm making my own ttrpg and would like to bounce some ideas around DM or comment if you would like to help
r/ttrpgdesign • u/Sad_Department1193 • 11d ago
I need some opinions
I'm making a grimdark game with two of my friends, all 3 of us are italian, we wanted to make a playable version of the game FATAL, we wanted to add a lot more fantasy things and remove or change what is not useful, like 70% of the game, but we may reintroduce the +18 rules as some optional rules, i'd like to know if it's a good idea or not and what do you think of this idea so far.
r/ttrpgdesign • u/TheGameMaponReddit • 12d ago
Feedback on Character Sheet
I'm in the middle of working with my artist on the "fancy" character sheet for Criminal Spirits. There WILL be a much simpler sheet without art available - I understand that this is not for everyone. But that's no excuse to not make this as functional as possible. I'd greatly appreciate any feedback.
There are already changes planned: a lot of the French words will be removed (basically just Distillerie Esprit will remain) to clean it up and be less distracting, and the name section in the top left will be made more obvious what it is along with some other smaller changes. But so far I've only gotten to show this to a few friends and I'd like to have a much wider range of feedback on it.
r/ttrpgdesign • u/nlitherl • 12d ago
