System Sorcery
Customization Mechanics
By Jonathan Andrews | | 0 Comments |
Fantasy archetypes conjure specific images of iconic characters with heroic abilities. However, just because these types are iconic doesn't mean the characters patterned after them have to be cookie-cutter. That's where customization mechanics come in.
Changing Magic
By Jonathan Andrews | | 0 Comments |
What if you could use any magic system you wanted with any RPG you played? Does that sound good? Today, we'll look at how to do just that.
Energy Limits: Wizards and Hermetics
By Jonathan Andrews | | 0 Comments |
Spell slots. Magic points. Drain checks. Fatigue. Paradox. These are RPG mechanics that represent caster limits. They're the wear spellcasting inflicts on a magic-user that prevents hir from Power Word: Killing every ant that creeps into hir pantry. What function do they serve in RPGs? How do they work? Let's consider the issue today.
Realism in RPGs
By Jonathan Andrews | | 0 Comments |
Are RPG mechanics grounded in reality? After all, you roll the dice and move your token in Monopoly, and it has nothing to do with propulsion or vectors or real-world physics. Isn't it the same in a roleplaying game? Let's explore that today.
Mechanics vs Genre
By Jonathan Andrews | | 0 Comments |
Are mechanics a vital and inseparable part of how an RPG plays? Why do I believe so strongly that mechanics matter? Here are my thoughts.
What’s in a Healer’s Kit?
By Jonathan Andrews | | 0 Comments |
The ubiquitous healer's kit. Even with powerful healing spells and items that can bring the dead back to life, most adventurer parties carry one of these. What makes them so imperative? Why are they quintessential to the well-equipped band of blades? Today, let's take a look under the hood at the humble healer's kit.
Pair Combat
By Jonathan Andrews | | 0 Comments |
Greetings, programs! In this week's blog article, I'll look at 'Pair Combat': where initiative focuses on engagements instead of teams or characters. If you're not familiar with the concept, that's fine—it's in more games than you might realize.
Single-Use Magic Items: Pills, Potions, and Scrolls
By Jonathan Andrews | | 0 Comments |
Magic items! Loot. Quest reward. Magic shop purchase. However your players get theirs, magic items make an indispensable part of your campaign's magical economy. And, depending on your system of choice, one-shot or limited use magic items like scrolls, potions, and wands probably play an essential role.
What’s in a Die? d20 vs 3d6
By Jonathan Andrews | | 0 Comments |
Dungeons & Dragons believes in the d20 so much that they named their system after it. Cypher uses a d20, too. Right? But other games like GURPS, HERO, and AGE use 3d6. Dice aficionados and mathematicians talk about flat curves and bell curves and curveballs and whatnot. Fear not, gentle reader. Today I'll be explaining the merits of curved probability arcs and how flat curves work.
CyberRPGs
By Jonathan Andrews | | 0 Comments |
Cyberware! From the dark alleys-next-door of Cyberpunk to the far-flung Ninth Age of Numenera, augmenting the human body by integrating machines remains a fascinating thought. But how is it expressed in RPGs?
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