# Crown and Skull This page contains my review and analysis of the *Crown & Skull* RPG system. ## The Good ### Flaws The **Flaw system** is a strong narrative tool. It improves character depth and offers players meaningful tradeoffs—gain more options by accepting drawbacks. However: - The list of flaws is **far too small** - It serves more as a **source of inspiration** than a complete reference In a flexible system, the flaw list must be **expandable** and player-driven to reflect diverse archetypes and concepts. ### Lists and Example Content Some of the **lists provided** in the Player’s Guide (e.g., backgrounds, abilities) are worth mining for ideas. It's worth reviewing them to: - Ensure that our own system **covers the same design space** - Avoid embarrassing gaps where another system supports archetypes we can't This is especially important if the goal is to support **universal character creation**. ## The Bad ### Language Style The Player’s Guide is **overwritten and flowery**. - It reads more like an author showing off their vocabulary than conveying rules clearly - A rules document should be **concise and direct**, not poetic or verbose Clarity must take priority over flair in any player-facing rulebook. ### Lore Dependency The system is heavily tied to its **canon world and lore**. While that’s fine for a limited campaign or one-shot, it becomes **inflexible** for GMs who want to: - Build custom worlds - Change thematic tone - Reuse the rules in other settings A modular or lore-free ruleset has far broader utility. ### d20 Roll-Under Mechanic Using a **roll-under system** is simple and easy—but flawed. - It fails to reflect **variable challenge difficulty** - Example: Jumping a 5 ft. gap is treated the same as a 20 ft. one Without a DC or opposing threshold, there's **no scale** of difficulty—just success or failure based on your stat. This reduces the system’s tactical and narrative flexibility. ## The Other ### Attrition The concept of **attrition through loss of abilities or gear**, rather than tracking HP, is interesting. - *Daggerheart* does something similar by letting players **lose armor** to reduce damage However: - In high-stakes situations, choosing what to lose can be **mentally taxing** - May **slow down gameplay**, especially in combat - Could **conflict with narrative plans** (e.g., player gives up a key item the GM needed them to keep) While intriguing, it may not scale well across different groups or play styles. ### Core Ability Model Limiting each character to a single defining trait keeps things simple. But: - It restricts characters to the **12 predefined archetypes** - This limits player creativity and system flexibility A more modular or combinatory system would support greater **archetype diversity** without sacrificing simplicity.