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:

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:

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.

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:

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.

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.

However:

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:

A more modular or combinatory system would support greater archetype diversity without sacrificing simplicity.