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Principles

This page collects core principles and design goals for the RPG system. These ideas guide the system’s development and ensure long-term consistency.

No Lore in Rules

Rules for a general-purpose RPG should be free of setting lore. Most lore is invented and subjective, and requiring players to learn someone else's invented setting is a barrier to entry.

Instead, RPGs should be about players and game masters creating their own lore.

This doesn’t mean no lore should exist—just that it shouldn’t be baked into the rules. Separate worldbooks or fan-submitted lore modules are great. Decoupling lore from mechanics also makes the system usable for more genres.

Not Afraid of Math

If adding small numbers is a burden, that’s not a game problem—it’s a life skill problem.

  • Adults should be capable of doing basic arithmetic in their heads.
  • Kids benefit from practicing math through play.

A bit of math should not be seen as a barrier to good design.

Campaign Length and Character Complexity

Most modern campaigns are too long for the average player. Advancing through 20 levels over multiple years works for podcasts—but not for most home games.

Design goal: A character should reach their peak abilities after ~6 months of regular play.

Also, ability complexity must be manageable. In my D&D classes, some characters end up with dozens of ability cards. That’s too many for quick, confident decision-making.

We aim for:

  • Strategic variety during character growth
  • No more than a dozen options during moment-to-moment play

Complexity Grows with Mastery

Characters should start simple. As players gain experience, their characters gain depth and more tactical options. This supports newer players while allowing veterans to enjoy meaningful progression.

Proficiency Should Be Use-Based

Proficiency should be earned through use, not granted universally. If a character never uses a skill, they shouldn’t get better at it.

  • Proficiency bonuses should apply to individual abilities or skills.
  • Unused proficiencies might even decay slightly over time (though no more than 1 point, and only slowly).
  • Advancement could be exponential—the more advanced you get, the more uses it takes to improve further.

Ultimately, we aim to remove global proficiency bonuses and replace them with task-specific progression.

Bell Curve Mechanics Over Flat Probability

The D20’s flat randomness means a skilled character can still fail 5% of the time—and unskilled ones can randomly succeed. That feels off.

We prefer mechanics that:

  • Use a bell curve distribution
  • Reward investment and choice
  • Reflect character expertise with consistent, reliable results

Classes Are Too Limiting

As noted in the Why section, class-based systems restrict what archetypes are available.

  • Players should be free to build the archetypes they envision.
  • Rigid classes force developers to guess what players want.

This applies equally to races/species. Instead of predefined lists, we want flexible species creation tools.

Level-Free Advancement

If we eliminate classes, then traditional levels no longer make sense.

  • No need for hit dice or level-based HP increases
  • No predefined “power curve” tied to level

Instead, characters grow through use, discovery, and deliberate advancement.

Sheet + Cards Model

The main character sheet should contain only universal info.

All other abilities and features should be printed on cards. This offers several benefits:

  • Players can sort and group cards based on current context
  • Keeps choices visible but not overwhelming
  • Speeds up gameplay by reducing cognitive load

Accommodate Player Personality Differences

While systems like Daggerheart use freeform, turnless combat, that can favor extroverted players.

Instead, we prefer structured turn order, which ensures:

  • Everyone gets a spotlight
  • Shy or quiet players aren’t overshadowed

Rests Should Not Be Total Resets

The standard long rest in D&D fully resets a character, encouraging constant rest abuse.

We prefer a gritty realism model:

  • Long rests recover only half of what short rests use up (e.g. half of the hit dice are recovered)
  • Actual healing happens during short rests

Rest should not feel like a “get out of jail free” mechanic.

Modular by Design

Every component should be modular and replaceable.

The system is designed with digital curation in mind:

  • GMs can swap, edit, or remove rules
  • Custom modules can be published and shared

Domains exemplify this:

  • GMs can select which to use
  • New ones can be added to reflect the campaign tone
  • Encourages flexible design over rigid canon

Inherent Teamwork

The rules should encourage cooperation.

For example:

  • Bard-like characters can act on others’ turns
  • Optional Tier 1 “Teamwork Actions” can be added to Domains
  • These should cost a small resource (e.g. 1 stress or 1 used action)
  • Slightly stronger than regular actions to make them appealing

Teamwork Actions should be easy to use and frequently rewarding.

Meaningful Progression

Progression shouldn’t just increase numbers.

  • Gaining a new ability is more fun than just adding +1 to damage.
  • Leveling should feel like unlocking new playstyle options.

Mastery-Based Growth

Characters should grow by demonstrating mastery of their existing abilities.

This encourages players to:

  • Explore the full toolkit
  • Avoid “spamming” basic attacks
  • Engage more deeply with the system

Well-Rounded Character Expression

Every source of character options—Domains, species, etc.—should support all three core gameplay pillars:

  • Combat & Conflict
  • Exploration & Travel
  • Social Interaction & Roleplay

This ensures:

  • Characters feel capable in diverse situations
  • Players can express their character beyond just combat

Each Domain Tier or feature group should offer a mix of these options—even if players only pick a subset.