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research:crown_and_skull [2025/06/18 20:30] Ron Helwigresearch:crown_and_skull [2025/06/22 16:36] (current) Ron Helwig
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-====== Crown Skull ======+Crown and Skull
  
-===== The Good =====+This page contains my review and analysis of the *Crown & Skull* RPG system.
  
-==== Flaws ==== +## The Good
-Flaws can greatly improve the narrative quality of a character, and having a way for the player to get more character creation and growth options by taking flaws is a great idea.+
  
-Unfortunately the provided list is way too small and can't possibly cover all possible character ideas, but it is a decent example list to inspire players.+### Flaws
  
-==== Lists - Examples ==== +The **Flaw system** is a strong narrative tool. It improves character depth and offers players meaningful tradeoffs—gain more options by accepting drawbacks.
-Some of the lists are good resources to be mined for ideas.+
  
-It might be good to go over the lists to make sure that new system has all of the same capabilities and covers the same territory. For system that wants to be able to create any character archetype, having another system be able to point out "you can't do this but we can" would be embarrassing.+However: 
 +- The list of flaws is **far too small** 
 +It serves more as **source of inspiration** than complete reference
  
-===== The Bad =====+In a flexible system, the flaw list must be **expandable** and player-driven to reflect diverse archetypes and concepts.
  
-==== Language is too Flowery ==== +### Lists and Example Content
-The verbiage in the Player's Guide is way too verbose and appears written to show off the author's ability to use flowery language.+
  
-==== Lore ==== +Some of the **lists provided** in the Player’Guide (e.g., backgrounds, abilities) are worth mining for ideas.
-The whole thing is based on a canon world with it'own loreThat's fine for a one-off game you play once or twicebut it is too inflexible.+
  
-==== D20 roll under skill checks ==== +It's worth reviewing them to: 
-This is simple and easy but doesn't reflect the idea that challenges can have varying difficulties. An example would be that jumping across a 5 foot wide chasm is essentially the same challenge as jumping across a 20 foot wide chasm.+- Ensure that our own system **covers the same design space** 
 +- Avoid embarrassing gaps where another system supports archetypes we can't
  
-===== The Other =====+This is especially important if the goal is to support **universal character creation**.
  
-==== Attrition ==== +## The Bad
-The idea that losing abilities or equipment instead of managing hit points or other virtual resources is intriguing. This is similar to how in [[research:daggerheart]] you can reduce the damage you take by sacrificing armor.+
  
-In general though, I think this would be too taxing for most players to manageHaving to decide what to sacrifice in the heat of battle can be complex enough of a decision to radically slow down the combat. It could also result in character losing something that the game master was relying on the character having for some story reason.+### 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 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.
  
-==== Core Ability ==== 
-For a simple system, having just one core ability is a reasonable idea. Unfortunately it means you can only play the archetypes provided, and there's only twelve of them.