Wednesday, March 20, 2024

Rules and Design Philosophy

DEWPOINT uses the Star System, a 2d6 system. Rules are simple, eschewing complexity for flexibility.

DESIGN GOALS
The Star System delivers old school play with modern mechanics. Resource management and creative thinking are central to PC success and survival. 

PC capabilities come from assets. Most assets take the form of tools, weapons, and other equipment. Other assets are personal qualities, like race or magical talents. Most of the Star System's "crunch" is in assets, but even then it doesn't get too complicated. While assets have defined rules, characters aren't limited to that -- they can attempt anything within their description.

COMBAT AS WAR
DEWPOINT treats combat as war, not as sport. In plain language, fighting ain't the default resolution, and is a dangerous proposition.

Combat is treated as a fail state -- it usually means something has gone wrong. PCs aren't pushovers, but they're not set up to take a lot of punishment. Death comes easy, and healing can take a while. 

When combat happens, fighting smart makes a huge difference, and success often relies as much on player choices as PC statistics.

SIMPLE MATH
There are few modifiers and rules overhead compared to contemporary D&D and many other RPGs. 

On a 2d6 spread, even small bonuses and penalties are significant. Too many modifiers throws the system out of whack. Minimizing modifiers also simplifies play, and helps the game run quick.

TRICKS WITH DICE
Advantage/disadvantage (roll 3d6 for checks, keep highest/lowest two results)

Doubles (two of a kind)

Kismet and Jinx checks (rolling 1d12 with checks). 

SYSTEMS
System features:

Attack and damage is folded into a single 2d6 roll.

Armor Class (AC) represents how hard it is to damage or otherwise affect you via physical attacks or magic. 

You make Reaction checks for encounters: people, creatures, ambushes, traps, and other hazards. 
Success lets you act first and set the parameters of the encounter: negotiation, remaining hidden, interrupt spellcasting, time your steps between swinging blades, and other actions that rely on initiative and situational awareness.

Hit Points represent endurance, skill, physical resilience, luck, the blessings of a divine agency, or that extra gumption that defines a hero. HP loss doesn't always represent literal damage. Exhaustion, mental fatigue, even morale can impact HP.

Any attack greater than your current HP takes you to 0. This means you've run through your plot armor, and additional damage can kill you or inflict lasting injuries. But you can still perform limited actions, until you take another hit. 

In addition to rolling Hit Dice for HP, PCs spend HD to heal HP during rest, power features, cast spells, avoid effects, and check bonuses.

Friday, November 17, 2023

Welcome to Dewpoint

DEWPOINT is a fantasy campaign RPG. This blog will discuss its setting and mechanics.

Elevator pitch: "The Shire", but as a distributed agrarian community established in the midst of The Old Growth. Add a heaping helping of bees, gnosticism, and OSR weirdness.

HIGH CONCEPT
Dewpoint County is a collective of Folk (halfling) shires founded around apiaries and farms. Each community trades with its neighbors, and Folk mostly get along well.

Bees are central to Dewpoint life and commerce, and are ubiquitous throughout the county. Natives pretty much shrug off bee stings, and they enjoy a high venom tolerance. 

DEMOGRAPHICS
The Folk of Dewpoint County are renowned for their hardiness, work ethic, and sense of responsibility. These qualities are key to Dewpoint's success. 

Dewpoint is culturally diverse. The Fellow, Gnome, Stout, and Underfolk kin (subraces) introduce different practices, magic, and language to broader Folk culture.

Traders and merchants pass through Dewpoint, or live in temporary settlements on the outskirts of communities. The Folk make a point to be gracious hosts -- outsiders bring wealth, after all.

POLITICS
Dewpoint is protected by its modest militia, and by trade alliances with surrounding communities. Being the breadbasket of the region has earned Dewpoint many friends. 

Dewpoint's large population of bees (both wild and giant varieties) don't take kindly to invaders. 

TRADE
Dewpoint is best known for its bee industry. They produce and export the very best honey, comb, wax, and mead in the world. A variety of crops cultivated by those same bees are other major exports. 

Goats and sheep are raised for meat and and dairy products, giving rise to Dewpoint's appellation as the Land of Honey and Milk. Dewpointers raise several pony breeds, for use as steeds and labor. They're also known for their high quality fabrics and alchemy goods. 

Dewpoint imports metalwork, silk, wood, paper, fish, flour for bread, and many other goods. 

CONFLICTS
Still, Dewpoint faces threats. Not all are content to benefit from Dewpoint's prosperity, and instead they covet it. Raiding bandits hit merchant caravans. Wild animals, giant wasps, and even dragons also threaten the peaceful community. 

To say nothing of its politics, crime, and internal conflicts -- such intrigue isn't exclusive to big cities, after all. 

Rules and Design Philosophy

DEWPOINT uses the  Star System , a 2d6 system. Rules are simple, eschewing complexity for flexibility. DESIGN GOALS The  Star System  deliv...