Echelon Species (Part 1 of 3)
A teaser about how the traditional Race component has been implemented in the Echelon RPG system.
The development diary of a custom, rank-based d20 gaming system.
A teaser about how the traditional Race component has been implemented in the Echelon RPG system.
Archetypes help build character concepts, serving as the foundation of character development. While selection of an Archetype can make certain paths easier, it does not mean characters need to adhere to those paths. In fact, completely ignoring those paths can make for more interesting characters. Each Archetype confers bonuses to one or more Secondary Traits, access to Archetype Advantages, and provides a unique Archetype Power.
Secondary Traits are not purchased with Experience like Core Traits; instead they are derived from Attributes or Species. Some Ability Stunts, Advantages, Hindrances, Species, and Templates may also affect Secondary Traits. There are four categories of Secondary Traits: Defense, Energy, Offense, and Spatial.
The Core Traits for the Echelon RPG are presented. The most notable trait being Apotheosis, which tracks the character’s progress to godhood and serves as a limiting gauge.
The design calls for a resolution mechanic that simulates a normal distribution, which when graphed looks like a bell curve. This means at least three dice must used. A dice pool using 3d6 is currently the chosen configuration. The 3d6 dice pool has a range of 3-18 and a mean of 10-11. A strong reason to use the 3d6 dice was for ease of determining Difficulty Ratings (working from a mean result of 10).
I’m designing an RPG rules system and I’ve decided to avoid the current rules light trend. It’s going to be complex, crunchy, and may require limited math skills. This article outlines my design goals.
Mad Brew explores the advantages and disadvantages of implementing Level mechanics into a game and design decisions surrounding the use of Levels in his original rules system, Echelon.
Mad Brew explores the use of class systems in roleplaying game design. What are some examples of classed and classless RPGs? What are the advantages and disadvantages of using classes or going classless?
Looking at various mapping methods for tactical play from a design perspective. Hex, square, and other methods are tried.
Mad Brew utilizes some techno-necromancy and recovers the lost Echelon files from a dead flash drive. With necrotechnic glee, he unleashes Echelon’s version of Gnomes upon the unwary public.