Mechanics

The Way of the Earth's game mechanics attempt to combine the simplicity and narrative focus of modern rules light rpgs, with a mild level of crunch that creates opportunities for strategy, long term character complexity, and powerful magic.

The Way of the Earth uses six sided dice, and each player should have three total; one that sits on their character sheets to track their health status, and two that they roll to determine the outcome of actions that they take and actions that are taken against them.

Below are the entries for each of the major components of The Way of the Earth's game mechanics.

The Judge Two System


The central game mechanic in The Way of the Earth for resolving actions of all kinds. The Judge Two System uses two, six sided dice and player choice to generate four outcomes for every action.

Risk and Conditions


The Way of the Earth represents the health and status of characters with risk and conditions. The more risk a character has, the more likely they are to suffer debilitating conditions.

Time and Place


The Way of the Earth uses imagination and the theater of the mind to describe the passage of time and the environments that characters interact with.

Resolving Actions


Actions are labeled in several different ways in The Way of the Earth and each of these labels suggests what an action is capable of achieving and how it is resolved.

Conflicts in Action


Conflicts combine all of the above game mechanics to create high stakes, high strategy contests between characters and groups of characters.

Epic Conflicts


Conflicts involving large scale battles use the same mechanics as individual conflicts with only small changes. These changes represent the sheer size and durability of epic units, and permit moments of individual heroism in a sea of conflict.

Sample Conflicts


Four sample conflicts of four different kinds are presented here using the same actions and rolls to demonstrate how The Way of the Earth's mechanics can resolve any kind of conflict.


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