Tabletop Roleplaying Games

Favorite RPG mechanism: Dark Souls RPG Position Points

The Dark Souls RPG from Steamforged Games, released in 2022. It’s based on the 5e SRD, but it has several unique mechanisms that separate it from vanilla 5e. The mechanism I’m particularly enamored with is called “Position”.

DarkSoulsRPGCover

Position replaces hit points in the Dark Souls system. You get position points (PP) equal to (CON modifier + max position die + your current level). This base PP value is the damage you can take *outside initiative*. Traps, falling damage, etc. would all come off your base PP. If base PP reaches 0, you’re dead.

PP gets a little more interesting once we learn that that it temporarily increases every time initiative is rolled. (PP die x level) Now you have a large pool of temporary PP that you lose before you lose base PP. You only have temp PP once you act in initiative; in a situation where surprise is involved that surprise round of attack damage goes straight against your base position, making constant awareness of your enviroment important. Also, when you gain a level, you don’t roll any dice for additional PP, you simply get whatever your CON modifier is. Base position points rise very slowly (if at all).

But here’s why I really like position: You can spend it as a resource to do stuff! The basic examples from the rulebook:

  • Increase the result of your die roll on a 1-to-1 basis. Need a 14 to hit but only rolled a 12? Spend 2 PP and now you’ve hit!
  • Spend a minimum of 5 PP to increase your damage by the same amount. There’s no limit on how much above 5 you can spend.
  • Gain +5 feet of movement per PP spent. Just out of attack range? Not anymore!
  • Players can propose other uses with DM approval.

Many spells and special abilities allow you spend PP to augment them as well.

Now the player gets to do a strategic risk/reward calculation on every turn, going as far as to sacrifice themselves to do an epic move to save the rest of the party. I really want to try this in a session to see what my players do with it!

Favorite RPG mechanism: Dragonbane Skill Advancement

The recently released Dragonbane RPG from Free League Publishing has a wonderful method for character progression. There are no character levels, instead you level-up your various skills. So everytime you attack with a dagger you’re using your “Knives” skill, your “Bartering” skill at the market, etc.

DragonbaneSkills

The mechanism I love is that whenever you roll against a skill, if you get a critical success (a dragon) or a critical failure (a demon) you check a box next to that skill. When the session ends, you roll a d20 for each skill with a checkbox. If the d20 roll is higher that your current skill level you get to raise the skill by one! The system is rewarding you for using different skills and thematically it's you succeeded or failed so spectacularly that you learned something significant. But as you get increasingly better at the skill, it becomes harder to learn new things.

In addition, you get a pool of checks to use on any skills you like according to what you did during the game, including one just for showing-up!

DragonbaneXP

 

The fact that you can potentially increase your skills after every session is just fun. And the fact that it’s more difficult to raise higher level skills reduces the one-trick-pony issue characters sometimes get when they specialise too much.