Goals for the Dual20 system

Here I shall present a summary of the goals I have in mind for Dual20.

The first and primary goal of Dual20 is to be highly adaptable to what you and your gaming group want to play. If there is some character concept for a fantasy setting that you want to play and Dual20 is inherently incapable of letting you play that, then it has failed. The means by which I will try to obtain this is to have a clear separation of how characters are played with at game time and how a character is made, with several options and guidelines on strictness or freedom and overall balance for making characters.

The second goal is to have most any one character option obtainable at creation using the standard creation rules. There will be a certain class of character options that are level dependent and not available at creation, but the core things (class Talent Trees) that makes up a character are, The means to this is simple, starting characters will have enough talent points to get one top level Talent (and all required Talents) in a single tree if they wish. A player can go for that high specialization or for breadth of ability.

The third goal is to have a detailed but easy to use systems that lends itself to interesting emergent behavior. The means to this is handled much by the next goal, but also with attempting to limit the need for many exceptions to the rules. This will be a very crunchy system, much like d20 systems.

The fourth goal is to be an entirely modern table top RPG experience, that means that it is expected the players will be using Apps or suit of Apps and website to aid gaming, both for reference and for running the game. In fact the game being App based will be the primary, if not sole, means of distribution. This is also the means by which more detailed or complex systems are to be easier to use.

A fifth and much more personal goal is to have dragons be a playable race (technically a sub-goal of the first, a dragon character is conceivable ;) ) and for them to have a non-villainous role in the included setting.


And there are the big goals. I’ll provide further details about them later.


Hatching day

Well, I figured I have enough to talk about the RPG I’m designing that I should make a blog as a place to talk about it, and perhaps other things that come to mind. So welcome everyone to my little corner of the internet. … And I’ll need to change the header image to something more appropriate than the default for the style eventually, though it’s not bad.

So this RPG system I’m designing, what’s it called? It’s the Dual20 system, a play on the d20 which has plenty of inspiration (including that which I don’t want to do :P ). Like d20 it’ll be a core system and not the final RPG itself, which I have no idea whatsoever I will call as yet.

As you may have surmised from the name, the main dice check mechanic uses two d20s, one is positive the other negative, so the results can go from -19 to +19 with 0 being the 50/50 cutoff spot. Well, that’s not quite true, because there is another little twist, they are both exploding dice, roll a 20 on either or both of them and continue rolling that die, so they go from negative infinity to positive infinity, though they’ll hardly ever get to that point, and 0 is still the 50/50 cutoff spot.

It’s sort of a bell curve, though much more linear than 3 or 4 dice would be, but not a flat chance for every value like a single d20 is. So a nice compromise. It’s also somewhat inspired by the houserule in d20 games that 1 isn’t an automatic failure and 20 isn’t an automatic success and instead are -10 and +10 to the result instead, but this way it’s a natural result.

I think that’s enough for a first post, the next couple of posts I’ll state the goals and philosophies of the Dual20 system and then get back to the dice and discuss how critical successes and failures work.