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| research:crown_and_skull [2025/06/18 14:37] – created Ron Helwig | research:crown_and_skull [2025/06/22 16:36] (current) – Ron Helwig | ||
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| - | ====== The Good ====== | + | # Crown and Skull |
| - | ====== The Bad ====== | + | This page contains my review and analysis of the *Crown & Skull* RPG system. |
| - | ===== Language is too Flowery ===== | + | ## The Good |
| - | The verbiage in the Player' | + | |
| - | ===== Lore ===== | + | ### Flaws |
| - | The whole thing is based on a canon world with it's own lore. That's fine for a one-off game you play once or twice, but it is too inflexible. | + | |
| + | The **Flaw system** | ||
| + | |||
| + | However: | ||
| + | - The list of flaws is **far too small** | ||
| + | - It serves more as a **source of inspiration** than a complete reference | ||
| + | |||
| + | In a flexible system, the flaw list must be **expandable** and player-driven to reflect diverse archetypes and concepts. | ||
| + | |||
| + | ### Lists and Example Content | ||
| + | |||
| + | Some of the **lists provided** in the Player’s Guide (e.g., backgrounds, | ||
| + | |||
| + | It' | ||
| + | - Ensure that our own system **covers the same design space** | ||
| + | - Avoid embarrassing gaps where another system supports archetypes we can' | ||
| + | |||
| + | This is especially important if the goal is to support **universal character creation**. | ||
| + | |||
| + | ## The Bad | ||
| + | |||
| + | ### Language Style | ||
| + | |||
| + | The Player’s Guide is **overwritten and flowery**. | ||
| + | |||
| + | - It reads more like an author showing off their vocabulary than conveying rules clearly | ||
| + | - A rules document should be **concise and direct**, not poetic or verbose | ||
| + | |||
| + | Clarity must take priority over flair in any player-facing rulebook. | ||
| + | |||
| + | ### Lore Dependency | ||
| + | |||
| + | The system is heavily tied to its **canon world and lore**. | ||
| + | |||
| + | While that’s fine for a limited campaign or one-shot, it becomes **inflexible** for GMs who want to: | ||
| + | |||
| + | - Build custom worlds | ||
| + | - Change thematic tone | ||
| + | - Reuse the rules in other settings | ||
| + | |||
| + | A modular or lore-free ruleset has far broader utility. | ||
| + | |||
| + | ### d20 Roll-Under Mechanic | ||
| + | |||
| + | Using a **roll-under system** is simple and easy—but flawed. | ||
| + | |||
| + | - It fails to reflect **variable challenge difficulty** | ||
| + | - Example: Jumping a 5 ft. gap is treated the same as a 20 ft. one | ||
| + | |||
| + | Without a DC or opposing threshold, there' | ||
| + | |||
| + | This reduces the system’s tactical and narrative flexibility. | ||
| + | |||
| + | ## The Other | ||
| + | |||
| + | ### Attrition | ||
| + | |||
| + | The concept of **attrition through loss of abilities or gear**, rather than tracking HP, is interesting. | ||
| + | |||
| + | - *Daggerheart* does something similar by letting players **lose armor** to reduce damage | ||
| + | |||
| + | However: | ||
| + | |||
| + | - In high-stakes situations, choosing what to lose can be **mentally taxing** | ||
| + | - May **slow down gameplay**, especially in combat | ||
| + | - Could **conflict with narrative plans** (e.g., player gives up a key item the GM needed them to keep) | ||
| + | |||
| + | While intriguing, it may not scale well across different groups or play styles. | ||
| + | |||
| + | ### Core Ability Model | ||
| + | |||
| + | Limiting each character to a single defining trait keeps things simple. | ||
| + | |||
| + | But: | ||
| + | |||
| + | - It restricts characters to the **12 predefined archetypes** | ||
| + | - This limits player creativity and system flexibility | ||
| + | |||
| + | A more modular or combinatory system would support greater **archetype diversity** without sacrificing simplicity. | ||
| - | ===== D20 roll under skill checks ===== | ||
| - | This is simple and easy but doesn' | ||
