Tarsia XI Fantasy RPG
If you’re reading this, you know what a role-playing game is. You probably even know what a success-based open-ended d10 system is. So I’ll be brief. Here’s the lowdown.
This system is a homebrew hodgepodge of other systems you’ve probably played and that for legal reasons I won’t mention. It uses 10-sided dice, requires that you get a certain number of Successes (rolls of 7 or above), and it’s open-ended, meaning you count 10s as Successes and then roll them again. If you keep getting 10s, you can keep rolling. You can really rack up the Successes, if you’re lucky. The number of Successes you need depends on what you’re doing. Often, it’ll be a number between 1 (simple) and 5 (very hard), but just as often it’ll be an opposing roll.
This system also uses a Stat + Skill system, where the number of dice you roll is equal to the value of a Stat plus the value of a Skill. You can also get Specialties, where you get a bonus to the roll in certain circumstances. For example, if you were swinging a longsword, and you had Strength 4, Swords Skill 3, and a +2 Specialty with longswords, you would roll 9 dice. You will spend Experience points to better yourself. Stats are expensive to buy; Skills are moderate; Specialties are cheap.
You can also buy Benefits. In other games, these might be called feats or gifts or advantages. We like the word Benefits; it seems to cover all the angles. You can also pick up Flaws. Unlike in many other games, Flaws don’t immediately give you points with which to buy other things. Rather, when a Flaw comes up in game and negatively affects you, you get extra Experience. You can only get this bonus once per session, so don’t overdo the Flaws.
When it comes to movement in combat, this game borrows heavily from a very famous tabletop RPG that is now in its 4th edition. If you are used to taking 5-foot steps and attacks of opportunity, the tactics will come pretty easily. The rest of the combat system is based on opposing rolls, for the most part.
A couple more things about this game: It likes the metric system, so things are measured in meters and kilograms instead of feet and pounds. Also, because the maker of the system hates counting every second diagonal as 2, and also hates making all the diagonals count as 1, this game assumes you’ll be using a hex map to play on, but if you prefer, it works perfectly well with both other systems. Lastly, this system is written with a particular setting in mind. Things of note about this setting include the fact that there are 11 elements, 14 gods, 12 days in a week, only one star in the night sky, and only one language. If you are using it on your own, feel free to adjust things as necessary.