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Designing a Classless, Trait-Driven TTRPG with Encounter Powers and Armor Tension

Lately, I’ve been building a tabletop RPG system that ditches the usual assumptions — no traditional attributes, no rigid class structures — but still keeps core pillars like combat, exploration, and social interaction alive and engaging. It’s a modular, open-ended ruleset built for narrative-first gameplay with just enough crunch to keep tension high.

Here’s where I’m at.


⚙️ Core Mechanics: Simple d20 with Trait-Based Modifiers

Instead of using a stat like Strength or Charisma to determine bonuses, we’re starting with a flat DC of 11 for most tasks. That’s a 50/50 chance by default.

Players don’t add modifiers to rolls — instead, traits reduce the difficulty of specific actions. Here’s how it works:

  • Base DC: 11
  • Trait-modified DCs:
    • Trained → DC 10
    • Skilled → DC 9
    • Expert → DC 8
    • Master → DC 7
    • Legendary (maybe) → DC 6+

This means success is always possible — and traits reflect the character’s experience, intuition, or focus. Want to persuade a noble or leap across a rooftop? If you’ve trained for it, it gets easier. If not, you’ll need the dice to favor you.


🧩 Traits, Flaws, and Background Threads

Rather than a single background or a locked-in class, characters are built from modular narrative threads:

  • Each character starts with 5 points to buy Traits.
  • Traits improve action odds by lowering DCs.
  • Flaws raise DCs or add narrative vulnerabilities, but grant bonus points to spend.
  • Players choose up to 3 Background Threads, each representing a life stage or identity: “Line Cook,” “Rebuilt from the Wreck,” “Lost Acolyte,” etc.

Each thread gives:

  • 1 Trait or Flaw
  • 1 Knowledge, contact, or advantage
  • 1 shift in worldview or behavior

Characters evolve over time by adding threads, gaining new traits, or transforming flaws into powers.


🌟 Encounter Powers

Every character starts with one Encounter Power — a cinematic move usable once per encounter (combat, social, or exploration). These are designed to shift momentum, solve problems, or force choices.

Some examples:

  • Wound the World – Your attack ignores armor and leaves a lingering wound or effect.
  • Echo-Sense – Detect hidden passages, secrets, or weaknesses in your environment.
  • Voice Like Fire – Shift the emotional tone of a conversation or scene. Enemies stop. Allies listen.

New powers are unlocked through narrative milestones, flaw-based awakenings, or learning from others.


🛡️ Armor & Damage

We’re going with flat weapon damage and a dual-layer armor system:

⚔️ Weapon Damage

  • Each weapon deals flat damage (e.g., dagger = 2, longsword = 3, warhammer = 4).
  • Traits modify damage based on positioning, context, or build:
    • “Brutal” might add +1 if the enemy is unaware.
    • “Opportunist” might boost damage when flanking.

🧤 Armor

Armor affects both how hard you are to hit and how much damage you absorb.

Armor Type+DC to HitSoak (d6 Roll)
Light+1Soak 1 on 1–2
Medium+2Soak 2 on 1–2
Heavy+3Soak 3 on 3–6

Each time you’re hit, you roll a d6. If the roll falls within your armor’s soak range, it absorbs that much damage.

Armor may also come with quirks: clunky noise penalties, spell resistance, or even built-in traits.


🗡️ Weapons with Personality

Weapons may require traits to unlock their full potential. A ghost dagger might deal bonus damage only when used from stealth. A sniper rifle may require “Steady Aim” to be fired effectively. This adds modular build potential without restricting access.


💬 What I’m Still Exploring:

  • Should wounds/stress be handled with HP or a tiered condition track?
  • How should downtime actions work mechanically?
  • Should Flaws evolve into Powers over time?
  • What tools do GMs need to easily build custom traits, powers, or gear?
  • How far should exploration and social powers go — can they reshape maps, economies, or politics?

If this resonates with you — if you like your TTRPGs flexible, dramatic, and character-driven — I’d love feedback. What excites you? What’s unclear? What would you want to play in this system?

Let’s build something that breaks the rules of tradition, but never the magic of the story.

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Posted by r0zzin June 23, 2025

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