Tuesday, July 7, 2026

Soft Skill System - TTRPG Design

I like a rules-lite game because of its flexibility to suit different games and tables, speed of play, and ease of use. Any game where I have to remember a catalog of rules slows the game down more often than not and makes it more complex than needed. Complexity can but does not always improve a game. Below I have a system - not an original one - for skills. It's a soft skill system intended to be simple and fluid. It relies on your reasoning more than instructions or mechanics.

Occupations
At character creation, players choose up to four occupations for their character. Each occupation has a skill level of 0 by default representing an average skill (whereas not possessing an occupation represents no skill, training or experience). You get 4 points that you may distribute among your occupations to a cap of 3 (written as +0, +1, +2, or +3).

Consiser this post a supplement to this post about a 2d6 ttrpg system where this soft skill system is used.

Occupations are intended to be used as non-combat skills. Your combat skills are a separate system and are apart from your occupations. This applies even for a combat oriented occupation like soldier. An occupation like soldier applies to the other knowledge and skills that a soldier would be expected to have in addition to combat skills. When making a non-combat roll, add one attribute and one occupation.
  • Occupations represent knowledge, skill, training, experience, and social etiquette. They can describe actual jobs you have or have had, training you've received, your social class or rank, or even your cultural origin.
  • Occupations describe your characters backstory. For example, in my first book, Iosefina is a server in a restaurant. Then she briefly becomes a thief, then she becomes a witch, then she briefly receives training in swordplay and wilderness survival from a soldier.
  • Occupations are DIY. Choose your own or from a list of occupations in the setting provided by the GM. Discuss with GM. 
    • Examples: Merchant, Soldier, Mage, Ranger, Beggar, Noble, Laborer, Priest, Musician, Sailor, Thief, Charlatan, Barbarian, Doctor, etc.
  • If a bonus from an occupation can reasonably apply to a (non-combat) roll, then you may add it. One occupation per roll, one roll per action.
  • Some actions may not have a chance of success without possessing an occupation. For example, a surgeon or nuclear physicist. Use your reasoning! GMs have final say.
  • The difficulty of actions should default to realism. If something can reasonably succeed, it does. If something is genuinely impossible, no die roll will allow it.

What if there is a combat application for an occupation? If so, then it can be used for a combat roll only if the combat skills of the game do not cover that applicatio . For example, let's say there is no magic combat skill in your game and you would like to attack with a spell using your Mage occupation. This would be allowed.

Saturday, July 4, 2026

TTRPG Martial Realism

Let me define what I mean by martial realism: Not fantasy or superheroic violence but violence that conforms to our expectations of real-world violence with the abstraction of a game for simplicity. It does not mean simulative.

Core Rules
These are the core rules that describe the way the game should play or feel. They encourage you to treat combat as a deadly contest for life and death rather than a sport. Play your character like you care what happens to them! These rules are intended to give magical healing more value, to make damage more meaningful, to incentive downtime, to ground the fiction of the game in a believable make-believe world, and to disincentivize risky play.
  • Hit Points (HP) represents your body's capacity for injury and wounds. HP loss abstractly abstract represents injury or wounds (which cause no penalty to ability by themselves). HP does not represent fatigue, skill, and luck. Maximum HP should be capped low (8 to 15).
  • 0 HP or less means you are KOed or otherwise incapacitated and unable to act or move. Any subsequent hits ignore your defenses and are killing blows. FYI, we don't track negative HP. If HP is less than 0, treat as 0.
    • This deathblow rule is intended to allow the game to be more forgiving than death a 0 HP but still keep it simpler than some sort of death count mechanic.
  • Recover 1 lost HP per day representing natural healing. Recover 2 lost HP per day of dedicated bedrest in a safe location.
  • Damage dice by most weapons is one six-sided die (1d6). Add any bonuses or penalties that apply such as strength. Optionally, and for variety, use this:
    • Barehanded damage = 1 + strength
    • Improvised weapons = 1d3 + modifier
    • Small or light weapons = 1d6-1 (minimum 1) + modifier
    • Medium or average size and weight weapons = 1d6 + modifier
    • Large or Heavy weapons = 1d6+1 + modifier
  • Critical Hits represent a lucky shot that hits just right! Crits are intended to be scary and rarely feel disappointing. Roll your damage as normal, then add two six-sided dice (2d6)!

Optional Rules
Once you are familiar with the core rules, you may add these optional rules to make your game more interesting, complex, or give it a different feel. They are modular rules, so don't worry about using all of them. Use only what you want.
  • Stagger: If damage received equals 1/2 your max HP, roll Constitution or equivalent stat to avoid being staggered. If staggered, you lose your next turn!
    • The difficulty to resist being staggered is 10 or equal to the damage received, whichever is higher.
  • 1/2 HP means you're condition is injured or wounded; you've received significant injury or wound to affect your performance, and your actions are penalized by -1.
  • Killing Blows: If one instance of damage received equals or exceeds your max HP, you are instantly dead. Therefore, crits are likely to kill. For a softer version of this rule, you can allow the player to roll to survive with 0 HP and be incapacitated. Any blow or attack that would reduce you to -1 * your max HP or less is always fatal.
  • Max HP Penalty: If you are KOed, your maximum HP is temporarily penalized by -2 representing your diminished condition after a significant loss. These are cumulative! Seek magical healing or return to town for bedrest until all lost HP is naturally recovered to remove this penalty.
  • Hit Locations: Attacks are assumed to aim for the center of mass (usually the body). If you declare an attack to a specific location, a penalty applies to hit (-2 for limbs, -3 for hands, feet, and head). Declare your intent such as crippling, disarming, stunning, extra damage, tripping, grappling, or etc. and the GM will adjudicate the effects. Consider that the vitals are not located in the limbs or extremities (arms and hands) and so damages to non-vitals are never killing blows.
  • Damage Types: Weapons can do different kinds of damage. Some opponents or body parts are particularly resistant or vulnerable to different types of damage meaning damage can be halved or doubled. For example, lacerating a muscle or breaking a bone. GMs, use your own judgment in adjudicating the effects! Consider that weapons can do more than one kind of damage. A sword can cut or pierce with the blade, and bludgeon with the pommel.
    • Cutting: forms of damage that slash. Claws, slash attacks with a sword.
    • Piercing: forms of damage that impale or pierce or stab. Fangs, thrust attacks with a spear, arrowshots.
    • Bludgeoning: forms of damage that are blunt, smashing, or crushing. Punches, clubs, falling from great heights. Armor can convert cutting and piercing damage into bludgeoning damage.
  • Injury with Penalty: It is not the intent of this game to impose a codified, prescriptive, precise injury system! If injury with a penalty is intended to be inflicted for narrative purposes, then use this soft, flexible system.
    • All injuries are temporary until HP is healed to max.
    • Injuries can be imposed by the GM to the character if they drop to 0 HP, if they receive a critical hit, if a damage roll 6, or if the character receives a massive amount of damage from a single hit or instance of harm, say equal to their max HP.
    • Injuries are vague and abstract, not literal. Think "hand injury" rather than broken bone or severed muscle. The GM decides via adjudication. Injuries should suit the narrative; for example, if the character was hit in the head, the injury they receive should be a head injury, not a foot injury. Track injuries as "injury to the hand, -2 to actions" or "injury to the leg, 1/2 movement".
  • Range: At close or short range, your ranged attack roll is not penalized. Ranged attacks are penalized at medium range by -1 or long range by -2.
  • Long Reach: Some weapons are considered long reach weapons like spears, polearms or great swords. You can attack opponents 10' away rather than 5'. Opponents who step within 5' are too close for you to use your weapon properly, and so you do improvised weapon damage (1d3).
  • Dual-Wielding: Ordinarily, characters can make one action per turn. A character who is wielding one melee weapon in each hand can choose to make one attack with each weapon, but each attack roll is penalized.
  • Grappling: You can use a dagger or short club effectively while grappling, but we assume that longer weapons cannot be used at normal efficacy while grappled or grappling and do improvised weapon damage (1d3) if at all.
  • Exponential Falling Damage: Some enemies snatch you up and drop you! This alternative to 1d6 per 10' makes falling more serious.
    • 10' = 1d6 damage
    • 20' = 3d6 damage
    • 30' = 6d6 damage
    • 40' = 10d6 damage
    • 50' = 15d6 damage
  • Side-Based Turns: The GM rolls a d6 for the NPCs. One player rolls a d6 for the PCs. Whichever side rolls highest goes first. Players take their turns in phases. First is a declaration phase where they all players declare their action. Once declare, actions cannot be changed. Second is a resolution phase where all dice are rolled and all actions are resolved.
  • Countdown Turn Order: Each PC rolls a d6 and adds their agility modifier. You cannot roll higher than a 6 or lower than a 1 regardless of your stats. The GM makes this roll for each NPC group. Then, the GM counts down from 6. When your initiative is called, we pause the countdown to resolve your turn, then we resume. Speed ties are resolved simultaneously. Reroll each round.
  • Declaration-Based Turn Order: He who declares their action first goes first. Turns are taken clockwise around the table starting from that player or the GM. No rolls are made, not stats or powers are consulted. If you're not ready on your turn, someone else can declare their action and skip you. If you are skipped, you lose your turn that round. Everyone should be allowed a 10-second grace period to declare an action, and they should be allowed to finish their sentences without being talked over.
    • This resembles a freeform combat and is intended to make combat as fast and fluid as any other scene in the game.

Wednesday, July 1, 2026

What if I was in charge of Netflix's Avatar the Last Air Bender

Season 1 of the animated series is 20 episodes. If every episode has a 20-minute runtime, that's 400 minutes of content. The Netflix season is 8 episodes which allows for 160 minutes of content. So, here's how I would convert the 20-episode animated series into the 8-episode Netflix series.

The first two episodes at the south pole for a strong beginning, possibly condensed into one episode, the final two episodes for the siege at the north pole for a strong ending. Priority in this order: the episode with Suki, the episode with the Blue Spirit and commander Zhao, and the episode with Jet and his freedom fighters because their characters need to be established for Season 2 and Season 3. There's seven of your eight episodes right there. Maybe they can be condensed or consolidated?

What else do we need? The scene where Aang discovers Monk Gyatzo's body at the Southern Air Temple is pretty powerful, also this is where the group finds Momo. We also need to have Avatar Roku teach Aang about the comet to set up the stakes. I would combine these to take place at the southern air temple!  Maybe, maybe Roku appears to Aang in a two-minute dream to teach him about the comet and maybe Momo is just added off-screen.

What else is really, really important for Season 1? There's a lot. I think the episode with Katara and Master Paku at the North Pole is also very, very important and it includes the sub-plot for Princess Yue and Sokka, also important. Anything else to establish the meaning of Katara's necklace is important. Anything to foreshadow the White Lotus is a yes. King Boomie and Omashu should be established somehow although I didn't really like this episode. Earthbenders Haru and his father are recruited for the day of black sun, so let's establish them if we can. Their episode established how the fire nation mistreats their colonists and prisoners. How Zuko got scarred in the Agni Kai is essential for his character, as well as Iroh's. If we can also work in episode 12 "The Storm" because this fleshes out Aang and Zuko and it shows their parallels. I think we need to introduce the engineer at the northern air temple because that guy's participation later is important, although that episode is frankly not one of my favorites. Some of this is getting left out, some of it is getting abridged, some of it is getting cut up and stuck together awkwardly. Lots of re-writes!

I don't think the episode with Jeong Jeong is that important, even though I really like his introduction and the scenes where Aang burns Katara and Katara discovering waterbending healing. Healing can be established at the north pole. Aang's learned hesitation for firebending is not that important except for his field trip with Zuko in Book 3, so I'm really hesitant to cut this completely.

I might take some pointers from abridged series of anime on the internet. Scenes from several Avatar animated series episodes might be mushed together in a slightly coherent way for the Avatar Netflix episodes. Each 20-minute Netflix episode might be structured like two 10-minute episodes or three 7-minute episodes. Key scenes are going to run together with a lot of suggestions that time passed in between shots or scenes.

Does anything need to be added or invented? No! We're going to have a lot of trouble making 400 minutes fit into 160 minutes.