Ashkhar Ben
Explorer
Hey guys, Ben here. You might have read up on Ashkhar Basic a few months back, when we were getting some feedback from the EN World community amid some public playtesting.
We were creating two systems side by side to see which stuck best for the Ashkhar setting, and we've settled on what had called the "Complete" version. We've playtested this system for the last two years or so, both internally and externally, and we're happy with the result. I'd like to put some of the general information here and answer any questions that you may have.
Setting
Forge of Valor RPG's setting is called Ashkhar, a continent with a wide variety of terrain types, six sentient species, dozens of cultures, and several unique religious ideologies. Ashkhar's been designed to feel immersive and relatable. We like to think of Ashkhar as Low or Middle Fantasy: there is little in the way of powerful supernatural forces, the Gods are silent, and Magic, called Control, is common but weak.
Each of the species has multiple cultures, while other societies are comprised of a panoply of sentient races. Despite humans (called onduril by the locals), there are the androgynous, magically inclined anduin, the impassioned and harsh grohlkin, the compact and pragmatic inohkshi, the gentle and giant koht, and the determined and insightful krolog.
The continent itself has been separated into major regions, such as the Titan's Steppe, the Shattered Lands, the Valtaquinn Peninsula, the Khor Sea, and many others. Each of the regions has just enough information to inspire interesting adventures and campaigns without drowning the GM and group in canon or detail.
System
Forge of Valor characters have three Attributes: Body, Mind, and Spirit. There are nine Skills, each pertaining to a different group of a character's abilities. Each of the skills has three sub-skills called Specialties which more accurately define particular actions. For example, the Skill Coordination relates to a character's hand-eye coordination, reflexes, and accuracy with ranged weapons. Within Coordination, there are the Agility, Dexterity, and Ranged Combat Specialties.
The Skills and Specialties are only loosely defined, so that a character can use one or a combination of multiple Specialties to attempt to complete a task or overcome an obstacle. For instance Ranged Combat would not only be pertinent to fighting with ranged weapons, but also could assist with crafting a bow.
Forge of Valor uses a 3d6 + modifier resolution mechanic. Combat uses opposed Rolls (with rules for the GM to waive or expedite them), and the difference between the attack and the defense is how much damage is dealt. The more accurate and effective the attack, the more deadly. Armor provides damage reduction, and weapons counter armor by providing bonus damage to the success of an attack roll.
Questions?
That's a quick overview for now, I'd love to answer any and all questions pertaining to Forge of Valor. Would there be any interest in hearing a play report of one of our current playtest groups? I look forward to the discussion!
We were creating two systems side by side to see which stuck best for the Ashkhar setting, and we've settled on what had called the "Complete" version. We've playtested this system for the last two years or so, both internally and externally, and we're happy with the result. I'd like to put some of the general information here and answer any questions that you may have.
Setting
Forge of Valor RPG's setting is called Ashkhar, a continent with a wide variety of terrain types, six sentient species, dozens of cultures, and several unique religious ideologies. Ashkhar's been designed to feel immersive and relatable. We like to think of Ashkhar as Low or Middle Fantasy: there is little in the way of powerful supernatural forces, the Gods are silent, and Magic, called Control, is common but weak.
Each of the species has multiple cultures, while other societies are comprised of a panoply of sentient races. Despite humans (called onduril by the locals), there are the androgynous, magically inclined anduin, the impassioned and harsh grohlkin, the compact and pragmatic inohkshi, the gentle and giant koht, and the determined and insightful krolog.
The continent itself has been separated into major regions, such as the Titan's Steppe, the Shattered Lands, the Valtaquinn Peninsula, the Khor Sea, and many others. Each of the regions has just enough information to inspire interesting adventures and campaigns without drowning the GM and group in canon or detail.
System
Forge of Valor characters have three Attributes: Body, Mind, and Spirit. There are nine Skills, each pertaining to a different group of a character's abilities. Each of the skills has three sub-skills called Specialties which more accurately define particular actions. For example, the Skill Coordination relates to a character's hand-eye coordination, reflexes, and accuracy with ranged weapons. Within Coordination, there are the Agility, Dexterity, and Ranged Combat Specialties.
The Skills and Specialties are only loosely defined, so that a character can use one or a combination of multiple Specialties to attempt to complete a task or overcome an obstacle. For instance Ranged Combat would not only be pertinent to fighting with ranged weapons, but also could assist with crafting a bow.
Forge of Valor uses a 3d6 + modifier resolution mechanic. Combat uses opposed Rolls (with rules for the GM to waive or expedite them), and the difference between the attack and the defense is how much damage is dealt. The more accurate and effective the attack, the more deadly. Armor provides damage reduction, and weapons counter armor by providing bonus damage to the success of an attack roll.
Questions?
That's a quick overview for now, I'd love to answer any and all questions pertaining to Forge of Valor. Would there be any interest in hearing a play report of one of our current playtest groups? I look forward to the discussion!