Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Arcanis the Roleplaying Game Available for Preorder
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="PCIHenry" data-source="post: 5519540" data-attributes="member: 14863"><p>Hello Matrix, </p><p></p><p></p><p></p><p>Where to start, where to start?</p><p></p><p>Arcanis was originally married to 3rd Edition (and eventually 3.5) and it was always a struggle to get the square peg to fit in the round hole. For us, the story and world were paramount and we had the dickens of a time (at times) to get the vision to fit with the rule set. </p><p></p><p>10 years later, we get the chance to do our own thing. </p><p></p><p>We started off with a philosophy that basically said: "We want the rules to be open enough so that the only restriction on making the type of Character you want is the world setting. By that I mean, Arcanis doesn't have Half-Elf as a viable race, hence you can't make one in our system. </p><p></p><p>So no classes.</p><p></p><p>You build your Hero by first choosing an Archetype, the your background, skills talents, etc. You want a guy who is a warrior, but so devout to his god that the Temple taught him a spell or two - no problem. A Sorcerer that cannot only sling spells, but pretty handy with a sword to fend off the Harvesters from Ymandragore? Gotcha covered. No Multi-Classing necessary.</p><p></p><p>We have something similar in concept to the PClass called Paths. Think of them as akin to the old Warhammer Careers but different in what it provides the Hero.</p><p></p><p>Spell casting is very different. No longer do you have a set number of spells that can be cast a day, etc. In Arcanis, if you know a spell, you can cast it until you pass out. And yes, you can pass out because each spell has a Strain cost associated with it. Wait a number of ticks equal to the strain before you cast another spell - no problem. Cast a spell before the Strain is up and you take damage. At higher Tiers, you can start to combine spells to make a new one on the fly. </p><p></p><p>We also went out of our way to make each type or Sources of Magic different in style and flavor. We have Elder, Eldritch, Psionic, Primal, and Divine with different Tradition associated with each one. </p><p></p><p>For our combat oriented players: have no fear, we're not leaving you behind. Besides learning weapon tricks by mastering a certain weapon (actually all Heroes can do this, it's just easier for Martial types), we have Weapon Maneuvers. Like Spells, these powerful tactics have a Recovery (works like Strain, except it can't be "eaten") and at higher Tiers, you can combine these maneuvers for a devastating effect.</p><p></p><p>Skills is a point of pride for us, as well. We have something called an Attribute die. Depending on one's score, it is associated with a die (d4, d6,d8, etc). Now the basic roll mechanic is a 2d10 + your attribute die must meet or exceed a Target Number. </p><p></p><p>For skills - you can mix and match the skill with a different Stat (and associated attribute die) to get a whole new result. Need to pick a lock? Use your Skill + your Quickness. Want to know who crafted that lock? Roll that same skill, but use your Logic Attribute die. If successful, you find a craftsman mark showing that this lock was made by a famed locksmith that was enamored with the use of poison needle traps, etc.</p><p></p><p>I can go on and on, (like talk about the Initiative Clock) but the bottom line is that the game rewards a well rounded character and not specialists. Everyone is a hero and functional on his own. </p><p></p><p>The Arcanis: World of Shattered Empires RPG takes the best (In Our Opinion) of the tactical aspects of other games and marries it with a rich and robust world setting. </p><p></p><p>If you have any specific questions, I'll be more than happy to answer them.</p><p></p><p>Thank you for giving me the opportunity to ramble on about a labor of love that took over 3 years of our lives. I think if you give it a shot, you'll enjoy it. </p><p></p><p>Best,</p></blockquote><p></p>
[QUOTE="PCIHenry, post: 5519540, member: 14863"] Hello Matrix, Where to start, where to start? Arcanis was originally married to 3rd Edition (and eventually 3.5) and it was always a struggle to get the square peg to fit in the round hole. For us, the story and world were paramount and we had the dickens of a time (at times) to get the vision to fit with the rule set. 10 years later, we get the chance to do our own thing. We started off with a philosophy that basically said: "We want the rules to be open enough so that the only restriction on making the type of Character you want is the world setting. By that I mean, Arcanis doesn't have Half-Elf as a viable race, hence you can't make one in our system. So no classes. You build your Hero by first choosing an Archetype, the your background, skills talents, etc. You want a guy who is a warrior, but so devout to his god that the Temple taught him a spell or two - no problem. A Sorcerer that cannot only sling spells, but pretty handy with a sword to fend off the Harvesters from Ymandragore? Gotcha covered. No Multi-Classing necessary. We have something similar in concept to the PClass called Paths. Think of them as akin to the old Warhammer Careers but different in what it provides the Hero. Spell casting is very different. No longer do you have a set number of spells that can be cast a day, etc. In Arcanis, if you know a spell, you can cast it until you pass out. And yes, you can pass out because each spell has a Strain cost associated with it. Wait a number of ticks equal to the strain before you cast another spell - no problem. Cast a spell before the Strain is up and you take damage. At higher Tiers, you can start to combine spells to make a new one on the fly. We also went out of our way to make each type or Sources of Magic different in style and flavor. We have Elder, Eldritch, Psionic, Primal, and Divine with different Tradition associated with each one. For our combat oriented players: have no fear, we're not leaving you behind. Besides learning weapon tricks by mastering a certain weapon (actually all Heroes can do this, it's just easier for Martial types), we have Weapon Maneuvers. Like Spells, these powerful tactics have a Recovery (works like Strain, except it can't be "eaten") and at higher Tiers, you can combine these maneuvers for a devastating effect. Skills is a point of pride for us, as well. We have something called an Attribute die. Depending on one's score, it is associated with a die (d4, d6,d8, etc). Now the basic roll mechanic is a 2d10 + your attribute die must meet or exceed a Target Number. For skills - you can mix and match the skill with a different Stat (and associated attribute die) to get a whole new result. Need to pick a lock? Use your Skill + your Quickness. Want to know who crafted that lock? Roll that same skill, but use your Logic Attribute die. If successful, you find a craftsman mark showing that this lock was made by a famed locksmith that was enamored with the use of poison needle traps, etc. I can go on and on, (like talk about the Initiative Clock) but the bottom line is that the game rewards a well rounded character and not specialists. Everyone is a hero and functional on his own. The Arcanis: World of Shattered Empires RPG takes the best (In Our Opinion) of the tactical aspects of other games and marries it with a rich and robust world setting. If you have any specific questions, I'll be more than happy to answer them. Thank you for giving me the opportunity to ramble on about a labor of love that took over 3 years of our lives. I think if you give it a shot, you'll enjoy it. Best, [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Arcanis the Roleplaying Game Available for Preorder
Top