Unreleased TTRPG

This game at it's core is a percentage based tabletop role-playing game that can be played with a basic set of dice. One person takes on the role of game master, creating objectives and NPCs, while each of the other players create characters that inhabit the world. All role-play and combat interactions have a percentage of success based on factors such as character stats, items, or reputation. Modular game systems that incorporate things like player bases, economy, and war allow game masters to use as much or as little as they feel comfortable with. Each system not only incorporates different mechanics but insures that they all work towards giving game masters new possibilities for quests or plot hooks.
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This is a prototype that I created using HTML and JavaScript. We required a digital player sheet for testing that could dynamically calculate health, mana, and damage. We also needed a game master equivalent that could track enemies and any possible battlefield actions. The intended end result is to have player sheets sync with the game master sheet. All values will update when the game master updates the round.

Player Sheet
For the player sheet, I added sections for everything that a player will need to keep track of. All of the elements accept an initial input and then are updated every time the Next Round button is pressed. There is a section for an animal companion or familiar right under the player's stats to avoid needing to switch to another page while in combat or during any role playing scenarios. The Modifiers section is meant for items, armor, or skills that affect things like the player's health pool or damage reduction. The Spell List table can be filled out with the information of a spell and contains a cast button that reduces the Current Mana value. When a new item or spell is added to either of the tables, its information is placed on a new line under the table. The final section at the bottom is for equipment, skills, or hirelings that a player may have. I left these as textboxes for ease of use as they might be used or lost at any point.

GM Sheet
This sheet is a slimmed down version as the game master only needs to keep track of enemies and any possible battlefield actions during combat. There is a section for lair/battlefield actions with countdowns that update along with the Next Round button. Under that is the enemy list. The Game Master fills out the enemies information and clicks the Add Enemy button. Enemy cards stack vertically with each new enemy being added under the previous one. All of the enemy stats on each card also updated with the Next Round button. Lastly, there are reference tabs at the top right of the page where the game master can click to open an overlay that displays important information such as combat actions or status conditions. Clicking on the reference tabs do not interfere with any enemy cards or battlefield actions.

Notes
For this section, we look at the different things that players like to keep track of as well as what other digital platforms we're offering. Each note type is separated into different tabs where the player can enter new notes similar to the Spell List table. Each note remains editable after it has been entered.

This game works on a 1 to 20 level system. Players start with a base stat spread at the time of character creation. They then choose a race, heritage, and starting discipline. Every time the party levels up, the players are given points that they can spend on stat increases and skills. Experience points can also be used to advance their discipline. Every 5 levels players gain a chance to choose an additional discipline. This allows them the freedom to build their character exactly how they want. Player builds can be tailored to any play style. If a player has a familiar or animal companion, the creature will level up with them, increasing its stats to maintain combat viability.
Game masters have the option to give their players a home base at any point during their campaign. The economy mechanics ensure that players will be able to buy and trade goods and services in order to build out their base the way they want. This also gives game masters many possibilities to incorporate quests for resource gathering or role-play interactions with tradesman. A home base gives players a sense of belonging, allowing them to build relationships with nearby NPCs. It also means that they have something to protect. All these factors provide game masters with limitless ways to build out a fun story to keep players invested.
This chart shows the approach to combat. It is similar enough to other popular TTRPGs so that players have some familiarity with how it works but also incorporates new elements exclusive to this game. Players compare stats to the enemies they are fighting. This determines the percentage that the player needs to roll in order to successfully hit the enemy. Players have 2 actions at their disposal in which they can attack, defend, or interact with the world around them to help sway combat in the party's favor.
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