Heroic Roleplaying in a World of Swords, Sorcery, and Steam
I’d like to introduce Aetrimonde, a TTRPG I’ve been designing with heavy inspiration from the houserules my group used back in our Dungeons and Dragons 4e days. I’m not ready to publish Aetrimonde yet, but I’m opening up this blog to discuss its design principles, mechanics, and systems.
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Category: Subsystems
Posts about subsystems that are, to some degree, optional for players to engage with.
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Following on from my previous post about alchemical volatiles, today I’m going to cover potions and elixirs, the sort of alchemy that adventurers drink for healing, invigoration, or protection. Using Potions and Elixirs Potions and elixirs, with a few exceptions, are magical liquids that interact with mortal biology: they accelerate healing, toughen flesh, sharpen senses,…
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Having dipped a toe into the topic of alchemy with last week’s post on alchemical metals, I’m going to continue on this topic by getting into the actual mechanics of alchemy. There are broadly two kinds of alchemy that the Core Rulebook has support for, and one of them is Volatiles. These are things like…
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Having introduced the concepts of hirelings, mercenaries, and companions to represent various kinds of NPC ally, the question remains: how would an Aetrimonde campaign handle the PCs getting their hands on a golem and wanting to operate it? Well, if that interests you, read on…today’s post features an excerpt from the Bestiary section on golems…
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As a preface to my promised rules enabling PCs to construct their own golems, I’m first going to discuss the general rules surrounding allied NPCs, which can come in several different flavors. Allied NPCs: Three Paradigms First, I want to discuss what an “allied NPC” can be in a game like Aetrimonde: as I see…
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In a recent post on the creation of Gwynne, elf artificer, I revealed the artificer class’s Tinkering feature, which allows them to temporarily modify an enchantment on a magical item. But at the time, I didn’t go into details about what an enchantment was. Well, today I’m going to be revealing the basics of Aetrimonde’s…
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Today, I’m going to talk about the first of Aetrimonde’s subsystems, ritual magic. I’m defining subsystems to mean parts of the rules that not all characters will necessarily interact with, or interact with in a deep way. Everything I’ve revealed so far (heritage, class, skills, perks, feats, powers, equipment, even how enemies work…) is common…
