Publisher: At0micCyb0rg
WARNING: Please note that this is the first of many early iterations of this system, and that this system was made by an amateur hobbyist. It is not complete in any way and this product is essentially an alpha release. Feedback is greatly appreciated and super important for continued development!
"Arkaedion is a system devised by a young gamemaster coming from Dungeons & Dragons: 5th Edition and Stars Without Number, seeking a setting-agnostic solution to his storytelling addiction. The intent of this system is to provide abstract rules that cover as many different situations as possible, and to be a powerful framework that GMs can easily develop homebrew content for. I hope you enjoy Arkaedion as much as I enjoyed making it, but I also hope you give me a lot of constructive feedback so that I can make Arkaedion the best it can be!"
-About section, page 1
I will be honest from the outset, I'm just publishing this because it costs me nothing to publish and, worst case scenario, someone buys it and hates it and gives me plenty of feedback on exactly why they hated it! But I will try to explain what it is exactly, so that you don't have to go in completely blind.
Arkaedion is a system, not a game, because it lacks a setting and therefore lacks even a vague idea of an end goal. Games require goals, and while the XP system in Arkaedion could be considered a goal system, it is almost entirely random. I made it because I wanted to explore many settings without changing rulesets, and also because I loved homebrewing D&D 5e so much that I wanted to create my own rules framework.
To describe Arkaedion mechanically... Well, you have creatures (or "characters" if you will) and those creatures have both attributes and skill proficiencies. Like most RPGs out there. One of the main differences is that, in Arkaedion, a creature's attributes are represented with die sizes ranging from d4 to d12. Having a d4 is below the human average (d6) and quite terrible, while having a d12 is borderline superhuman. However, these comparisons largely depend on your setting and how much damage your weapons deal. The skills are quite broad but, on the spectrum of specific to general, I would put them around the same spot as Dungeons & Dragons: Fifth Edition. Whenever a check is made, it is rolled with the appropriate attribute and adds the appropriate skill modifier, along with any situational modifiers. This means that low attribute dice will never reach certain values, and it encourages groups to identify their strengths and weaknesses and task the right person with the right job.
Players earn XP whenever they roll the maximum possible result on a die, and then spend XP between sessions to either upgrade the size of their attribute dice or add proficiency bonuses to skills (each skill has its own proficiency bonus, so each character can be quite specialised). Depending on your setting, you may be able to spend XP on abilities akin to feats in Dungeons & Dragons: Fifth Edition or foci in Stars Without Number.
Combat is very unlike most systems in some ways, but also familiar in other ways. It is, unfortunately, quite time-consuming, but the intention of this system is that combat has significant and measurable consequences for a character, so taking the time to determine exactly how and where a person was hurt should be fun (hopefully). Basically, you have a weapon, and you have an enemy. You also have an attribute die and a combat skill for attack rolls. You also have action points that you spend to take actions. When you attack, you choose how many swings you're gonna make or shots you're gonna take, and you roll that many attack rolls against the target. The target has body parts, each with different DCs and HP, and the higher your roll the more control you have over which body part takes damage. Body parts can be disabled, destroyed, repaired, etc. Headshots are not quite lethal (I couldn't bring myself to do it, but maybe I should?).
That pretty much sums up the basis of character identity and combat, but on the topic of settings... I expect GMs to want to create their own settings (I certainly do), and may eventually provide a guideline on how to do so (if this becomes popular and there is demand for such a thing), however I will also sell settings I personally have created for Arkaedion, and may even include a setting or two in the final product or in some sort of bundle one day. By the way, if by some miracle you enjoy this system and create a setting for it, feel free to promote it and sell it and promote Arkaedion because I would love for Arkaedion to get attention! Even if it's not a great system to begin with, having people check it out and criticise it will help me more than it hurts me, so please tell all your friends!
Thank you for considering buying my system, and for reading that wall of text!
Price: $0.72