Thursday, April 17, 2025

Recap: TNP vs. Sequel

As part of the process of trying to get my focus back onto TNP, I've done some thinking about what makes the system "more than the sum of its parts." I also think it's a good time to look back at the progress the sequel has made, and where that currently sits.

Despite being a d20 game, TNP is probably not what you would refer to as a "d20 system" type of game. To wit, TNP does not use traditional ability scores (or ability modifiers) nor does it bother with having 5e's six saving throws, or the FORT/REF/WILL paradigm of 3.5/4e; the 5 main types of rolls as laid out in the design are:

  • attack rolls
  • saving throws
  • skill checks
  • initiative checks
  • base damage rolls

Dice (and dice mechanics, such as mastery) are used as the bonuses for all of these 5 types of rolls; all of the mechanics flow from the dice (generally, the class dice in specific) and the few uses of flat modifiers are typically drawn from class dice mechanics, as well.

The original premise for the sequel grew out of a combination of some smaller ideas. With several of the TNP mechanics using d6 for bonuses (and with d6 and d10 being cemented as the "Extra Damage Dice") there was some temptation to expand out that idea -- by making "d6 pool" the overarching mechanic of the system. The d10 would be kept for skill checks (no change from TNP) but the other "class dice" would be warped into "weapon dice." Ultimately, this idea didn't really play nice with the d6 pool, and it didn't even really fill the same niche as class dice did, in TNP.

The other "smaller idea" that was intended to be implemented was somehow reverse-engineering attribute modifiers from the skill rank system, and massaging those into some kind of combat application. This was meant to provide more of a "traditional" RPG feel to the mechanics, but ultimately this never felt like it worked, either. One compromise idea was to use a d20 + d6 pool system, however, the very reason that skill checks in TNP stopped using d20 is because it became impossible to make the math work, with those mechanics. This is what ultimately set us out on the path of pivoting the sequel designs towards a purely d6-based system; at time of writing, the only thing really recognizably TNP about it is that I am still committed to keeping the skill "grid" intact.


Getting back to TNP, what makes the class dice mechanic unique is that each die is sort of a bundle of mechanics, rather than just more math; you could replace the damage effect with something like a d6 pool, but the system really loses something without the die-matching mechanism that class dice provide. Since only one die can ultimately be applied as the "attack bonus" (although some can be used for attack and damage) there's sort of this element of making each attack roll its own little mini-game.

To compare roster construction, TNP has a slate of 15 classes (based on a single use of class dice, as well as each combination of two.) I would say TNP is most heavily inspired by 4e's roster of characters (and in some cases, particularly the Essentials versions) but the 5e influence does show itself as well. For the sequel, the idea was to pare down 5e's core 12 classes by about half, while possibly adding Warlord and Necromancer into the mix. So while TNP's classes each have 2 subclasses (some of which could be classes in their own right, some of which are more "two sides of the same coin") the idea with the sequel was more that each "class" would straightforwardly consist of 2 classes -- with attributes doing the heavy lifting for differentiating them. (A cleric leaning more on INT, with a paladin benefiting more from CHA, for example.)

Another comparison to make would be the resolution mechanics. TNP uses a DC10 for attacks, saves, and skill checks; the sequel seems to be pivoting more towards an "opposed roll" structure, with d6 pools for some mechanics, and flat bonuses for others -- details to come, as things get finalized. Relatedly, instead of having things like HP and reserves/surges tied to class dice (as in TNP) the intention with the sequel was that these might be more standardized, on a number like 10, for example.

Notable about TNP is how skills are not governed by the same attributes used for combat math; though this might change a little bit for the sequel, one key thing that will likely remain the same is how Knowledge skills (i.e. backgrounds, for all intents and purposes) do not function off of a mental attribute, and are instead based on power sources, akin to those of 4e. This means that players can more easily tailor their backstory to taste, and have the mechanics actually reflect those decisions -- while not sacrificing combat effectiveness, or proficiency with other "core" skills, in order to do so.

While monsters aren't terribly fleshed out for TNP or its sequel, the TNP slate is built off of the foundations laid by 4e D&D. Minions, swarms, and standard monsters form the backbone (and have been expanded in their scope a little bit) while elites, solos, and archenemies serve to flesh out the campaign, as well as the DM's toolkit. The bare bones for the TNP monster mechanics are there (owing much to the "MM3 on a business card" ethos), but it will probably be helpful to have some example monsters ready, for playtesting if nothing else.


...

Anyway, that's probably enough of a recap for now. I'll try and revisit the sequel stuff as the designs progress a bit more concretely. Maybe the next step is to move into playtesting and just hammer out the "DM side" of TNP, as it goes?

One more post to go, before the end of the month. I'll be planning to have it up on April 25th.

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