Higher Arc
This system was our first foray in to system design, and primarily used in Chain of Being. It has a number of design highlights that reflect out philosophy of tabletop RPGs:
- Only one kind of die roll is used in all cases. Moreover the die roll always uses multiple dice in order to create a probability curve of results.
- Success is based upon degrees of success, not multiple tracks of differing scales for different roll types.
- No levels. Aptitude is incremental.
- No classes. Be whatever you want.
- Skill rolls are a combination of an Attribute and a Skill rating
- Threshold system replaces the limited concept of Hit Points.
- Renaissance points create a flexible and general purpose boost to dicing.
Story Arc
A revision and simplification of Higher Arc that is currently used in the Dungeon Circuit.
- Vastly simplifies skill development, collecting skills in flexible skill clusters.
- Compressed the degree result range of Higher Arc. Sometimes less is more.
- All rolls are based upon Attribute and Skill Rating.
- Spells are now skills. Spells now have a standard concept of augmentation for extra degrees of success.
- The threshold system is further refined to encompass wounds, spellcasting (mana), and other debilitating effects.
If you’d like to see a quickstart guide, See the How Higher Arc Works handout.
Fate Homebrew
These days, we are tinkering with FATE Core in our own tabletop games. We have a lot of internal discussions on how to use this system to foster the kind of RPG experience we want to hare with the world, and further, how to alter it for that purpose.
