← All mechanic references

Mechanics and variants

1Character creation and attribute allocationOverview and example ↗Character creation allocates limited potential across abilities and establishes initial ways of solving problems.4

Mechanic variants

  • Attribute points require explicit tradeoffs.
  • Background changes initial character connections.
  • A drawback purchases an additional advantage.
  • Respecialization can revise an early choice.

Design example. An archivist with weak combat skills gains library access and understands ancient warnings. Prototype check: Test opening quests with extreme allocations, including a character without a combat specialization.

Context and sources: Robert Nystrom: State
2Classes, specializations and role switchingOverview and example ↗A class defines available actions, specialization changes emphasis and role switching changes responsibilities.4

Mechanic variants

  • A fixed class maintains a strong identity.
  • A subclass changes how its resource is spent.
  • Out-of-combat switching enables preparation.
  • A hybrid trades specialization for flexibility.

Design example. A healer prepares barriers instead of restoring health after damage before an expedition. Prototype check: Test whether specialization changes action order rather than only numerical efficiency of the same loop.

Context and sources: Robert Nystrom: State
3Builds and ability synergiesOverview and example ↗A build connects abilities, resources and triggers into a repeatable sequence of mutually reinforcing actions.4

Mechanic variants

  • A trigger turns defense into an attack source.
  • A stat threshold unlocks an additional effect.
  • Conversion changes the type of an input resource.
  • An anti-synergy prevents combined amplification.

Design example. A parry grants frost charge that the next strike spends to create a slowing zone. Prototype check: Test closed resource loops so combinations do not accidentally provide infinitely repeated free actions.

Context and sources: Robert Nystrom: State
4Party roles and team compositionOverview and example ↗Party composition distributes functions among characters and determines mutual support in combat and exploration.4

Mechanic variants

  • Roles cover weaknesses of other party members.
  • Reserves change the roster between encounters.
  • A combination requires two coordinated actions.
  • A generalist covers for an absent specialist.

Design example. A scout marks traps, a defender holds a passage and an engineer opens a side route. Prototype check: Remove one specialist and test alternative solutions when the party composition is not mandatory.

Context and sources: Robert Nystrom: State
5Equipment, affixes and item setsOverview and example ↗Equipment changes character properties, while affixes and sets connect item selection to actual behavior.4

Mechanic variants

  • An affix grows stronger under a stated condition.
  • A set changes a rule after enough pieces are worn.
  • Weight limits combinations of heavy equipment.
  • Replacing a property preserves a valuable item base.

Design example. Light boots improve attacks after dodging, but the full set rules out a heavy shield. Prototype check: Test item comparisons: players should see a bonus trigger and the cost of replacing equipment.

Context and sources: Robert Nystrom: State
6Status effects, elements and resistancesOverview and example ↗A status temporarily changes action rules, an element connects interactions and resistance limits their effects.4

Mechanic variants

  • Buildup brings an effect toward a threshold.
  • Dispelling removes a chosen status condition.
  • An elemental reaction creates another effect.
  • Diminishing duration limits repeated crowd control.

Design example. Wet armor conducts a discharge between targets, while insulating footwear breaks the chain. Prototype check: Test elemental application order and immunity feedback, including reapplying an already active status.

Context and sources: Robert Nystrom: State
7Learning skills through useOverview and example ↗A skill improves through relevant use, letting players practice while also addressing a current objective.4

Mechanic variants

  • A successful action grants skill experience.
  • A novel situation gives more than rote repetition.
  • A mentor unlocks the next development ceiling.
  • Practice transfers to related abilities.

Design example. Opening new lock types improves the craft more than repeatedly reopening one easy box. Prototype check: Test whether meaningless safe repetition outperforms applying the skill to its intended challenges.

Context and sources: Robert Nystrom: State
8Reputation, factions and alignmentOverview and example ↗Reputation stores how communities view the character's actions and changes access to services, quests and support.4

Mechanic variants

  • Factions evaluate the same action differently.
  • Witnesses determine how information spreads.
  • Forgiveness requires repairing specific harm.
  • Local recognition differs from worldwide fame.

Design example. Rescuing a smuggler opens a secret pier but harms relations with the harbor watch. Prototype check: Test whether actions visibly explain faction reactions, especially when rumors spread after a delay.

Context and sources: Robert Nystrom: State
9Quests, contracts and consequencesOverview and example ↗A quest defines a commitment and completion conditions, while consequences preserve differences between solutions.4

Mechanic variants

  • Alternatives allow completing an objective without combat.
  • A deadline changes the situation after a delay.
  • Conflicting jobs force a commitment choice.
  • Consequences change the world after payment.

Design example. Medicine can reach the paying client or be given to a sick village encountered on the route. Prototype check: Test quest completion after an important NPC dies and when the required item is obtained before acceptance.

Context and sources: Robert Nystrom: State

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • Robert Nystrom: State

    The author’s original discussion of states and transitions; rule implementation context, not evidence for every editorial variant.

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