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Custom Tabletop RPG System

Mana economy, probability-balanced combat, and skill tree architecture

A tabletop RPG system designed from scratch — no existing ruleset used as a base. The design goal was emergent complexity from simple primitives: a resource economy, balanced probability mechanics, a meaningful progression system, and a skill tree that creates genuine build diversity.

design philosophy

Game systems are constraint systems. The same thinking that goes into designing software — layered abstractions, well-defined interfaces, consistent rules — applies to game mechanics. A good ruleset has predictable behavior, minimal exceptions, and emerges interesting decisions from simple rules.

Mana Economy

Resource management system with mana pools, regeneration rates, and ability costs. Designed to create meaningful resource decisions without producing resource-lock states where play becomes impossible.

Combat Resolution

Probability-balanced combat using dice mechanics calibrated to produce outcomes within acceptable variance bounds. Attack and defense resolution avoids both determinism and excessive randomness.

Leveling Architecture

Progression system with milestone-based leveling, stat curve design, and power scaling. Designed so character advancement feels meaningful without producing runaway power differentials.

Skill Trees

Branching skill trees with prerequisite gates, horizontal specialization options, and build diversity goals. Structured so multiple viable paths exist without a single dominant strategy.

Skills Demonstrated

Game DesignProbability ModelingSystems DesignMechanics BalancingEconomy DesignSkill Tree Architecture