While Pyron has a skill that allows characters to move stealthily (Evasion), there is no dedicated spot/listen/perception skill. Instead, characters use their Cunning attribute in order to determine where hidden enemies are located. This design decision was made for two major reasons. The first is that it means that all characters have a chance to hunt down hidden enemies, even if they haven’t invested heavily in a skill. The second is that, despite this, characters with high ranks of Evasion will generally have the edge when paired against those hunting them.
Tag Archive for seref system
Early in the development of the Seref System we made the decision that we weren’t going to include automatic successes or critical failures as part of the rules. For a time we allowed automatic successes when play testers rolled a one on skill checks, but this became incredibly muddied when two players each rolled a one in opposed checks. Because we use a D10 system, it’s pretty easy to roll a one, or a ten, moreso than with a D20, where it’s still annoyingly common to see fighters accidentally fling their swords across the room. So rather than have a one in ten chance of humiliating failure, or automatic success that couldn’t be stopped nine times out of ten, we chose to write them out of the game altogether.
In all truth, one of the things I hate the most in a role-playing experience is coming up with a cool idea, and being told “No, you can’t, the rules don’t allow for it”. So far as I’m concerned, RPGs are games of escapism and creativity, and rules that seek to restrict what a player can do, at all turns, go against those ideals to me.
One of the biggest design choices we made was that there is no resurrection magic in Pyron. Once you’re dead, you’re dead. Someone might try to bring you back as a Revenant, but Revenants are not the same as the person who died. A large part of why we went with this choice is to avoid the “death is cheap” trope, and to nudge people into being a bit more careful with their characters.
One of the first ways that accessibility came into Pyron’s design was in the decision to go with a low-math system. Initially this was done simply out of frustration with some of the higher math systems out there, and the constant need to stop game play while someone brought out a calculator to determine whether they had made it through the illusory door, or if they were still trapped. As we’ve been working on our design, however, accessibility has taken a position of prominence in our design values.