Block, Dodge, Parry vs Brachyr System
Compare Block, Dodge, Parry and Brachyr System side by side. See differences in complexity, dice, genre, and more.
| Block, Dodge, Parry | Brachyr System | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Classless, Skill-Based, Tactical, Inventory Management, Gritty, Exploration, Social Combat, Freeform Magic, Hackable, CC-Licensed Rules | Classless, Skill-Based, Tactical, Crunchy, Deadly, Social Combat |
| Core Mechanic | To resist a sudden danger, roll d20 equal to or under STR, DEX, or WIL; a 1 always passes and a 20 always fails. When a deliberate action's outcome is in doubt, the Warden checks Time, Gear, and Skill. A character with all three succeeds without a roll, and one with one or none fails. With two of the three, roll d6: 4–6 succeeds, 2–3 succeeds at a cost, and 1 fails. Attacks have no hit roll: the weapon die minus Armor reduces HP, and leftover damage reduces STR and triggers a Critical Damage Save. | Roll a d8 'base die' plus a skill modifier equal to the number of abilities you possess in that skill, and meet or exceed a difficulty class assembled from +5 'complications' counted up for the task. You may add one tool die (sized d4 for a basic object up to d10 for a quality magical one) and one aid die supplied by a helping ally, all added together, though a check is hard-capped at those three dice (plus the modifier) so the totals never balloon. Attacks and debate arguments are resolved against a defence check the target rolls with a skill of their own, and the margin between the two rolls becomes the damage dealt to health or to a position. |
| Dice | d20, d6 | d4–d10 |
| Complexity | Medium | High |
| Availability | Free core rules | Free core rules |
| Runnability | 4 of 5 book tools | 2 of 5 book tools |
| License | CC BY-SA 4.0 | Proprietary |
| Third-Party Publishing | Commercial publishing allowed — Creative Commons text reuse | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Dice Goblin Games | David Gower |
| Year | 2024 | 2024 |
| Languages | English, Portuguese | English |
| Best For | Groups who want old-school dungeon and wilderness expeditions with gear-driven fights and characters built from past careers rather than classes. Suits campaigns with downtime in settlements, where characters seek out trainers and new skills between adventures. | Groups who want a crunchy, classless fantasy game where teamwork is mechanically central: coordinating tools and aid raises the whole party's odds, combat on a hex grid is deadly enough to demand cooperation, and social conflict gets the same tactical depth as a fight. |
| Highlights | Defensive reactions depend on gear: a character's weapon and armor determine whether they can block or dodge an attack and whether doing so costs Fatigue. New skills come from using them, training with a teacher found in play, or studying books, so advancement follows goals the characters pursue in the world. Arcane casters choose how many Magic Dice to invest in a spell, and duplicate results risk Arcane Feedback that damages the caster. | Most usable objects grant a tool die and an adjacent ally can lend an aid die, both added to your d8 base roll, while a hard cap of one tool die and one aid die per check keeps a coordinated, well-equipped party ahead of a lone expert without letting the totals balloon. Debates run as a full parallel to combat with their own initiative, rounds, and 'damage' dealt to a position, where gathered evidence acts as tool dice and named fallacies like Straw Man and Beg the Question function as special attacks. Weapons are assembled from a point-buy list of traits (Damage, Reach, Range, Parry, Aiding) rather than picked from a fixed list, so an improvised rope dart, torch, or household tool can be statted as readily as a sword. |
| Considerations | Whether a deliberate action needs a roll depends on the Warden judging Time, Gear, and Skill, rather than on fixed difficulty numbers. Fatigue and wounds fill the same ten inventory slots as gear, and a full inventory leaves a character at 0 HP. Raising HP and ability scores normally requires paid training during downtime, so campaigns with little time between adventures see slow character growth. | Player options in the core rulebook reach only the lowest three of nine ability tiers, so the most powerful character abilities are defined but not accessible from this book alone. Resolution rests on a single d8 base die that tools and ally aid can supplement but never replace, so even high-skill characters see swingy results from roll to roll. There is no money or tracked coin: gear is acquired through an abstract Trade check against an item's difficulty scaled to social status, abstracting economic play away entirely. |