So, I was reading on the Game Design and Development boards at RPG.net, and someone gave a challenge.
Design Challenge
This is just a general challenge going out to everyone who likes designing games… just for fun.
Here’s the challenge: Design the most basic fantasy heartbreaker you can conceive of. By “basic”… I mean simple enough to post on this thread in a few short paragraphs. Make it as simple as possible, then I’ll try it out with some buddies.
Since it’s a fantasy heartbreaker challenge, you may include:
- Setting (basic setting if you like)
- Races (you choose how many)
- Combat/Armor/Weapons rules
- Magic, perhaps
- Creatures (or how to create them).
Super short… I’m interested to see if anyone will try this.
Here’s what I wrote. I know… it’s broken and incomplete, but it was fun, and only took about an hour.
In Fivefold Fantasy Heartbreaker, there are five basic races.
- Hume – Humes are pretty much average in every way. (Plural: Humes)
- Dorf – A Dorf is about four feet tall, has a foreign accent (note: no matter where the campaign is being held, even in Dorf lands, the accent is always foreign), and enjoys golf. Dorfs get a +1 to Survive and a -1 to Charm. (Plural: Dorves)
- Alf – An Alf stands at either five feet or seven feet tall, depending on who is writing the story, has pointed ears, and loves trees. An Alf gets +1 to Fight when using a bow, and -1 to Survive. (Plural: Alves)
- Half-Fork – A Half-Fork is (usually) the bastard child of a Fork, a tremendous green-skinned creature with a pronged head, and a Hume. A Half-Fork gets +2 to Fight and -1 to Duck and Charm. A Half-Fork may also attack with the prongs on its head, which function as a medium weapon. (Plural: Half-Forks)
- Nome – A Nome is cute and tiny and mischievous and usually from someplace cold. A Nome is pretty good with magic, too – especially fire, since it helps keep things toasty warm. A Nome gets +1 to Think and Duck and +1 Success to Think rolls when casting spells, but -1 to Fight and Survive.
Each character can be one of five classes.
- Bruiser – A Bruiser is a melee fighting, up-in-your-face sort of individual. Most Bruisers have biceps for brains, and would rather rush in than think things through. Bruisers do +1 damage on all attacks made with melee weapons or when unarmed. A Bruiser also takes -1 Damage from melee attacks.
- Plucker – Pluckers prefer to fight from a distance – bows, crossbows, slingshots, and spitballs. That’s usually because they’re skinny little Alves who’d break a bone is someone spit on ‘em. A Plucker gets +1 Success when fighting with a ranged weapon. Pluckers can also aim for one round to get an additional +1 Success when making a ranged shot in the next round.
- Wizzer – A Wizzer throws fireballs, lightning bolts, and random volleys of protoplasmic goo. They can also control storms, small fur-bearing animals, and the regularity of a target’s bowels. In each encounter, Wizzers can use a number of spells equal to their Think. More on magick later.
- Sneakthief – Sneakthieves are just what they sound like. They’re sneaky. And they steal stuff. A Sneakthief gets a +1 Success to Duck rolls when sneaking and stealing and can make a surprise attack at the beginning of every encounter. A Sneakthief also only takes half damage (round up!) from area of effect attacks normally, and no damage at all on a successful Duck check. (The difficulty of the a Duck check is the damage of the spell.)
- Rector – (Damn near killed her!) A Rector is a traveling priest, a person in touch with his or her ambiguous deity of choice. Rectors can heal a number of points equal to their Survive up to a number of times equal to their Charm each day. A Rector can also redeadify a number of ranks of undead Mooks equal to its Survive a number of times equal to its Charm each day.
Each character in Fivefold Fantasy Heartbreaker starts with fifteen points, allocated into five traits:
- Fight – Any mundane fighting uses the Fight trait. That includes swords, maces, bows, slings, and even throwing useless Nome Wizzers who have used up all their spells. Also used to block melee weapons.
- Duck – Sneaking, Dodging attacks and spells, and Hiding are all under the Duck trait.
- Survive – Survive is just what it says it is, the character’s ability to survive. A character has Hit Points equal to its Survive times two. Survive is also used to resist the effects of magick that does physical damage.
- Think – Think is about reason, about figuring stuff out, but also about magick. It’s also used in skills that deal with knowledge and comprehension.
- Charm – How well a character is liked, how well a character can convince or seduce another, is the character’s Charm score. (Seduce? That does make it odd that a Rector relies so much on Charm, doesn’t it?)
Five races, five classes, five traits. Are we seeing a trend, yet?
When performing any action, roll a number of dice equal to the appropriate trait. Swinging a sword? Fight. Picking a lock? Think. Hitting on a bar wench? Charm. The idea is to get fives. Each five counts as a success. Each six counts as a five plus a chance to reroll that die. The number of fives indicates how successful you are.
There are two kinds of opponents: Mooks and Bads. Mooks are ranked either 1 or 2, with the weakest being 1 and the toughest being 2. A Mook’s rank is the number of dice rolled when it performs any action, as well as the difficulty a player needs to beat when rolling for any action against it and the number of Hit Points it has.
Bads, on the other hand, are designed like characters. The GM assigns their number of starting points, but, in general, normal Hume, Dorf, Alf, Half-Fork, or Nome Bads will start with 15 points. Others (Big Bads, Bigger Bads, and Monster Bads) start with more. Big Bads start with 17 points, Bigger Bads start with 19, and Monster Bads can start with anything from 20 to 25, depending on just how monstrous and bad the GM wants it to be.
When rolling for an action against a Big Bad, Bigger Bad, Monster Bad, or another character, rolls are always opposed. Duck resists Fight. (Fight can also resist Fight, but only in melee.) Think and Charm oppose Think and Charm, respectively, for mental or social contests. Survive resists any type of magic that weakens the body, while Think resists spells that target the mind. The attacker must always defeat the defender’s roll in order to succeed.
There are five schools of magic, and one must be a Wizzer to use them. A Wizzer can use one school of magick for each point of Think.
- Fire – Any spells that deal with fire.
- Nature – Spells that deal with trees, plants, the ground, and animals (including people!).
- Metal – Any spells that affect metal.
- Air – Magic that deals with air and weather.
- Water – Spells that control or use water (including rain).
To use magick, decide what it is you want to accomplish and haggle with the GM to determine difficulty. Really hard spells have a difficulty of 5, while terribly easy spells have a difficult of 1. Increase the difficulty of the magick by one point for every two points of damage you want to inflict. (That means if you want to cast an area of effect fireball that does two points of damage to each of five targets, you have to beat a difficulty of six on your Think roll – one for a fireball (a relatively easy spell), and five for the amount of damage done (two points times five targets).) Targeted and area of effect spells that do damage hit automatically, but their damage can be resisted, but their damage can be resisted. A successful Survive roll (difficulty equals spell damage) cuts the damage of the spell in half.
If a Wizzer casts a spell but does not make a successful roll, that character takes blowback. If it’s a damage spell, the Wizzer takes half the damage the spell was supposed to do (rounded up!). If the spell is not a damage spell, the Wizzer is put out of commission for a number of rounds equal to the spell difficulty.
Weapons add to damage. Small weapons add one point, medium weapons add two points, and large weapons add three points. Magic weapons, which can range from +1 to +5, add their bonus to either Success or Damage (decided when the GM awards the weapon), but not to both.




