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September 5, 2025

Creating a new Blackoath game engine

Hello, everyone! Today I thought I'd share some stuff I've been working on for the last couple of days. But before I do, let me explain why I decided it was time for me to attempt the creation of a new standard core mechanic for Blackoath games.

Many of you know that I'm not really a fan of D20 systems. They can be twisted into something that I enjoy, but the root, D&D-inspired system isn't something I enjoy. It tends to be attribute-first, with skills being added often as an afterthought. And yes, I've worked on skill-only D20 rulesets, and there are some extremely cool D20 games out there, both close to D&D (like Outcast Silver Raiders), or completely removed from it, but still using it as their skeleton (such as Advanced Fantasy). Yes, you can use a D20 ruleset and have an awesome game. But inherently, it's annoying to use them as a solo player. The fact that they rely on a Target Number immediately starts introducing issues. Issues that I've been trying to solve for a while now.

I'm not going to go through all my attempts at writing a TN system that will grow with the PCs, but suffice to say, balancing and scaling is something really, really important to me. I like my games to be potentially infinite, which means that the world (enemies, threats) must grow in power with the PCs. And this is why I wrote the Dynamic Target Number table for Machine Gods. I knew a lot of people would hate it because it essentially makes Attribute modifiers useless, and makes character specialization complicated. My reasoning for writing it this way, though, was that Machine Gods is a rules light game, one that I didn't expect people would play for long since, well, it's light in content. It's barely a hundred pages long, which is nothing for me (I wrote it in a month). So since I considered it mostly a one-shot game, why would character progression matter that much? Well, I guess I was wrong because, oh boy, did some of you really hate it, with a passion. I added the standard Target Number table from D&D that we all know and love, the one that is balanced around a +3 modifier and if you don't have +3, well good luck, and if you have +6 you're going to steamroll it all. Yeah, that one. As you can see, I don't like it, it's not balanced. Why, you ask? Because it's written with the assumption of the game being played with a GM, who will adjust things as they need. But us solo players? We don't have a GM. Sure, we can decide ourselves what the TN is, but I, to put it mildly, hate having to play as the GM when I'm playing solo. The game engine should handle all the mechanics, and not rely on my maybe-fair-but-probably-biased judgement as the player.

Fast forward to last month, when I started working on Choir of Flesh. This game uses Machine Gods as its skeleton, and as such, it uses the dreaded Dynamic Target Number. So even though the game has rules I wrote for Machine God's upcoming Advanced Rules book that, in my humble opinion, solve the "issues" the Dynamic Target Number system has (namely the new Mastery and Burden modifiers), a few people still hated it with a passion and basically consider the game to be broken, since the whole thing is written with DTN as its core mechanic (even though yes, I added the static, traditional TN table once again just in case someone wants it).

This is all very exasperating and frustrating as a designer, but I completely understand why it happens. People see "D20 ruleset!" and immediately make a bunch of assumptions. Which yeah, that is the main reason I work with D20 rulesets, because they are familiar. The problem is that once you start introducing changes to the formula, you start experiencing pushback, because you are no longer offering the same gameplay style that they expect from a D20 ruleset. And yes, when you've been indoctrinated to think of Attribute (or Ability, whatever you want to call them) modifiers as the single most important thing in the game, and then you see a game that just uses them to set the TN and nothing else, well, you're going to say "WTF is this crap".

So all this is to say: known systems come with their baggage, especially one as known as D20. And I'm honestly tired of having to justify my decisions all the time, which is something that simply doesn't happen when I work on games with original mechanics (such as Salvage & Sorcery; not a single person came and said "why is this X way and not Y way?"). So the solution? To just use my own ruleset from now on, the same thing that Modiphius or Free League do. They have one ruleset that they just adapt to the same setting. This isn't something I generally like to do because I think that mechanics must serve the setting, and adapting existing ones to a setting can be problematic (like all the 5e games have shown us time and again). BUT! If I write a vague enough core mechanic, one that just works regardless of the setting, and then I build other systems on top of that, I think it can work.

So this is exactly what I've been doing these last couple of days. I've written four different systems. But I think I'm going to stick to the one that lives rent-free in my heart and mind: a D100 system. Why, you ask?

  • Everyone understands how percentiles work. Everyone. This makes it extremely easy to learn and teach.

  • There are no Target Numbers. That alone is is reason enough to love it.

  • They tend to work well with skill-only games, which is my preferred type of game.

As you know, I have quite a few D100 games, so the base formula is the same: roll D100, if it's less than or equal to your Skill, you succeed. I did want to introduce a couple of new elements to give more player agency, though. The main one is the introduction of a Momentum Pool. PCs have X Momentum points that they can spend when making a check. MP can be spent in two ways:

  • 1. Assure (Pre-Roll): Spend 1 MP before you roll to add a +20 bonus to your Skill for that single check. This is the safe, controlled way to improve your odds.

  • 2. Push (Post-Failure): If you fail a check, you can choose to spend 1 MP to Push the Roll. When you Push, you immediately re-roll the D100.

    • If the Pushed Roll Succeeds: You achieve your goal, but your success introduces a Complication.

    • If the Pushed Roll Fails: You still fail, and this time it's a Major Complication.

Simple, right? There would be a couple of complication tables, so you as a player just look up what happens, instead of having to think about it, of course. I'm calling this the Momentum Engine, at least for now. There's more to it, of course, but this is the core skeleton of the idea.

The Arcana Engine

As I said, I've been working on this for two days now, and I've come up with four different ideas. The other two aren't that great so I'll not share them with you, but this one has potential as well. This one uses 2D10 as its dice resolution mechanic, so let's take a look at it:

1. Skills: Skills are rated from 1 to 10.

  • Novice: 1-3

  • Competent: 4-6

  • Expert: 7-8

  • Master: 9-10

2. The Core Mechanic: Roll 2D10 of different colors. One is the Focus Die, and the other is the Fortune Die. If either the Focus die OR the Fortune die shows a number equal to or less than your Skill, you succeed. If both dice show a number greater than your Skill, you fail. This is were things get interesting, though: the die that caused the success tells you how it happened.

  • Success on the FOCUS die: A success earned through skill, technique, and control. It was deliberate and precise.

  • Success on the FORTUNE die: A success granted by luck, circumstance, or overwhelming force. The environment or fate conspired to help you.

I think it sounds interesting, right? I'm not totally sold on some details, and I have more stuff written for it, but this is the core idea. Still, I'm not sure I like it enough to want to write a game (or several games, rather) with it. I might try to blend this with the Momentum Engine idea above.

Well, this is a really long post already, so if you've read it all, thank you! What do you think, is the idea of a single engine for all my future games (and maybe even releasing existing ones with it) an appealing one?

Comments (32)

7
7minutes · September 8, 2025

For the record as someone who never played D&D I actually liked the DTN system. I think it makes way more sense with the masteries but as someone having played machine gods weekly for months now I kinda like it even with just using shifting. I shift according to what my character is good/bad at and within reason, and for me that has added to my immersion and made me think more about every dice roll and situation, circumstances etc. I think thats why I ended up resonating with machine gods so much

O
Order of the Black Oath · September 8, 2025

Thank you, I'm glad that you like it! I know other people do as well (Daniel from The Dungeon Dive said the same), but if I move away from D20 rulesets, I think I'll have less of a pushback, haha.

F
Feru · September 7, 2025

The d100 system is absolutely perfect, but I find the Arcana system very interesting. I think it would work very well for Salvage & Sorcery. What if the fate die were equal to the skill value?

O
Order of the Black Oath · September 7, 2025

Thank you! I actually ended up merging both, haha. I'll share the new ruleset with you guys tomorrow!

S
Scott@DeathstrokeMPS · September 7, 2025

I have suspected for a while that you have been experimenting with different mechanics, tweaking and implementing different ones in each game looking for an engine that works generically across the board. I am in full agreement with your train of thought and look forward to hearing more about this engine as you try and perfect it. My personal opinion, for what it's worth, is this....your most popular games utilise the D100 system. I see many content creators who seem to play your other games but insert the combat system from say, Ker Nethalas or Carnage & Aether directly into the mix. I think this speaks volumes. Personally I enjoy D100, and these games are popular for a reason - they work and are enjoyed. I'm all for a rolling out a generic system (even across existing games!) where you dont have to remember different rulesets. Kudos!

O
Order of the Black Oath · September 7, 2025

Thanks so much for your feedback, it's really useful! I'm definitely going for it, and have already written a mix of the two systems I discussed here, with the D100 one as its basis. I'll share it with you guys in tomorrow's weekly update!

R
Roger Duthie · September 6, 2025

The Arcana engine sounds interesting: as a solo player this sort of mechanic injects flavour into the narrative of the game with low effort. This is great news if you're playing solo and all the effort is either you or the game. If you have to spend effort all the time to make game feel fun, then you're going to run out of energy for the game quite quickly.

O
Order of the Black Oath · September 7, 2025

Yes, I ended up merging both of them, and I'm very happy with the results so far. I'll share it with you guys on tomorrow's update!

P
Paul · September 6, 2025

I'm not an expert in game mechanics, but I definitely support the idea of settling on one system and sticking to it across all your games. It will make learning the games easier and allow us to focus on the theme and the role-playing. Also, I'd support re-releasing existing games in the new system!

O
Order of the Black Oath · September 6, 2025

Yes, this seems to be the consensus, and I don't know how I didn't think of it sooner, haha.

Z
Zack · September 6, 2025

I like the idea of a core game engine that you can build around and modify for the game you're currently creating. The d100 idea sounds intriguing and I'd be interested in seeing how it plays. I've been thinking over the past few days about life and RPGs and success/failure - sometimes you just get really lucky and things break your way. The 2 d10 system feels like that and I think that's really interesting. But I almost want to say the fortune die should be bigger than the focus die so that there's more of a chance that things just aren't going to work out and when it does it's because you pushed and got lucky, kind of how things are in life sometimes. Like you can strategically level up your character and plan to beat the Focus die, but the Fortune die is more of a gamble or luck/fortune based.

O
Order of the Black Oath · September 6, 2025

Thank you for your feedback! It would certainly be more "realistic" to have the fortune die be more swingy, yeah!

W
Wise Penguin · September 6, 2025

I love the last system that you mentioned with the 2D10, gives room for a lot of really cool narrative, while keeping being a new system.

O
Order of the Black Oath · September 6, 2025

Thank you! I'm still not sure what to do, haha.

R
Robin Barton · September 5, 2025

I love this idea! I realized a few days ago how much I love playing certain games from the same publisher. Part of that is because I’m already familiar with the mechanics. Sure, there’s always a tweak or additions but I realized I felt “at home”.

O
Order of the Black Oath · September 6, 2025

Yeah, I think I need that for my games!

G
Gaston Vargas · September 5, 2025

Alex, i love the system!! I think it's brilliant to have your own core rules/mechanics. The focus and fortune die reminds me of a game i read about a couple months ago called Daggerheart that uses Fear and Focus die. I like that mechanic a lot. Looking forward for it!

O
Order of the Black Oath · September 6, 2025

I've heard of the Fear die in Daggerheart, but I haven't read the rules. I do remember thinking it had some cool things, I watched a video about how combat works in that game a while back and it looked cool.

S
Stellarwinds · September 5, 2025

I love the idea of a single game engine. That way you can play many different games without having to learn a whole new system each time. That way I can get a new game and try it right out instead of setting it aside until I feel like taking up the challenge of learning a whole new system. You can easily put little twists in a game to give it a little different flavor, which would be a good way to try out new ideas.

O
Order of the Black Oath · September 6, 2025

Yeah, I think it's about time I do this!

C
Clay TN · September 5, 2025

I prefer d100 just saying.

O
Order of the Black Oath · September 6, 2025

Because you're a man of refined taste.

J
Joao Campos · September 5, 2025

Great post. I think that a common rule system (with minor variations) for all your games would be a good idea, and that would leave you with more free time for the creation of diferent settings. At the same time it would lower the learning curve for new games.

O
Order of the Black Oath · September 5, 2025

Yes, that was exactly my same though!

S
SamDark · September 5, 2025

This sounds promising. I also like the idea of one single engine for all but I am a big FreeLeague system player so I may be biased. I look forward to seeing your iterations.

O
Order of the Black Oath · September 5, 2025

Thank you!

K
Kerova · September 5, 2025

Focus and Fortune die sounds very cool! I love the idea of taking the successful element (skill or luck) and narratively applying it!

O
Order of the Black Oath · September 5, 2025

Yeah I think it's a cool concept, let's see what I do, haha.

D
Digitalrogues · September 5, 2025

As a noobie ttrpg gamer, this is a great breakdown of designer thoughts and mechanics, thanks for the deep details

O
Order of the Black Oath · September 5, 2025

Thank you for reading!

J
Jeff Jessee · September 5, 2025

On the arcane engine, what if both dice roll under?

O
Order of the Black Oath · September 5, 2025

Yeah, haven't gotten that far, haha. Some sort of extra success? Not quite a crit, but something better than a regular success.