Welcome to the Pre-Release Rules for PTR 2e!
As these rules are currently in a pre-release state, expect to find placeholder text, broken references, unfinished rules and the like!
If you believe to notice incorrect text / formatting errors, please report them over on Discord in the 2e Feedback -> Wiki Feedback thread!
The use of a universal d100 for handling Accuracy, Skill, and a plethora of other rolls is a fairly simple system: take a specific DC in question (for Skills, it's the roller's Skill level plus/minus situational modifiers, for Captures, it's flat rolls against the CritCapture DC and Shake DC), and roll a d100. If the roll is less than or equal to the DC, you succeed! If it's greater than the DC, you fail.
A Progress Clock is a tool for tracking various mechanics in PTR 2e, from traveling between towns, to tracking progress on a crafting project, and even providing a good visual when a boss’ super attack will trigger. The fundamental use of a Progress Clock is to handle complex activities that cannot be resolved within a single check, and are a tool for GMs to pace out a scenario.
For PTR 2e, there are two categories of Progress Clocks: Specific Clocks and Flexible Clocks.
Specific Clocks are used when a rule is being called in the system. These are always given an amount and context for the clock being used. Specific Clocks are designed with intent to create a balanced sense of pacing for the related rule.
Flexible Clocks are for scenarios not covered in the rules. These are open to the GM to set up in any way they wish.
Clocks are simple circles split into separate segments, called Spans. Each Span in a Clock represents a step towards an objective being completed or an event starting. Clock can have as few as 2 Spans, and can have as many Spans the GM feels is appropriate, though we recommend not going over 12 Spans.
Whenever a Clock is being used, a list of factors is provided that can either Advance the clock or cause a Set-Back. When the clock is Advanced, a Span is filled in. Once all Spans are filled in, whatever event or activity the clock was for begins. Set-backs clear a filled Span, or can add additional blank Spans to a clock.
Common factors that can Advance the clock or cause a Set-Back include:
The factors for Flexible Clocks are always determined by the GM.
To facilitate an abstract method of tracking the time where activity is more relevant than specific absolute time, the system uses what we call the Day Clock. It is a 5-Span Clock that covers Morning, Day, Afternoon, Evening, Night. The GM can determine at which point it feels appropriate to advance to the next span of the Day Clock as they wish, and we will provide some specific examples that should advance the day clock, such as interacting with the Camping system.
Where there is an approaching hazard or time limit to achieve something, the GM can employ what we call a Danger Clock. The Danger Clock is a clock which counts down towards a problematic or dangerous event occuring, such as time running out to explore a Mystery Dungeon and a great wind ejecting the explorers from the area, or a countdown to an encounter with enemies searching for the party.
To utilise a Danger Clock, you should first establish the nature of the looming threat. Once you've done that, you can determine how large the clock should be and how quickly it should fill.
A Danger Clock can be any number of spans you want it to be, but it is important to consider that the less spans there are on the clock, the faster it will fill and the more imminently the danger will arrive. Too many spans, and players may feel that there is no tension or sense of urgency. Too few, and the clock may feel punitive.
A good rule of thumb is to count how many 'significant actions' you want to pass before the clock expires and the hazard arrives. Anywhere between 4 and 10 might be good, as more or less spans is likely too many or too few. The 'right answer' here will depend on how much wiggle room you want the players to have been the starting point and their goal while maintaining a sense of tension.
Some example danger clock sizes with explanations;
Eight sections for a threat that isn't immediately obvious and will only come true with time — something like "crumbling temple" or "power plant meltdown".
Six sections for a threat that is quite obvious and likely to happen after a while — such as "powerful wandering Pokemon" or "poisonous fog gradually filling the structure".
Four sections for a threat that is urgent and very likely to happen — something like "surrounded" or "high alert" in a dungeon brimming with hostile creatures, where the Danger Clock filling would result in an immediate deadly encounter.
Generally speaking, when in a 'dungeoneering' environment, a danger clock should tick up for each exploration action the party accomplishes, but don't be afraid to alter the scope of this to suit the needs of the story you're trying to tell.
While not quite the same thing, you may wish to use a Clock in a similar manner to the Danger Clock, where a random event takes place once this Clock has counted down - perhaps prompting the likes of a Luck roll to determine how positive or negative this event might be. Consider this a more structured way to approach the concept of 'random encounters' in your world.
There will be occasions, typically where two parties are working in competition with one another, where you will want to use Racing Clocks. These clocks are typically Flexible Clocks and are used when either two parties are in opposition with one another, or the players are trying to complete a task before a danger clock fills - such as evacuating a town before the Volcano erupts. For this, players can seek ways to advance their own clocks or sabotage the opposing clock.
Inspired off of the keywords and traits as used by the various Warhammer franchise games and Pathfinder: Second Edition, PTR 2e includes a variety of <Keyword>s and [Trait]s in order to classify things and grant rules.
<Keyword>s are fairly straight forward in that they are a category or collection of [Traits] and are used where you want to define a range of [Traits] but not necessarily a specific one. At its most basic, a [Trait] is generally a number of tags underneath a broader <Keyword>, which acts as a whole category. However [Traits] themselves, are multi-purpose, interacting with different aspects of the game depending on where they're found. Some of them even have specific rules attached to them in a fashion similar to the Capabilities mechanic or the keywords on certain Moves from PTR.
This can serve, for example, as a prerequisite for a Perk. To give something a little more illustrative, there is a <Type> keyword, which contains a number of traits such as [Fire], which permits access to a number of Fire-Type centered Perks on the web.
The [Quadruped] designation meanwhile is used as part of the process of designing your own Pokémon species to help you identify the base movement allowances of that species. On a more general level, you'll see more direct rules-interfacing traits like [Darkvision] or [Blast X], or things like traits such as [Venomous] gives the Ability to grant Poison-Typing to actions/attacks with the [Adaptable] Trait.
So how does this work in Foundry?
The <Keyword> and [Trait] system will be integrated with Foundry's automations, enabling a ton of quick-reference and easily-appliable goodness:
- Trait/Keyword based Searching for Perks/Moves/Abilities/Etc.
- Looking for all those [Adaptable] moves to use with your [Venomous] trait?
- Trait-Based Rule Lookup
- Including build-in on-hover with related information look-up!
- Trait-Based Foundry Automation
- No more having to give each [+HP] feat their own rules
- Uniform Language
- No more "Does this rule also talk about XYZ"; rules refer to <Keywords> and [Traits], does it have the <Keyword>/[Trait]? Yes, no? No!
- Easy Plug-and-Play for Homebrew Content
- Balance & Automation has never been this easy
Character creation is defined in but 9 simple steps! You can read the full details over on the Character Creation page.
Next to this, GMs may wish to also explore Earning Experience to learn more about how they should go about awarding experience for their players to Level-Up!
You may be familiar with Skills from other TTRPGs, it's a representation of how good your character is in performing certain types of tasks.
The simple version is: Roll 1d100, did you roll equal to or under your Skill Score? Success! For every 10 above/below the DC you gain one Degree of Success! Didn't like what you rolled? Spend some Luck to improve it!
For the full rules please head on over to the Skill Checks & Luck page!
There are many different types of Encounters you may experience during your adventures!
Below you can find rules for dealing with the most common types of Encounters.
Social encounters are your bread & butter when it comes to Roleplaying your in-universe discussion!
When it comes time to try to convince someone to help you in any way shape or form, it is time to start building Rapport with them, while simultaneously avoiding the ever increasing Tension!
The full details on how this all work can be found over on the Social Encounters page!
But sometimes talking doesn't quite get both parties to the solution they're looking for, and this may cumulate in a fight!
Combat is spread out over a few pages, all of which you can find at the following pages:
You can find information on the roles of Size and Weight right over here!
Whenever you're not in a fight or working through some downtime, you'll be in what we call 'Exploration Mode', for more info on how to run Exploration check out this page!
Of course what is a Creature Capture TTRPG like ours without well, the capturing of creatures! It works almost identical to the main-line Video Games, but for the full details please check out the dedicated page on Capturing Creatures!
What else besides rules do you need to capture creatures? Well, of course, the Gear to capture them! For all things Gear, Shopping and how our Cashless-economy model works, you can check out our Gear page!
Sometimes the things you're trying to accomplished can't be measured in the span of "mere moments and minutes" like Combat and Exploration. This is what we call Downtime, and is where you spend spans from the Daytime Clock to take certain activities like Crafting or Camping!
The full details on all things Downtime & Camping, can be found over here!
One of the most likely activities to be taking during Downtime besides Camping; is Crafting! Allowing you to make items for you and your party to use during the days to come.
For all things Crafting, you can check out the Crafting Section over on the Gear Page!
Not every idea fits every campaign, and because of that some rules will be Optional so every campaign can tailor things to their own needs! For info like optional rules, as well as just generic tips & tricks, please check out the GM Tips and Suggestions page!
Along the way we've made some basic rules for designing things for the system, whether that's for Species or Perks. If you wonder what general guidelines we followed while designing our system components you can read more about them below:
A Perk's availability can quickly be glanced by looking at its border color & style, go over each option: