Fathach's Foundation and 1 roll combat
The foundation of Fathach's design is explorative, social decision making. I want the mechanics to encourage exploration, to interact with the environment and the fiction. I want the to encourage characters to talk and engage with NPCs of Fathach, Lastly I want the moment to moment gameplay to be filled with trade offs and choices with no solved answer. A good example of what I am going for is the combat. I don't like combat but OSR games that I like feature it often. Also when anyone hears of a roleplaying game, combat is never too far away. [1] From Arcane Library (This combat is already too long) The aspect of combat I find the most interesting and unexplored isn't the round to round gameplay but instead the before and after of a combat. What do you have ready in case a fight breaks out? Do we surprise attack these goblins or do we check if we can talk to them? What did that fight cost? Is it worth it to go further now that everyone has less health and some broken we...