General Game Mechanics

A Note for Pathfinder Players

If you are already familiar with Pathfinder, then you'll be pleased to know that the Arcadian Institute RPG uses a very similar core ruleset.

At its heart, the game is still a d20-based system built around:

d20 + Attribute Modifier + Skill Bonus + Other Modifiers

Most rolls, saving throws, attacks, and skill checks will feel immediately familiar to experienced Pathfinder players.

However, there are a few important differences.


What Stays the Same?

The following concepts function largely as they do in Pathfinder:

  • d20-based resolution system

  • Skill checks

  • Attribute modifiers

  • Difficulty Classes (DCs)

  • Initiative

  • Combat rounds

  • Actions and movement

  • Melee and ranged attacks

  • Saving throws

  • Critical successes and failures

  • Hit points (Health)

  • Level progression

  • Character advancement

If you know Pathfinder, you'll already understand the majority of the game's mechanics.


What Is Different?

No Character Classes

The biggest difference is that Arcadian does not use traditional classes.

You are not a Fighter, Wizard, Rogue, or Cleric.

Instead, your character is defined by:

  • Attributes

  • Skills

  • Archetype

  • Mutation Powers

Your mutation powers determine much of what makes your character unique.


Powers Replace Spells

Mutation powers function similarly to Pathfinder abilities and spells, but are purchased and improved using Power Points.

Most powers improve through Rank Progression rather than spell levels.

A Rank 5 mutant is dramatically more powerful than a Rank 1 mutant, regardless of the specific power involved.


Archetypes Replace Traditional Roles

Archetypes are not classes.

They simply represent the broad type of mutant you are.

Examples include:

  • Brawler

  • Blaster

  • Controller

  • Speedster

  • Psychic

These provide starting bonuses and help define your role, but do not restrict character development.


Superhero-Scale Power

Characters are considerably more powerful than typical Pathfinder adventurers.

Even beginning students possess abilities that can:

  • Lift vehicles

  • Read minds

  • Fly

  • Generate energy blasts

  • Control elements

The game assumes a superheroic power level from the very beginning.


Creative Power Use

Players are encouraged to use powers creatively.

A Telekinetic may:

  • Throw objects

  • Create barriers

  • Manipulate machinery

  • Rescue civilians

  • Solve puzzles

The exact application of a power often matters as much as its rank.


Heroics Over Simulation

Whenever a strict rules interpretation conflicts with a dramatically appropriate superhero moment, the GM is encouraged to favour the more exciting outcome.

The goal is not perfect realism.

The goal is creating memorable comic-book moments.


The Golden Rule

If you are ever unsure how something works:

Think Pathfinder.

Then add superpowers.

In most situations, you'll be surprisingly close to the correct answer.