Why restrict to one page?
More than 99% of the time we play with less than 1% of the rules. Brevity allow us to focus on what's important.
What's included in the base rules?
Races, classes, equipment, combat and magic rules. Plus an easily extensible keyword system that allows customizing the game to your taste.
What's left out?
Good prose. Also, understanding how to play Arkhe may require familiarity with other tabletop RPGs.
What does the word 'arkhe' mean?
The word 'arkhe' (/ˈɑːrki/) comes from ancient Greece, when philosophers were looking for the underlying substance essential to things that exist (derived later in the word atom). In that sense, this game is the result of my own search for the underlying essence of the RPG systems I enjoy playing.
Aren't other one-page RPG systems around?
Sure! And lots have been published lately. In fact, many of them have provided inspiration for Arkhe's design.
So, why create yet another system?
Because I couldn't find a system with the exact features I was looking for. Namely (1) a free-form(ish) magic system consistent with combat rules; (2) a combat system with relevant tactical options; and (3) a progress system that makes clear the difference between a novice and an expert.
And what's the difference with other systems?
There are a few, but one to highlight is that narrative aspects are left out to the good judgement of players. For instance, social interaction is something I find the human brain is better at resolving without meddling rules. Another one, is that instead of lists (e.g., for spells and weapons) I prefer simple rules that allows you to build your own, but if you need examples on how to instantiate the rules take a look at the the second page of the pdf file.
How do you determine the "success" of an action?
Actually, I usually don't find it necessary. Any uncontested action reasonable for a character (taking the character's background into account) should succeed, while unreasonable attempts should fail (i.e., good judgement as mentioned before). Still, if you are so inclined, you can include the extension introducing skills and standard d20 skill checks.
Why there is no "to hit chance"?
This is for multiple reasons: (a) to be consistent with the lack of rules for success; (b) to roll less dice; and (c) to reduce the impact of bad luck streaks.
Why another "square counting" game?
I find that movement on a grid is an appropriate abstraction for spatial reasoning, and allows for intuitive rules. Yet, if you don't like "square counting" games, check the alternative combat positioning rules introduced in "The Trollshard Complex" module, which is based on frontline and backline roles.
Why use a hit point pool instead of wound mechanic?
In my experience HP based systems are a better fit for fantasy settings, since they allow players to better manage risk. Whereas, wound based systems are better suited for horror survival games.
Why use a magic point pool mechanic?
It is simple enough for everyone to grasp quickly and it creates interesting tactics around MP management.
Magic is overpowered!
Not really a question, but true. A force that can bend reality is by definition overpowered. Still, spell-casters are forced to manage several balance trade-offs.
Why is (almost) everything a keyword in the rules?
Keywords allow for concise text, plus they make it easier to remember and look up rules.
Have more questions?