ClassRPG
Rulebook
A classroom gamification system — tabletop RPG meets academic achievement.
ClassRPG is a classroom gamification system designed to promote student engagement, participation, and learning through a tabletop RPG-inspired experience. Students create and develop characters by earning XP through classroom activities, answering questions, completing assignments, and battling monsters.
Each student maintains a character sheet tracking:
- Name, Class/Role, Level
- Total XP Earned / XP Spent / XP Remaining
- Attributes and Derived Attributes
- Aspects (Combat, Spellcraft, Wizardry, Crafting)
- Derived Aspects and Specializations
- Inventory (Weapons, Armor, Magic Items, Gold)
A stat may never exceed its parent. The hierarchy from highest to lowest:
| What You Are Raising | Cost |
|---|---|
| Level | Target Level × 5 XP |
| Attribute | Target Level × 2 XP |
| Aspect / Specialization / Spell / Action | Target Level × 1 XP |
- Raising Level from 2 → 3 costs 15 XP
- Raising Strength from 2 → 3 costs 6 XP
- Raising One-Handed Weapons from 2 → 3 costs 3 XP
Modifiers (e.g., +2) represent innate class talent or racial bonuses. They:
- Increase the effective value of an Aspect (e.g., Base 3 + Mod 2 = Effective 5)
- Do not increase XP cost to raise the Aspect — cost is always based on base value
- Cannot be spent or lost — permanent bonuses tied to Class/Role
One-Handed Weapons Base 3, Mod +2:
- Effective value = 5
- XP cost to raise to Base 4 = 4 XP (not 6)
- New effective value after raise = 6
Spellcraft and Wizardry have been moved from Primary Attributes to Aspects. The Primary Attributes list now contains 9 attributes.
| Attribute | Abbrev. | Parent Concept |
|---|---|---|
| Strength | Str | Power |
| Dexterity | Dex | Precision |
| Agility | Agi | Speed |
| Constitution | Con | Endurance |
| Toughness | Tou | Damage Resistance |
| Health | Hea | Vitality |
| Intelligence | Int | Logic |
| Wisdom | Wis | Awareness |
| Charisma | Cha | Influence |
MP updated to Int + Wis + Cha. Magic Resistance now uses Spellcraft (Aspect) + Wizardry (Aspect), keeping magic users as the best resisters.
| Derived Stat | Abbrev. | Formula |
|---|---|---|
| Health Points | HP | Con + Hea |
| Absorption Rating | AR | Tou + Con |
| Evasion | EV | Agi + Dex |
| Attack / Action Points | AP | Str + Agi + Dex |
| Magic Points | MP | Int + Wis + Cha |
| Observation | Obs | Wis + Int |
| Magic Resistance | MR | Spellcraft (Aspect) + Wizardry (Aspect) |
Duplicate entry removed — Two-Weapon Fighting Style now appears once.
| Aspect | Parent Attributes | Derived Aspects |
|---|---|---|
| Unarmed Combat | Str + Dex + Agi | Grapple, Punch, Kick, Block |
| One-Handed Weapons | Str + Dex + Agi | Weapon Type |
| Two-Handed Weapons | Str + Dex + Agi | Weapon Type |
| Two-Weapon Fighting Style | Str + Dex + Agi | Weapon Type |
| Ranged Weapons | Dex + Agi | Weapon Type |
| Armor Use | Tou + Con | Armor Type |
| Shields | Tou + Str | Shield Type |
| Stealth | Agi + Dex | Move Silently, Camouflage, Steal |
| Taunt | Cha | — |
| Negotiation / Persuasion | Cha | — |
Spellcraft is now an Aspect (parent: Int + Wis + Cha), not an Attribute. The secondary attribute for each spell school is a player choice — Int, Wis, or Cha, or any combination. Each combination must be developed separately and costs XP, reflecting the character's magical philosophy.
| Aspect | Parent Attributes | Derived Aspects |
|---|---|---|
| Spellcraft | Int + Wis + Cha | Gateway to all spell schools |
| Air Magic | Spellcraft + Int / Wis / Cha * | Gust, Barrier, Surge |
| Earth Magic | Spellcraft + Int / Wis / Cha * | Strike, Guard, Quake |
| Fire Magic | Spellcraft + Int / Wis / Cha * | Bolt, Aura, Ball |
| Spirit Magic | Spellcraft + Int / Wis / Cha * | Heal, Restoration, Curing, Smite |
| Water Magic | Spellcraft + Int / Wis / Cha * | Mist, Freeze, Wave |
| Wood / Nature Magic | Spellcraft + Int / Wis / Cha * | Snare, Regenerate, Summon |
* Players choose Int, Wis, or Cha as the secondary attribute — or invest in multiple. Each combination costs XP to develop separately.
Wizardry is now an Aspect (parent: Int + Wis + Cha), not an Attribute. All Wizardry schools are parented by Wizardry + Int + Wis + Cha.
| Aspect | Parent Attributes | Description |
|---|---|---|
| Wizardry | Int + Wis + Cha | Gateway to all wizardry schools |
| Abjuration | Wizardry + Int + Wis + Cha | Protection and shielding |
| Divination | Wizardry + Int + Wis + Cha | Revealing knowledge |
| Conjuration | Wizardry + Int + Wis + Cha | Creating objects |
| Enchantment | Wizardry + Int + Wis + Cha | Manipulation of objects / mental states |
| Evocation | Wizardry + Int + Wis + Cha | Unleash raw magic |
| Illusion | Wizardry + Int + Wis + Cha | Manipulating senses |
| Necromancy | Wizardry + Int + Wis + Cha | Manipulating life energy |
| Ritualistic | Wizardry + Int + Wis + Cha | Enhancing spells through lengthy casting |
| Transmutation | Wizardry + Int + Wis + Cha | Manipulating physical properties |
| Research | Wizardry + Int + Wis + Cha | Research new or enhance existing spells |
| Aspect | Parent Attributes | Derived Aspects |
|---|---|---|
| Alchemy | Wis + Int + Dex | Potions, Poisons, Metallurgy |
| Fletching | Wis + Int + Agi + Dex | Bows, Crossbows, Arrows/Bolts |
| Leatherwork | Wis + Int + Agi + Dex | Armor, Items |
| Smithing | Wis + Int + Con | Armor, Weapons, Tools |
When a character performs an action, calculate the total modifier, then add a die roll based on the lowest value in the chain:
Level 8, Str 7, Dex 7, Agi 7, One-Handed Weapons 5, Lightsaber 5
- Modifier = 8 + 7 + 7 + 7 + 5 + 5 = 39
- Lowest value = 5 → rolls d6
- Final result = 40–45
If both 5s were raised to 6: Modifier = 41, rolls d8, result = 42–49
Higher skill = larger die = more consistent, less chaotic results. Beginners are unpredictable; masters are reliable.
- Roll the die again
- Subtract (1 + new roll) from the modifier
- If the new roll is also a 1 or the maximum die value, subtract and roll again
- Cascades until a non-1, non-max result is rolled
- Can potentially wipe out the entire modifier
- Roll the die again and add the result
- If the new roll is also the maximum value, add and roll again
- Cascades until a non-maximum result is rolled
- Rolling a 1 during a crit success chain does not trigger another roll — add it and stop
- Theoretically unlimited ceiling
Risk-free XP earned at the beginning of each class period through solving practice problems, reading articles, or other designated warm-up activities.
During direct instruction, monsters may appear. Students earn a free attack by participating or answering correctly. Students may also spend AP or MP to attack without answering. All participating students share in the reward.
All formal assessments incorporate monsters. Each correct answer earns a Free Attack on the encounter's End Boss. Additional attacks beyond those earned cost 1 AP or 1 MP each — player's choice.
Students craft their own Class/Role identity. Examples from current test run:
- Samurai — receives +2 modifier to relevant weapon aspects
- Jedi — receives lightsaber as a weapon, relevant modifiers applied
Class/Role modifiers are applied at character creation and reflect innate talent in the chosen archetype. Formal Class/Role list with standard modifier packages is in development.
- Formal Class/Role list with defined modifier packages
- Monster stat blocks and difficulty scaling
- Digital character sheet (web app — in development)
- Teacher XP awarding dashboard
- Extra XP problem-solving system for home use
- Leveling ceremony / milestone rewards
- SP vs XP currency clarification (if separate)
- Clarify Spellcraft secondary attribute roll mechanic in full detail