ClassRPG Rulebook v0.2
CLASSRPG v0.2
01 Overview

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.

02 Character Sheet

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)
03 Progression Hierarchy

A stat may never exceed its parent. The hierarchy from highest to lowest:

Level
Overall power. Sets the ceiling for all other stats.
Attribute
Core traits. Cannot exceed character Level.
Aspect
Skills parented by Attributes. Cannot exceed parent Attribute.
Specialization / Spell / Action
Derived from Aspects. Cannot exceed parent Aspect.
04 XP Cost Formula
What You Are RaisingCost
LevelTarget Level × 5 XP
AttributeTarget Level × 2 XP
Aspect / Specialization / Spell / ActionTarget Level × 1 XP
Examples
  • 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
05 Modifiers

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
Example — Samurai

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
06 Primary Attributes
v0.2 Change

Spellcraft and Wizardry have been moved from Primary Attributes to Aspects. The Primary Attributes list now contains 9 attributes.

AttributeAbbrev.Parent Concept
StrengthStrPower
DexterityDexPrecision
AgilityAgiSpeed
ConstitutionConEndurance
ToughnessTouDamage Resistance
HealthHeaVitality
IntelligenceIntLogic
WisdomWisAwareness
CharismaChaInfluence
07 Derived Attributes
v0.2 Change

MP updated to Int + Wis + Cha. Magic Resistance now uses Spellcraft (Aspect) + Wizardry (Aspect), keeping magic users as the best resisters.

Derived StatAbbrev.Formula
Health PointsHPCon + Hea
Absorption RatingARTou + Con
EvasionEVAgi + Dex
Attack / Action PointsAPStr + Agi + Dex
Magic PointsMPInt + Wis + Cha
ObservationObsWis + Int
Magic ResistanceMRSpellcraft (Aspect) + Wizardry (Aspect)
08 Combat Aspects
v0.2 Change

Duplicate entry removed — Two-Weapon Fighting Style now appears once.

AspectParent AttributesDerived Aspects
Unarmed CombatStr + Dex + AgiGrapple, Punch, Kick, Block
One-Handed WeaponsStr + Dex + AgiWeapon Type
Two-Handed WeaponsStr + Dex + AgiWeapon Type
Two-Weapon Fighting StyleStr + Dex + AgiWeapon Type
Ranged WeaponsDex + AgiWeapon Type
Armor UseTou + ConArmor Type
ShieldsTou + StrShield Type
StealthAgi + DexMove Silently, Camouflage, Steal
TauntCha
Negotiation / PersuasionCha
09 Spellcraft Aspects
v0.2 Change

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.

AspectParent AttributesDerived Aspects
SpellcraftInt + Wis + ChaGateway to all spell schools
Air MagicSpellcraft + Int / Wis / Cha *Gust, Barrier, Surge
Earth MagicSpellcraft + Int / Wis / Cha *Strike, Guard, Quake
Fire MagicSpellcraft + Int / Wis / Cha *Bolt, Aura, Ball
Spirit MagicSpellcraft + Int / Wis / Cha *Heal, Restoration, Curing, Smite
Water MagicSpellcraft + Int / Wis / Cha *Mist, Freeze, Wave
Wood / Nature MagicSpellcraft + 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.

10 Wizardry Aspects
v0.2 Change

Wizardry is now an Aspect (parent: Int + Wis + Cha), not an Attribute. All Wizardry schools are parented by Wizardry + Int + Wis + Cha.

AspectParent AttributesDescription
WizardryInt + Wis + ChaGateway to all wizardry schools
AbjurationWizardry + Int + Wis + ChaProtection and shielding
DivinationWizardry + Int + Wis + ChaRevealing knowledge
ConjurationWizardry + Int + Wis + ChaCreating objects
EnchantmentWizardry + Int + Wis + ChaManipulation of objects / mental states
EvocationWizardry + Int + Wis + ChaUnleash raw magic
IllusionWizardry + Int + Wis + ChaManipulating senses
NecromancyWizardry + Int + Wis + ChaManipulating life energy
RitualisticWizardry + Int + Wis + ChaEnhancing spells through lengthy casting
TransmutationWizardry + Int + Wis + ChaManipulating physical properties
ResearchWizardry + Int + Wis + ChaResearch new or enhance existing spells
11 Crafting Aspects
AspectParent AttributesDerived Aspects
AlchemyWis + Int + DexPotions, Poisons, Metallurgy
FletchingWis + Int + Agi + DexBows, Crossbows, Arrows/Bolts
LeatherworkWis + Int + Agi + DexArmor, Items
SmithingWis + Int + ConArmor, Weapons, Tools
12 Roll Mechanic
Building a Roll

When a character performs an action, calculate the total modifier, then add a die roll based on the lowest value in the chain:

Level + Parent Attributes + Aspect + Specialization + Die Roll
Example — The Jedi

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

Die Scale

Higher skill = larger die = more consistent, less chaotic results. Beginners are unpredictable; masters are reliable.

1–3
d4
25% crit
4–5
d6
17% crit
6–7
d8
13% crit
8–9
d10
10% crit
10–11
d12
8% crit
12–19
d20
5% crit
20+
d100
1% crit
13 Critical Results
Critical Fail — Rolling a 1
  1. Roll the die again
  2. Subtract (1 + new roll) from the modifier
  3. If the new roll is also a 1 or the maximum die value, subtract and roll again
  4. Cascades until a non-1, non-max result is rolled
  5. Can potentially wipe out the entire modifier
Critical Success — Rolling the Maximum Die Value
  1. Roll the die again and add the result
  2. If the new roll is also the maximum value, add and roll again
  3. Cascades until a non-maximum result is rolled
  4. Rolling a 1 during a crit success chain does not trigger another roll — add it and stop
  5. Theoretically unlimited ceiling
14 XP Sources
Training Ground (Start of Class)

Risk-free XP earned at the beginning of each class period through solving practice problems, reading articles, or other designated warm-up activities.

Live Lecture / Board Work

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.

Assignments, Tests, Quizzes, Projects

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.

15 Class / Role System

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.

16 Known Issues / 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
17 Changelog
Version 0.2
Removed duplicate Two-Weapon Fighting Style entry from Combat Aspects table
Spellcraft and Wizardry moved from Primary Attributes to Aspects (parent: Int + Wis + Cha)
MP formula updated: Int + Wis + Cha (Spc and Wiz removed as they are now Aspects)
Magic Resistance formula updated: Spellcraft (Aspect) + Wizardry (Aspect)
Spellcraft secondary attribute clarified: player chooses Int, Wis, or Cha freely per spell school — each combination costs XP
Primary Attributes table reduced from 11 to 9 entries
Version 0.1
Initial semester test build
ClassRPG v0.2  ·  Laughing Moose LLC  ·  © B. Pugh  ·  AugustAnew.com  ·  System subject to adjustment during semester test run