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Overview

It's much easier to make one than you think. The building blocks for most of the complicated things are already laid out, so you can hopefully focus in on the worldbuilding and neat gameplay ideas.

This website contains an optional balancing guide for difficulty. If you want to use it, select a difficulty for your datapack. Note the number of the difficulty, because that's what is used in the balancen'ing formulas. If you art using the balancing guide, difficulty is optional and merely adds flavor.


Difficulty

  1. Story
  2. Guided
  3. Casual
  4. Easy
  5. Normal
  6. Hard
  7. Expert
  8. Brutal
  9. Nightmare
  10. Hell
  11. Abyss I
  12. Abyss II
  13. Abyss III
  14. Abyss IV
  15. Abyss V
  16. Abyss VI
  17. Abyss VII
  18. Abyss VIII
  19. Abyss IX
  20. Abyss X



Formatting a TTE Datapack

Keep formatting readable and brief. As with everything else having to do with TTE, creativity is encouraged. So, you can do what you want with the formatting. Here's the standard format:



Species, Background, Class

Though they share the same core attributes, they do not serve the same functions. They have different roles both in the story, and in gameplay.



These are the core attributes that origin elements share:



Items

GMs have the most freedom with designing items. The following is a guide to the information needed to create a usable item in game.



Name



Description (optional)



Level (optional)



Rarity (optional)



Value

There are two approaches to assigning value to items in TTE: Standard, and Absolute. Absolute is more complicated but is very helpful if you plan on doing a lot of bartering, currency conversions, or otherwise complex currencies. Standard is recommended in general, but definitely for beginners.


STANDARD VALUE


ABSOLUTE VALUE


Tags

Tags are boolean switches that determine what the item can be used for in game. Under the item, note any tags that it has. Here are the standard tags:



Damage Equation

Important if: Is Weapon



Use Range

Important if: Is Weapon || Is Tool



Action Cost

Important if: Is Weapon || Is Tool || Is Consumed || Is Skill



Use Stats

Important if: Is Weapon || Is Tool || Is Consumed || Is Skill



Imbued Condition (Optional)

Important if: Is Weapon || Is Tool || Is Consumed || Is Skill



Defense Equation

Important if: Is Armor



Slot Cost

Important if: Is Augment



Imbedded Features

Important if: Is Augment



Custom Tags / Properties

Say you wanted to give multiple items the same shared functionality. That's where custom tags come in (also called properties). You can mark items with these tags, and define their functionality elsewhere.



Features

Name


Description


Player Accessible


Requirements to Acquire (OPTIONAL)



Custom Skills

Only make custom skills if they'll come up frequently in your game, they are easily differentiated from the other skills, and they apply to something specific and aren't broad catch-all things.


Name


Description


Use Stats



Player Conditions

Player conditions are temporary states players enter that affect gameplay. They add flavor, but too many can be hard to track.


Name


Function


Trigger