An overview of how Wayfarers plays, with links to the detailed rules.

  • Tiers instead of proficiency. Many bonuses scale by tier level (1–4) rather than a proficiency bonus.
  • Attributes 1–10. Six Attributes, starting from an array around 12 points.
  • Action Points. Turns run on a pool of Action Points instead of action/bonus action.
  • Boosting. Spend attribute points to boost a roll (Boosting and Pushing).
  • Scenes. Many abilities refresh per scene.
  • Skill challenges use named difficulty ranks (Skill Challenges).
  • Statuses matter. Damage types apply statuses, and vulnerabilities are a big part of combat (Damage Types).
  • Cooldown spellcasting. No spell slots (Spellcasting).
  • 15-second rounds, with gridless ranges: close (within 30 ft), near (30–60 ft), far (60 ft+).

What die do skill checks use?

The design notes list “Rolling d6 for skill checks” and “Stunts: rolling the same dice number on a skill check”, which suggests multiple d6s. But the difficulty ranks run from 5 to 50, and many rules mention d20-style advantage, crit ranges of 19–20, and saving throws. The core resolution roll needs to be written down.

What does beating the target number by 5 or 10 do?

The Additional Info notes say: “+5 … +10 = Critical Hit. Bypasses some damage reductions.” So beating the target by 10 might be a critical hit, and +5 might be a smaller bonus. This interacts with the crit-range abilities (Improved Critical, rolls of 19–20).

Building blocks

The Additional Info notes name the pieces a character is built from: Skill, Trait, Subtrait, Feat, Attribute. Rules text is described with these descriptors: Race (lineage), Class, Ability, Status, Damage.

Race and class abilities use different resources.

Types of play

The system should support three styles: rules light, tactical and narrative. See also Tiers for campaign types.

Defense Value, AC, or saves?

Most rules use DV (Defense Value) and “tests” with a TV (target value), but Cover and Obscurement still uses AC and Dexterity saving throws, and some abilities say “saving throw”, “save” or “DC”. The notes also ask for two defense systems: one against damage and one against status effects (see Defense).