Threshold <ALPHA>


Develop Threshold

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Playtest Threshold

Not everything is ready yet but you could certainly try using some of the Combat and Movement rules in an existing Pathfinder or Dungeons and Dragons 3.0 or 3.5 game session.

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Discuss Threshold

What is Threshold?

Threshold is a free d20-based, cross-genre, classless roleplaying game inspired by the 3rd and 4th editions of the Dungeons and Dragons games, the Pathfinder Roleplaying Game, and the Star Wars Saga d20 game and Mutants and Masterminds. It is 100% Open Game Content and 100% free. It is currently in an ALPHA stage of design, which means the rules are still under ACTIVE development and prone to frequent changes.

The name Threshold refers to the most common mechanic in the game. When the result of a d20 check either exceeds or fails to meet a target number needed for success by 5, it is called "rolling a Threshold." Missing a target number by 5 or more results in negative Thresholds.

Threshold Characters are Talent-based, not Class-based

Building a character in Threshold doesn't require you to gain abilities you are not interested in just because they "come with the class." In Threshold all abilities and things a character can do are gained via individual Talents. This allows a much more fine-grained construction of exactly the concept you have in mind. However, if you are in a hurry, or don't want to bother with picking and choosing each Talent you can choose an already built Archetype that already has most of the choices made for you.

Threshold Uses Simplified and Unified Mechanics

There are very many subsystems in other d20 systems such as Feats, Skills, Class Abilities and Saving Throws which all use different resolution mechanics. The Threshold Talents unify all of these into one cohesive and consistent framework.

Threshold Simplifies Combat and Movement

The Action Point system is easier to understand and choose options in combat. Instead of trying to memorize an array of different actions by names like "standard", "full-round", "swift", "immediate", "free," in Threshold a player only has to remember that more involved actions cost more Action points to perform.

The Movement Point system removes various quirks of the standard movement system by applying a simple point-cost to movement. Instead of various movement cost multipliers that tip-toe around costs, yet don't take full advantage of an actual cost system, this system just applies a point cost to each square of movement. Then a player can look at the battle-map and know, "I have 5 movement points, and the enemy is 6 squares away. 1, 2, 3, 4, 5, done." However, if one of those squares is occupied by an ally, that square costs 2 MP to enter. Using this system makes it easier and faster to add a quick cost to a square by the GM.


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