CreatorsOk
Mike Mearls Games
Mike Mearls Games

patreon


TTRPG Design Tool: Character Maps

Many years ago, when I started work on what became 5e I developed a tool to look at how players experience a TTRPG system. I called them player maps.

A player map breaks down mechanics into a simple schematic that shows the process a player goes through in piloting their character. What choices do they face? How do they navigate the path from starting their turn to ending their turn? Can we spot any conceptual rough points or overly complex segments?

The map starts with the action economy. In the case of D&D 5e, a bonus action and an action. It then charts the decision making process that the player goes through to figure out how to use their action and bonus action.

Since the playtest psion released earlier this week, I thought it would be fun to look at that class with this tool. Here's a diagram that shows what a 3rd level psion looks like with the psykinetic subclass (chosen at random) in combat:

The map doesn't try to capture everything in the game, especially core rules that are available to everyone (you might work up a separate map for the vanilla options). It looks only at the elements unique to the design.

Options in dark blue boxes are structural choices that don't involve expending resources. Green boxes are at-will options, red ones are regained with a short rest, black ones are regained with a long rest. A box in blue is a subclass feature.

This design is really fascinating on a few levels:

In looking at the player map, in my experience a good one does the following:

For class design, I recommend starting with a rough map that shows how you want the character (the fictional person in the game) to approach a situation. Let's consider a theoretical assassin character in combat:

You can then use that map to build the player's decision process. Running the through process of your player and their character in parallel is a great way to create immersion and build a distinct experience.

If this map matches the assassin's decision process in the world of our game, you can imagine that you want options that hit the following notes:

Building a clear map is key to understanding a character class. If you don't have a clear destination in mind, your design is likely to drift, waver, and end up in an incoherent state.

TTRPG Design Tool: Character Maps

Comments

The assassin chart isn't mechanical. It's just capturing the concept of the class. If I then designed the class, I'd need to translate that into the action economy.

Mike Mearls

Thanks! The idea with the first chart is to show you how a player has to navigate the choices in the class. A better example might be the ranger, where a chart like this can show the tension between hunter's mark and off-hand attacks (both use a bonus action).

Mike Mearls

I don't really understand how the first chart is helpful (for the psion's action economy), but the assassin's flowchart really helped put things in perspective. Thinking about the target gameplay for a class like this can really help ensure you give that class abilities that reinforce the desired gameplay loop. Thanks for this insight!

Seliel the Shaper

I feel like you cheated with this assassin map. Hiding is their bonus action, imo, and you skipped right over that. I could be wrong, but that's my first impression.

Michael Sixel


More Models and Creators