Standalone new RAW Dual 20 Game engine what it is and how it works





The RAW Dual-20 Engine: How Shattered Realmz Actually Plays
Most tabletop games ask you to roll and hope. The RAW Dual-20 engine asks you to decide, then roll.
That difference is the heart of Shattered Realmz.
I wanted an engine that makes combat feel like a real exchange of skill and pressure, not a coin flip. I wanted magic to feel like a living force you can push, strain, and shape, not a “cast once per day and go sit down” system. And I wanted progression to matter without turning high-level play into nonsense. That’s where RAW, ATT/DEF, Saves, Mana Pools, Folds, and EoT timing all connect.
This post is the “how it works” overview: the rules philosophy and the mechanics in plain language.
RAW: The Roll That Matters
RAW is the moment of play where the table holds its breath because the outcome matters.
In Shattered Realmz, you don’t just roll to see if you “hit.” You roll because you chose a tactic, committed resources, and put yourself into a risk and reward situation. RAW is the system’s way of saying:
Your choices create the pressure. The dice resolve it.
But here is the twist that makes the engine feel alive: RAW does not only decide success or failure. It also decides how well you handled the moment.
RAW represents positioning, timing, angle, footing, and the “how badly did you get caught” part of reality. That means two characters can both “succeed,” but one succeeds cleanly and the other succeeds while paying a price.
ATT and DEF: Combat as a Measured Clash
At the core of combat is a simple truth:
You don’t “attack AC.” You challenge Defense.
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ATT is your ability to land force where it matters.
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DEF is your ability to avoid, deflect, absorb, or deny that force.
ATT and DEF are not just numbers. They are the final expression of who you are in a fight, including training, agility, armor, shields, magic, feats, situational advantages, and more.
What ATT represents
ATT is combat execution:
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proper positioning
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timing
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control of distance
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mastery of weapons or delivery methods
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momentum and how you ride it
Melee and ranged do not feel the same. Ranged combat is spacing, awareness, shot selection, and pressure under threat.
What DEF represents
DEF is more than “not getting hit.” It includes:
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evasion and footwork
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armor absorbing impact
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shields turning lethal into survivable
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wards and blessings
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training and instincts
DEF lets a heavily armored character stand like a wall, and it lets a fast character survive by never being where the blade lands.
Saves and RAW Together: Why a “Save” Can Still Hurt
In many games, a successful save always means “less damage.” Shattered Realmz is sharper than that.
Saves are your resistance. RAW is your situation.
That means the save answers: did you resist the worst of it, did you keep control, did you avoid the secondary disaster?
But RAW answers: where were you when it hit, did you duck the right way, did you move into the worst possible angle, did you hesitate half a heartbeat too long?
So yes, you can have a moment like this:
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You succeed the save, but your RAW roll is terrible. You resisted the effect, but the roll shows you put yourself in the worst possible position, meaning you still take heavy damage because you ate the blast at the wrong angle or got driven into the kill zone.
And on the other end, you can have a moment that makes legends:
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A fierce dragon exhales a ruinous breath. You roll high on RAW, and your save is strong. That combination means you read the breath, move perfectly, and take zero damage because you were simply not there when death arrived.
This is one of my favorite parts of the engine because it makes combat feel physical and real. You are not just rolling numbers. You are rolling outcomes with posture, timing, and consequence.
EoT: End of Turn Timing Keeps Everything Clean
Shattered Realmz uses EoT, which means End of Turn.
EoT is the timing anchor that prevents arguments and keeps pacing fast. When an effect says it lasts until EoT, everyone at the table knows exactly when it ends. No memory games. No “wait, is it still on?”
EoT is used for:
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short conditions like winded, rattled, staggered, exposed, and similar quick effects
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temporary penalties or bonuses that should matter immediately but not linger for five minutes of real time
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reactions and counters that have clear windows
EoT also reinforces the RAW engine. When a bad RAW roll puts you in a terrible position, the punishment is real right now, and the relief is also clear when the turn ends. That keeps tension sharp, and it keeps the game moving.
LP and DP: Two Health Systems, Two Different Stories
One of the biggest design choices in Shattered Realmz is that your survivability is split into two distinct pools:
DP (Defense Points) and LP (Life Points).
They are not the same thing. They are not “two kinds of hit points.” They represent two different layers of survival, and they recover at very different speeds for a reason.
DP is your fight-readiness
DP represents everything that keeps you standing in the middle of danger without it immediately becoming fatal:
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stamina and breath control
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guard and posture
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armor taking the brunt
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shield positioning
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warding, grit, battle focus
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the ability to keep turning lethal force into survivable force
When you take damage, it usually hits DP first. That’s the system saying: you’re still fighting, but your defenses are being worn down.
DP can come back fast, because catching your breath, resetting posture, tightening straps, re-centering your stance, and letting a healer patch quick bruises is something a trained adventurer can do in hours.
A short rest can restore a massive portion of DP: after two uninterrupted hours, you recover half your total DP.
That’s deliberate. DP is meant to support multiple encounters, keep pacing strong, and let combat feel heroic without turning every scratch into a week-long hospital stay.
LP is your actual life
LP is not “fatigue.” LP is you:
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blood loss
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broken bones
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internal damage
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organ shock
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deep burns
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wounds that change you
When damage reaches LP, it means the danger got through your defenses and touched what matters.
That’s why LP recovers slowly. A warrior can catch their breath. A shattered rib does not.
Natural LP recovery is intentionally harsh:
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With full rest, you recover 1d4 plus your Vitality modifier per full day.
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If you are traveling, marching, or pushing forward, it’s only 1 LP per day.
That recovery pace creates real stakes. It makes the moment your LP starts dropping feel like the world has shifted. The party is no longer just “spending resources.” They are taking real harm.
Why two pools makes the game better
DP and LP together create a combat rhythm that feels right:
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Early in a fight, you’re trading blows and wearing defenses down.
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When DP collapses, the tone changes. Now you’re bleeding, breaking, and making fear-based decisions.
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Healers and protectors become vital, not because they “top off health,” but because they keep damage from ever reaching LP.
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You can survive multiple encounters in a day, but only if you manage your DP well and avoid letting the battle touch your LP.
It also lets the game support gritty survival and high fantasy heroism at the same time:
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DP keeps action moving and prevents the game from becoming slow and fragile.
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LP makes danger real and keeps the world from feeling weightless.
The clean takeaway
If you remember one sentence, make it this:
DP is what you spend during the day. LP is what you risk losing forever.
Mana: Three Pools, Real Decisions
Magic in Shattered Realmz uses three distinct mana pools. This matters because it forces meaningful decisions: you don’t have one generic fuel tank.
Each pool represents a different relationship with power, and spending from one feels different than spending from another.
Because the pools are separate, being a caster isn’t “do I have spell slots?” It’s “how do I manage my power across the fight, the day, and the mission?”
This opens design space I love:
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you can build characters who lean hard into one stream
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or characters who blend
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or characters who touch all three but specialize through feats and choices
Folds: Why Power Doesn’t Break the Game
The biggest problem I set out to solve was high-level scaling.
In many systems, higher level means numbers inflate until the game becomes either:
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rocket tag, whoever hits first wins
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slog, you need 40 hits to matter
Folds are my answer to that.
A Fold is a breakpoint of growth where your body and mind don’t just “get better,” they become more capable of handling higher-order reality.
In-world, it’s like this:
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a low-level hero is a person with training
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a higher-level hero is a person whose soul and physiology have adapted to survive bigger forces
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by later Folds, you are not just stronger, you are built differently
Mechanically, Folds strengthen:
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durability
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resource throughput
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resistance against effects that would shatter lesser beings
This keeps the game’s power fantasy intact without turning it into nonsense, because scaling is structured.
Casting Low-Level Spells With More Power
This is one of my favorite decisions.
In Shattered Realmz, you are not stuck thinking: “Level 1 spells are useless at Level 12.”
Instead, you can push more power into a lower-level spell by spending more mana. That means low-level magic stays relevant because it becomes a tool you can scale:
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a simple bolt can become a real threat when you pour fuel into it
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a small ward can become a lifesaving barrier when you reinforce it
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a utility spell can become a battlefield answer when you overcommit resources
High-level spells exist for world-shaping moments, but your lower-level toolkit never becomes dead weight. The cost is real. You are trading future options for present impact. That decision is exactly what makes the engine feel alive.
Why This Engine Feels Different at the Table
When the RAW Dual-20 engine is running well, the table feels it immediately:
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Fighters are terrifyingly consistent.
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Casters are managers of real power, not slot machines.
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Defenses matter. Wards matter. Positioning matters.
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Saves matter so much you start respecting them like oxygen.
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EoT timing keeps everything sharp and fast.
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Progression feels earned, not inflated.
And the best part is the drama is honest. You can survive a nightmare by skill, or die with your boots on because you made one bad decision and RAW proved it.
If you’re following development here on itch.io, I’ll keep posting design breakdowns like this. Not just what changed, but why it changed, and what it teaches me about building a system that’s fast, brutal, fair, and expandable.
Shattered Realmz is built to be played hard.
And the engine is built to hold up when you do.
Files
Get Weaveforged Creatures Compendium Vol I
Weaveforged Creatures Compendium Vol I
Original layered 2d20 EoT resolution fantasy RPG books and PDFs for tactical, story-driven play.
| Status | Released |
| Category | Physical game |
| Author | My Imagination LLC |
| Genre | Role Playing |
| Tags | Action-Adventure, Action RPG, Dungeon Crawler, Dungeons & Dragons, Fantasy, pathfinder, Story Rich, Tabletop, Tabletop role-playing game |
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