← Instructional Design · Visual Information
Case Study
Twenty-three quick-reference sheets for 20 Below, built as job aids. Each one answers a single question a player or GM asks in the middle of play. Each was drawn from real design data rather than from memory, and each is kept in step with the rules as they change. Building them turned out to test the rules too.
The rulebook teaches. At the table, nobody wants teaching; they want an answer, now, while four other people wait. I’d already decided to separate the material people learn from the material they look things up in (that’s A Rulebook You Read vs. a Rulebook You Reach For). This study is about the lookup material itself: a set of reference sheets, one topic each.
A set like that fails in three quiet ways. It has gaps nobody notices until the moment someone needs the missing sheet. It rounds a number off until it’s no longer true. And it drifts: the rules change, and the sheet a player trusts still shows the old rule.
How does this game work, in seven steps?
What do I roll, and what does it take to hit?
Who rolls what for this creature, and which number on its card?
How hard is this, how long does it take, what does this hazard do?
Those moments set the rules for every sheet.
| Principle | What it means on the page |
|---|---|
| One question per sheet | A sheet is named for what it answers, not for the chapter it came from. |
| Design data first | Numbers are computed, then simplified only as far as reading them at the table needs. |
| Follow it with a finger | A process (the Round, Making an Attack) is laid out in the order it’s done. |
| An example beside the rule | Each rule comes with one worked example of it, side by side. |
| Show the pattern | Things that work alike are drawn alike, like the three Vitals side by side. |
| Kept true | A rules change isn’t finished until the sheets that show it agree. |
Before drawing anything new, the set was audited for gaps. The first it found: nothing explained how an attack is actually made, meaning how the Element is picked, the three Defenses, and where the damage dice come from. Making an Attack was built to fill it. The same day, Stat Blocks gave the GM’s side its own sheet: who rolls what, and which number on a creature’s card it uses.
A reference sheet that rounds a number until it’s wrong is worse than no sheet. So each sheet started from design data. For Advantage and Disadvantage, that meant the exact odds computed from every possible roll. The book teaches a simplified version: three curves of the same shape, slid along the dice. The finished sheet keeps that clarity for reading at the table, and puts the exact chances where a player actually uses them, at targets 8, 11 and 14.
The most useful thing the sheets did was expose problems in the rules. A job aid can’t be vaguer than the rule it shows, so every place the rule was vague, missing or out of date surfaced the moment it had to fit in a box on a page.
The sheets live on the GM References page, grouped by topic: The Basics, Characters, Combat, Running Creatures and The World. Any sheet opens in a viewer on the page, and the arrow keys step through the rest in order, so the set reads as one tool rather than twenty-three downloads. I also decided the set is for the website, not print. Hole-punch margins, page order and a test print only matter if we ever print it, so they wait until then.
A reference that drifts from the rules teaches the wrong rule with full confidence. So a rules change isn’t done until the sheets that show it agree. When the bestiary changed how creatures attack, Stat Blocks followed. When the movement chapter redrew the range bands, Range & Movement, The Round and the desktop app’s quick reference followed.
How the sheets look is covered in the Visual Information portfolio. This study is about what they’re for.
Twenty-three sheets, each answering one question, in one place, and agreeing with the rules they show. The gap the audit found was filled. The numbers behind the sheets come from computed data, and where a player decides with a number, as on Advantage and Disadvantage, it’s the exact one. And four problems were fixed in the rules themselves because a sheet couldn’t be drawn around them.
What this study doesn’t have yet is evidence from use. The next step is a timed lookup test: the same five questions answered from the web book and from the sheets, by a new player and by an experienced one. Alongside that, playtesters’ notes on which sheets actually get reached for.
See the live set: GM References →
“I review everything visual on 20 Below, down to type that smears and an arrow a few pixels low, and Feral treats every note like it matters. When I asked for Jack of all Trades to apply itself instead of making players do the math, it went from a request to working in the tools, and Feral kept me in the loop the whole way. I always know what’s changing and why.”
| Decisions | Me, as producer |
| Design review | Hillary McKey, communications |
| The audit, design data, drafts and rendering | Claude (AI assistant), checked by me |