Things to Research

This page lists unresolved questions and areas that still need development. Some items have been moved to their own pages or archived if resolved.

Open Topics

Damage System Alternatives

Explore alternatives such as:

Resistance and Vulnerability Shifting Wound Tier

An alternative to halving or doubling the raw damage before comparing to thresholds would be simply reduce or increase the Wound Tier by one. This would be simpler and faster than even dividing or multiplying by 2, but leaves us with two questions:

Status Effects & Conditions

Itemization & Economy

Resolved Topics (Now Tracked Elsewhere)

✅ Dice Pool Mechanics (Moved to: rules:dice_pool)

We’ve adopted the d4 pool system instead of a flat d20 system. It:

See the Rules: Dice Pool page for complete details and current implementation.

Historical note: rationale for this change, including discussion of risk dice, multi-die advantage/disadvantage, and AC subtraction can be found on the archived page: Dice Rationale.

✅ Attribute Aspect Web (Moved to: rules:aspects)

We now use 15 Aspects, derived from attribute pairings, in place of skills and saving throws.

This allows:

See Rules: Aspects for the full table and skill-mapping conversion.

The original reasoning behind ditching traditional skills/saves is preserved at Aspect Web Rationale.

Games & Systems for Reference

Ideas to Explore Further

Telegraphed Actions / Called Shots

Idea: A character declares their next action at the end of their turn. If they follow through, they gain advantage (or bonus d4). If they change actions, they suffer disadvantage (or penalty).

Dash Username Integration (Decentralized Curation)

Consider whether Dash usernames could function as identities for decentralized content curation.

Notes

Archived rationale and deeper design essays are being moved to a new design_archive: namespace.