This page lists unresolved questions and areas that still need development. Some items have been moved to their own pages or archived if resolved.
Explore alternatives such as:
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:
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.
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.
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).
Consider whether Dash usernames could function as identities for decentralized content curation.
Archived rationale and deeper design essays are being moved to a new design_archive:
namespace.