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research_todo [2025/06/08 12:27] – Ron Helwig | research_todo [2025/07/04 20:42] (current) – Ron Helwig | ||
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- | ====== Dice Systems ====== | + | # Things |
- | The default seems obvious, use the d20 Test system as described in the 2024 D&D player' | + | |
- | Because of this I have been thinking about using d4s as a sort of pool. You would roll a number of d4s equal to your attribute modifier plus your proficiency bonus (if proficient), | + | This page lists unresolved questions and areas that still need development. Some items have been moved to their own pages or archived |
- | But we could even apply this to attack rolls. Say you are using a longsword or battleaxe (both using a d8 for damage). If you have a strength modifier of +3 and a proficiency bonus of +2, then you would roll 5d4 to see if you meet or beat their armor class. But what if we also added the damage die to the same roll? Then you would roll 5d4+1d8, subtract the AC of the target, and any remainder is the damage done. | + | ## Open Topics |
- | Similarly, a spellcaster using Fire Bolt would use their spell attack modifier as the number of d4s to roll, plus the d10 for the damage, totaling 5d4+1d10. | + | ### Damage System Alternatives |
- | Advantage and Disadvantage would be affected by this. We likely wouldn' | + | Explore alternatives such as: |
- | Example of that last, what if they have advantage twice and disadvantage once? Assuming a standard 1st level character with a +3 modifier and +2 proficiency, | + | #### Resistance |
+ | An alternative to halving or doubling the raw damage before comparing to thresholds | ||
+ | * Is it OK if Resistance shifts a Minor Wound down to No Damage? | ||
+ | * What would happen to a Critical Wound with Vulnerability? | ||
- | For leveled spells that under normal rules have lots of damage (e.g. Guiding Bolt - 4d6) the caster might be allowed to use one of their rolled damage die to see if they hit, but then that die would not be included in the damage result. In the case of Guiding Bolt, they could add their highest roll, but that would mean their damage would be that much less. If instead they used a low roll die, their chance of hitting would be lower but the damage would be greater. | + | ### Status Effects & Conditions |
- | That might be OK, but also the idea that spellcasters are just more powerful but limited by their spell slots is also a fine idea. | + | - Develop |
+ | - Clarify how they interact with the damage/ | ||
+ | - Should conditions stack or escalate? | ||
- | For savings throw based spells, there would be opposed rolls. The spellcaster would roll just like in an attack roll, including the option of using one of the damage die to increase their DC. The targets would need to meet or beat the rolled DC. | + | ### Itemization & Economy |
- | This extra die, removed from the damage, would be called a Risk Die. It is not included in the damage done, but it helps make sure that the spell is successful. | + | - How modular should weapons and armor be? |
+ | - Can weapons have thresholds, scaling | ||
+ | - How can crafting or upgrading work within this modular framework? | ||
- | See [[https:// | + | ## Resolved Topics (Now Tracked Elsewhere) |
- | ====== Damage Systems ====== | + | ### ✅ Dice Pool Mechanics (Moved |
- | We might want to use a different system than simple hit points. See [[https:// | + | |
- | If we do, some sort of system | + | We’ve adopted the **d4 pool system** instead |
- | I'm thinking we still roll for the amount of damage, but use thresholds | + | - Encourages more consistent results |
+ | - Makes skill investment matter more than luck | ||
+ | - Integrates seamlessly with action economy (spendable d4s) | ||
+ | - Replaces Action/Bonus action with diminishing dice per action | ||
- | This would also affect healing spells, requiring them to be rewritten. Perhaps a cantrip might eliminate one stress/ | + | See the [Rules: Dice Pool](rules: |
- | Glass cannons would have fewer slots, while fighters | + | <WRAP info> |
+ | </ | ||
- | It might help to have a way to record the effects, like TFE shows in their video, but that might get cumbersome unless there is a known set of conditions that get applied. But then without doing that this system just basically reverts back to a simplified HP attrition. | + | ### ✅ Attribute Aspect Web (Moved |
- | ===== Further research ===== | + | We now use **15 Aspects**, derived from attribute pairings, in place of skills and saving throws. |
- | https://www.youtube.com/ | + | |
- | https:// | + | This allows: |
+ | - Smoother integration across all gameplay types | ||
+ | - Granular character differentiation | ||
+ | - A consistent mechanic for actions, saves, and concentration checks | ||
- | https:// | + | See [Rules: Aspects](rules: |
- | https:// | + | <WRAP info> |
- | ====== Further investigation ====== | + | The original reasoning behind ditching traditional skills/ |
+ | </WRAP> | ||
- | [[https:// | + | ## Games & Systems for Reference |
- | Look into [[http:// | + | - [Daggerheart](research: |
+ | - [Spheres of Power](http:// | ||
+ | - [Crown and Skull](research: | ||
+ | - [DCC RPG](research: | ||
+ | - [GURPS](research: | ||
+ | - [Knave 2](research: | ||
+ | - Monte Cook’s *Cypher System* | ||
+ | - < | ||
- | Read [[research/ | + | ## Ideas to Explore Further |
- | [[research/GURPS]] | + | ### Telegraphed Actions |
- | [[research/ | + | 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). |
- | Look into Monte Cook’s Cypher System | + | - Could tie into a **called shot** mechanic for aimed attacks or spell prep |
+ | - May interact with enemy AI or boss-phase design | ||
- | https://en.wikipedia.org/ | + | ### Dash Username Integration (Decentralized Curation) |
+ | |||
+ | Consider whether Dash usernames could function as identities for decentralized content curation. | ||
+ | |||
+ | - Would allow creator attribution for shared rules/ | ||
+ | - Might simplify multiplayer content syncing across local copies | ||
+ | - Ties into web-of-trust ideas for curated rule sets | ||
+ | |||
+ | ## Notes | ||
+ | |||
+ | Archived rationale and deeper design essays are being moved to a new `design_archive:` namespace. | ||
- | ====== Random Thoughts to Investigate and Integrate ====== | ||
- | **Telegraphed actions:** The idea is that a player, NPC, or monster can gain advantage by telegraphing their intended action for the next turn. They state it on a turn, but don't actually do it until the next turn. If they perform that action they will get advantage on the D20 Test. If they do something else instead maybe they should have disadvantage? | ||
- | Maybe this is how you do " |