Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
research_todo [2025/06/15 11:28] – Ron Helwig | research_todo [2025/07/04 20:42] (current) – Ron Helwig | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== Dice Systems ====== | + | # Things |
- | The default seems obvious, use the d20 Test system as described in the 2024 D&D player' | + | |
- | ===== D4 Pool ===== | + | This page lists unresolved questions and areas that still need development. Some items have been moved to their own pages or archived if resolved. |
- | 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), | + | ## Open Topics |
- | But we could even apply this to singular attack plus damage 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. | + | ### Damage System Alternatives |
- | Similarly, a spellcaster using Fire Bolt would use their spell attack modifier | + | Explore alternatives such as: |
- | ==== Making a miss a hit ==== | + | #### Resistance and Vulnerability Shifting Wound Tier |
- | 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 | + | An alternative to halving or doubling |
+ | * Is it OK if Resistance shifts a Minor Wound down to No Damage? | ||
+ | * What would happen to a Critical Wound with Vulnerability? | ||
- | 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. | + | ### Status Effects & Conditions |
- | ==== Advantage/ | + | - Develop a standard list of **conditions** (e.g. frightened, slowed, exhausted) |
- | Advantage and Disadvantage would be affected by this. We likely wouldn' | + | - Clarify how they interact with the damage/stress model |
+ | - Should conditions | ||
- | 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, | + | ### Itemization & Economy |
- | ==== Savings Throws ==== | + | - How modular should weapons and armor be? |
- | 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 | + | - Can weapons have thresholds, scaling |
+ | - How can crafting | ||
- | 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. | + | ## Resolved Topics (Now Tracked Elsewhere) |
- | ==== Modifying the Action Economy ==== | + | ### ✅ Dice Pool Mechanics (Moved |
- | One thought is that we can get rid of Action/ | + | |
- | To clarify, on the beginning of a player' | + | We’ve adopted |
- | Example: A character using their sword has a total of 5 D4s. On their turn they attack, rolling 5D4+1D8. They then make a second attack where they roll 4D4+1d8. After that they say their turn is over, but on an enemy' | + | - Encourages more consistent results |
+ | - Makes skill investment matter more than luck | ||
+ | - Integrates seamlessly with action economy (spendable d4s) | ||
+ | - Replaces Action/ | ||
- | This would also work for when characters get more attacks at higher levels, | + | See the [Rules: Dice Pool](rules: |
- | Spells or other powerful abilities could be limited to when a character is rolling a minimum number | + | <WRAP info> |
+ | </ | ||
- | Thinking further on this, spell " | + | ### ✅ Attribute Aspect Web (Moved to: rules: |
- | ==== Etc. ==== | + | We now use **15 Aspects**, derived from attribute pairings, in place of skills and saving throws. |
- | See [[https:// | + | |
- | ====== Damage Systems ====== | + | This allows: |
- | We might want to use a different system than simple hit points. See [[https:// | + | - Smoother integration across all gameplay types |
+ | - Granular character differentiation | ||
+ | - A consistent mechanic | ||
- | If we do, some sort of system like they use in Daggerheart or [[https:// | + | See [Rules: Aspects](rules: |
- | I'm thinking we still roll for the amount of damage, but use thresholds | + | <WRAP info> |
+ | The original reasoning behind ditching traditional skills/ | ||
+ | </ | ||
- | This would also affect healing spells, requiring them to be rewritten. Perhaps a cantrip might eliminate one stress/ | + | ## Games & Systems for Reference |
- | Glass cannons would have fewer slots, while fighters | + | - [Daggerheart](research: |
+ | - [Spheres of Power](http:// | ||
+ | - [Crown | ||
+ | - [DCC RPG](research: | ||
+ | - [GURPS](research: | ||
+ | - [Knave 2](research: | ||
+ | - Monte Cook’s *Cypher System* | ||
+ | - < | ||
- | 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. | + | ## Ideas to Explore Further |
- | ===== Further research ===== | + | ### Telegraphed Actions |
- | https:// | + | |
- | https://www.youtube.com/ | + | 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). |
- | https:// | + | - Could tie into a **called shot** mechanic for aimed attacks or spell prep |
+ | - May interact with enemy AI or boss-phase design | ||
- | https:// | + | ### Dash Username Integration (Decentralized Curation) |
- | ====== Further investigation ====== | + | |
- | [[research/ | + | Consider whether Dash usernames could function as identities for decentralized content curation. |
- | Look into [[http:// | + | - 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 | ||
- | Read [[research/ | + | ## Notes |
- | [[research/ | + | Archived rationale and deeper design essays are being moved to a new `design_archive: |
- | [[research/ | ||
- | Look into Monte Cook’s Cypher System | ||
- | |||
- | https:// | ||
- | |||
- | ====== 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 " |