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research_todo [2025/06/15 16:08] – Added the idea of an Attribute Aspect Web Ron Helwigresearch_todo [2025/07/04 20:42] (current) Ron Helwig
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-====== Dice Systems ====== +# Things to Research
-The default seems obvious, use the d20 Test system as described in the 2024 D&D player's handbook. It is fairly simple and most people are used to it. However, it is very random - swingy is the word a lot of people use. Your ability to do stuff is based more on chance than on chosen skills. Perhaps a system that places more emphasis on skills than luck is worth a look.+
  
-===== 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), and add the results to see if you succeed. That works OK for skills, where not being proficient means you won't have a lot of dice so your chances are a lot lower. This makes your choice of skills to be proficient in more important.+## 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 as the number of d4s to roll, plus the d10 for the damage, totaling 5d4+1d10.+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 damage die to make sure they hit, but then that die would not be included in the damage resultIn 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 dietheir chance of hitting would be lower but the damage would be greater.+An alternative to halving or doubling the raw damage before comparing to thresholds would be simply reduce or increase the Wound Tier by oneThis would be simpler and faster than even dividing or multiplying by 2, but leaves us with two questions: 
 +* 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/Disadvantage ==== +- Develop a standard list of **conditions** (e.g. frightenedslowed, exhausted) 
-Advantage and Disadvantage would be affected by thisWe likely wouldn't reroll the entire batch of dicebut maybe we would instead add another d4 and remove the lowest/highest for advantage/disadvantage. This could even stack advantage & disadvantage, where we would add a d4 for each stacking, and remove a number of high and low rolls accordingly.+- Clarify how they interact with the damage/stress model 
 +- Should conditions stack or escalate?
  
-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, they would be rolling 5d4. But with 2xadvantage and 1xdisadvantage they would add 3 more d4s, but remove the two lowest dice and the highest die.+### Itemization & Economy
  
-==== Savings Throws ==== +- How modular should weapons and armor be? 
-For savings throw based spellsthere 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.+- Can weapons have thresholdsscaling damage severity? 
 +- How can crafting or upgrading work within this modular framework?
  
-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 to: rules:dice_pool)
-One thought is that we can get rid of Action/Bonus Action tracking by reducing the D4s used instead. The idea is that your first/primary action on your turn would use a number of D4s as calculated above, but then each subsequent action in the round would use one less D4. When the number of D4s is down to zero, the player can take no more actions.+
  
-To clarify, on the beginning of a player'**turn**, they would get number of D4s as calculated. Each action they take in the **round** would remove one D4. They would not be limited to the number of actions taken, including reactions, other than the D4 limit.+We’ve adopted the **d4 pool system** instead of flat d20 systemIt:
  
-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's turn they get an attack of opportunity (Reactionso they can then roll 3D4+1d8.+- Encourages more consistent results (bell-curve-ish outcomes) 
 +- 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 work for when characters get more attacks at higher levels, and it would happen automatically. As characters level up they would be getting more D4s for their rolls, so it would naturally allow for more attacks/actions.+See the [Rules: Dice Pool](rules:dice_pool) page for complete details and current implementation.
  
-Spells or other powerful abilities could be limited to when a character is rolling a minimum number of D4s. When reducing the number of available D4sthis minimum number would be subtracted. An exampleFireball could require a minimum of 6 D4s, but when cast it would reduce the number of D4s available for subsequent actions by 6.+<WRAP info>Historical note: rationale for this change, including discussion of risk dicemulti-die advantage/disadvantage, and AC subtraction can be found on the archived page[Dice Rationale](design_archive:dice_rationale). 
 +</WRAP>
  
-Thinking further on this, spell "levels" could simply be the minimum number of D4s required. Perhaps this could be names something like "Action Points", "Action Cost", or the like.+### ✅ Attribute Aspect Web (Moved to: rules:aspects)
  
-==== Etc. ==== +We now use **15 Aspects**, derived from attribute pairings, in place of skills and saving throws.
-See [[https://anydice.com/program/3c172]] for die results for rolling stats.+
  
-====== Damage Systems ====== +This allows: 
-We might want to use a different system than simple hit points. See [[https://www.youtube.com/watch?v=39Zney4NVB4]] for some good reasons why.+- Smoother integration across all gameplay types 
 +- Granular character differentiation 
 +- A consistent mechanic for actions, saves, and concentration checks
  
-If we do, some sort of system like they use in Daggerheart or [[https://www.youtube.com/watch?v=vEy3Ktb2ljA|Tales From Elsewhere damage]] might work.+See [RulesAspects](rules:aspects) for the full table and skill-mapping conversion.
  
-I'm thinking we still roll for the amount of damage, but use thresholds (like in Daggerheartto determine if they are strain/stress, serious, or critical. I also like how TFE's resistance and vulnerability work, reducing or increasing the severity class.+<WRAP info> 
 +The original reasoning behind ditching traditional skills/saves is preserved at [Aspect Web Rationale](design_archive:aspect_rationale). 
 +</WRAP>
  
-This would also affect healing spells, requiring them to be rewritten. Perhaps a cantrip might eliminate one stress/strain, but can't help with serious or critical wounds. Healing Word or Cure Wounds might eliminate one serious or two strains. A second level spell would be required to eliminate critical wounds.+## Games & Systems for Reference
  
-Glass cannons would have fewer slots, while fighters and barbarians might have a bunch.+- [Daggerheart](research:daggerheart) 
 +- [Spheres of Power](http://spheresofpower.wikidot.com/
 +- [Crown and Skull](research:crown_and_skull) 
 +- [DCC RPG](research:DCC) 
 +- [GURPS](research:GURPS) 
 +- [Knave 2](research:Knave%202) 
 +- Monte Cook’s *Cypher System* 
 +- <https://en.wikipedia.org/wiki/Magic_systems_in_games>
  
-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
  
-====== The Attribute Aspect Web ====== +### Telegraphed Actions / Called Shots
-**The Aspect Web** replaces traditional Saving Throws and Skills with 15 Attribute Pairings, each representing a core capability of the character. From "Agility" (STR+DEX) to "Willpower" (WIS+CHA), every challenge in the world can be approached through a thread in this interconnected web.+
  
-^ Attribute Pairing ^ Name        ^ Usage Notes ^ +Idea: A character declares their next action at the end of their turnIf they follow through, they gain **advantage** (or bonus d4)If they change actionsthey suffer **disadvantage** (or penalty).
-| STR + DEX         | Agility     | Muscle + coordination - used for acrobatics, climbing, etc. | +
-| STR + CON         | Fortitude   | Physical toughness - resisting poison, fatigue, etc. | +
-| STR + INT         | Ingenuity   | Creative problem-solving - tactics, crafting, etc. | +
-| STR + WIS         | Control     | Awareness + strength - focused brute tasks. | +
-| STR + CHA         | Presence    | Commanding force - intimidation, rallying. | +
-| DEX + CON         | Endurance   | Stamina in motion - chases, long actions. | +
-| DEX + INT         | Finesse     | Skilled precision - lockpicking, sleight of hand+
-| DEX + WIS         | Reflex      | Fast reaction - dodging, stealth. | +
-| DEX + CHA         | Poise       | Graceful presence - performance, seduction. | +
-| CON + INT         | Discipline  | Mental/physical control - study under stress. | +
-| CON + WIS         | Resilience  | Spiritual + physical stamina - resisting fear. | +
-| CON + CHA         | Grit        | Determined personality - inspiring through pain. | +
-| INT + WIS         | Insight     | Deep understanding - intuitionunraveling mysteries+
-| INT + CHA         | Tact        | Clever social action - persuasion, strategy. | +
-| WIS + CHA         | Willpower   | Conviction - resisting charmleading others|+
  
 +- Could tie into a **called shot** mechanic for aimed attacks or spell prep
 +- May interact with enemy AI or boss-phase design
  
 +### Dash Username Integration (Decentralized Curation)
  
-===== Further research ===== +Consider whether Dash usernames could function as identities for decentralized content curation.
-https://www.youtube.com/watch?v=KSoc2qFrRKE+
  
-https://www.youtube.com/watch?v=nltDDXguhpE+- Would allow creator attribution for shared rules/modules 
 +- Might simplify multiplayer content syncing across local copies 
 +- Ties into web-of-trust ideas for curated rule sets
  
-https://www.youtube.com/watch?v=lqvcgSeYL-k+## Notes
  
-https://jfacegames.substack.com/p/health-systems-in-tabletop-rpgs-beyond +Archived rationale and deeper design essays are being moved to a new `design_archive:` namespace.
-====== Further investigation ======+
  
-[[research/Daggerheart]] has a lot of cool ideas. 
  
-Look into [[http://spheresofpower.wikidot.com/|Spheres of Power]] and [[research/Crown and Skull]] (already downloaded the player's guide). 
- 
-Read [[research/DCC]] book 
- 
-[[research/GURPS]] 
- 
-[[research/Knave 2]] 
- 
-Look into Monte Cook’s Cypher System 
- 
-https://en.wikipedia.org/wiki/Magic_systems_in_games 
- 
-====== 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 "called shots"?