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- | ====== 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) |
- | ==== Zero or Negative? ==== | + | ### ✅ Dice Pool Mechanics |
- | But what if the calculation for the number of dice totals zero or less? If it is an Action | + | |
- | ==== Modifying | + | We’ve adopted |
- | One thought is that we can get rid of Action/ | + | |
- | To clarify, on the beginning of a player' | + | - 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 | ||
- | Example: A character takes an action using their sword rolling a total of 5 D4s. On their turn they attack, rolling 5D4+1D8 and incrementing the //used counter//. They then make a second attack where they roll 4D4+1d8 | + | See the [Rules: Dice Pool](rules: |
- | 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 depending | + | <WRAP info> |
+ | </WRAP> | ||
- | Spells or other powerful abilities could be limited | + | ### ✅ Attribute Aspect Web (Moved |
- | Thinking further on this, spell " | + | We now use **15 Aspects**, derived from attribute pairings, in place of skills and saving throws. |
- | ==== Attacks and Info ==== | + | This allows: |
- | When a player makes an attack roll, they would simply add up all their dice and state the total. The game master would then subtract the evasion score (or DC) of the target and apply damage. They wouldn' | + | - Smoother integration across |
+ | - Granular character differentiation | ||
+ | - A consistent mechanic for actions, saves, and concentration checks | ||
- | ==== Etc. ==== | + | See [Rules: Aspects](rules: |
- | See [[https:// | + | |
- | ====== Damage Systems ====== | + | <WRAP info> |
- | We might want to use a different system than simple hit points. See [[https://www.youtube.com/watch? | + | The original reasoning behind ditching traditional skills/ |
+ | </WRAP> | ||
- | If we do, some sort of system like they use in Daggerheart or [[https:// | + | ## Games & Systems for Reference |
- | I'm thinking we still roll for the amount of damage, but use thresholds (like in Daggerheart) | + | - [Daggerheart](research: |
+ | - [Spheres of Power](http: | ||
+ | - [Crown | ||
+ | - [DCC RPG](research: | ||
+ | - [GURPS](research: | ||
+ | - [Knave 2](research: | ||
+ | - Monte Cook’s *Cypher System* | ||
+ | - < | ||
- | This would also affect healing spells, requiring them to be rewritten. Perhaps a cantrip might eliminate one stress/ | + | ## Ideas to Explore Further |
- | Glass cannons would have fewer slots, while fighters and barbarians might have a bunch. | + | ### Telegraphed Actions / Called Shots |
- | It might help to have a way to record | + | 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). |
- | ====== The Attribute Aspect Web ====== | + | - Could tie into a **called shot** mechanic for aimed attacks or spell prep |
- | **The Aspect Web** replaces traditional Saving Throws and Skills | + | - May interact |
- | ===== Aspect List ===== | + | ### Dash Username Integration (Decentralized Curation) |
- | ^ Attribute Pairing ^ Name ^ Usage Notes ^ | + | |
- | | STR + DEX | Agility | + | |
- | | STR + CON | Fortitude | + | |
- | | STR + INT | Ingenuity | + | |
- | | STR + WIS | Control | + | |
- | | STR + CHA | Presence | + | |
- | | DEX + CON | Endurance | + | |
- | | DEX + INT | Finesse | + | |
- | | DEX + WIS | Reflex | + | |
- | | DEX + CHA | Poise | Graceful presence - performance, | + | |
- | | CON + INT | Discipline | + | |
- | | CON + WIS | Resilience | + | |
- | | CON + CHA | Grit | Determined personality - inspiring through pain. | | + | |
- | | INT + WIS | Insight | + | |
- | | INT + CHA | Tact | Clever social action - persuasion, strategy. | | + | |
- | | WIS + CHA | Willpower | + | |
- | ===== 5e Skills conversion ===== | + | Consider whether Dash usernames could function as identities |
- | For those used to 5e's list of skills, here's a suggested mapping from those to Aspects. | + | |
- | ^ Skill ^ Default Stat ^ Mapped Aspect(s) | + | |
- | | Acrobatics | + | |
- | | Animal Handling | + | |
- | | Arcana | + | |
- | | Athletics | + | |
- | | Deception | + | |
- | | History | + | |
- | | Insight | + | |
- | | Intimidation | + | |
- | | Investigation | + | |
- | | Medicine | + | |
- | | Nature | + | |
- | | Perception | + | |
- | | Performance | + | |
- | | Persuasion | + | |
- | | Religion | + | |
- | | Sleight of Hand | DEX | Finesse | + | |
- | | Stealth | + | |
- | | Survival | + | |
- | And here's the inverse table. | + | - Would allow creator attribution for shared rules/ |
- | ^ Aspect | + | - Might simplify multiplayer content syncing across local copies |
- | | Agility | + | - Ties into web-of-trust ideas for curated rule sets |
- | | Fortitude | + | |
- | | Ingenuity | + | |
- | | Control | + | |
- | | Presence | + | |
- | | Endurance | + | |
- | | Finesse | + | |
- | | Reflex | + | |
- | | Poise | Deception, Performance | Grace in movement or expression. | | + | |
- | | Discipline | + | |
- | | Resilience | + | |
- | | Grit | Intimidation | + | |
- | | Insight | + | |
- | | Tact | Deception, Persuasion | Clever and calculated social maneuvering. | | + | |
- | | Willpower | + | |
- | And here's an expanded version to help with the transition. | + | ## Notes |
- | ^ Aspect | + | |
- | | Agility | + | |
- | | Fortitude | + | |
- | | Ingenuity | + | |
- | | Control | + | |
- | | Presence | + | |
- | | Endurance | + | |
- | | Finesse | + | |
- | | Reflex | + | |
- | | Poise | Deception, Performance, | + | |
- | | Discipline | + | |
- | | Resilience | + | |
- | | Grit | Intimidation, | + | |
- | | Insight | + | |
- | | Tact | Deception, Persuasion, **Bureaucracy** | Knowing the dance of etiquette, rules, or legal tricks. | | + | |
- | | Willpower | + | |
+ | Archived rationale and deeper design essays are being moved to a new `design_archive: | ||
- | ===== Concentration ===== | ||
- | Replacing Savings Throws means we'd need to use Aspect checks for Concentration. It could remain the same except that an Aspect would be used instead of a Wisdom Savings Throw. But also, we could have different Aspects used depending on the type of feature or spell being concentrated on. | ||
- | ^ Aspect | ||
- | | Discipline | ||
- | | Resilience | ||
- | | Willpower | ||
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- | ===== Further research ===== | ||
- | https:// | ||
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- | https:// | ||
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- | https:// | ||
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- | https:// | ||
- | ====== Further investigation ====== | ||
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- | [[research/ | ||
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- | Look into [[http:// | ||
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- | Read [[research/ | ||
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- | [[research/ | ||
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- | [[research/ | ||
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- | Look into Monte Cook’s Cypher System | ||
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- | https:// | ||
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- | ====== 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? | ||
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- | Maybe this is how you do " |