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- | ====== | + | # Things to Research |
- | ====== Dice Systems ====== | + | This page lists unresolved questions |
- | The default seems obvious, use the d20 Test system as described in the 2024 D&D player' | + | |
- | ===== D4 Pool ===== | + | ## Open Topics |
- | 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), | + | ### Damage System Alternatives |
- | 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. | + | Explore alternatives such as: |
- | 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. | + | #### Resistance and Vulnerability Shifting Wound Tier |
+ | An alternative | ||
+ | * Is it OK if Resistance shifts a Minor Wound down to No Damage? | ||
+ | * What would happen to a Critical Wound with Vulnerability? | ||
- | ==== Making a miss a hit ==== | + | ### Status Effects & Conditions |
- | 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 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. | + | |
- | 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? | ||
- | ==== Advantage/ | + | ### Itemization |
- | Advantage and Disadvantage would be affected by this. We likely wouldn' | + | |
- | 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. | + | - How modular should weapons |
+ | - Can weapons have thresholds, scaling damage severity? | ||
+ | - How can crafting or upgrading work within this modular framework? | ||
- | ==== Savings Throws ==== | + | ## Resolved Topics (Now Tracked Elsewhere) |
- | 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. | + | |
- | 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. | + | ### ✅ Dice Pool Mechanics (Moved to: rules: |
- | ==== Zero or Negative? ==== | + | We’ve adopted |
- | But what if the calculation for the number | + | |
- | ==== Modifying the Action Economy ==== | + | - Encourages more consistent results (bell-curve-ish outcomes) |
- | One thought is that we can get rid of Action/ | + | - Makes skill investment matter more than luck |
+ | - Integrates seamlessly with action economy (spendable d4s) | ||
+ | - Replaces | ||
- | To clarify, on the beginning of a player' | + | See the [Rules: Dice Pool](rules: |
- | 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 (i.e. 5-//used counter// D4s + 1d8) and then increment | + | <WRAP info> |
+ | </ | ||
- | 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 on the source, so it would naturally allow for more attacks/ | + | ### ✅ Attribute Aspect Web (Moved to: rules: |
- | 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 D4s, this minimum number would be subtracted and the same number would be added to the //used counter//. An example: Fireball could require a minimum of 6 D4s, but when cast it would reduce the number | + | We now use **15 Aspects**, derived from attribute pairings, in place of skills and saving throws. |
- | Thinking further on this, spell " | + | This allows: |
+ | - Smoother integration across all gameplay types | ||
+ | - Granular character differentiation | ||
+ | - A consistent mechanic for actions, saves, and concentration checks | ||
- | ==== Attacks and Info ==== | + | See [Rules: Aspects](rules: |
- | 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 | + | |
- | ==== Etc. ==== | + | <WRAP info> |
- | See [[https://anydice.com/program/ | + | The original reasoning behind ditching traditional skills/ |
+ | </WRAP> | ||
- | ====== Damage | + | ## Games & Systems for Reference |
- | We might want to use a different system than simple hit points. See [[https:// | + | |
- | If we do, some sort of system like they use in Daggerheart | + | - [Daggerheart](research: |
+ | - [Spheres of Power](http://spheresofpower.wikidot.com/) | ||
+ | - [Crown and Skull](research: | ||
+ | - [DCC RPG](research: | ||
+ | - [GURPS](research: | ||
+ | - [Knave 2](research: | ||
+ | - Monte Cook’s *Cypher System* | ||
+ | - < | ||
- | I'm thinking we still roll for the amount of damage, but use thresholds (like in Daggerheart) | + | ## Ideas to Explore Further |
- | 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. | + | ### Telegraphed Actions |
- | Glass cannons would have fewer slots, while fighters and barbarians might have a bunch. | + | 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). |
- | 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. | + | - Could tie into a **called shot** mechanic for aimed attacks or spell prep |
+ | - May interact with enemy AI or boss-phase design | ||
- | ====== The Attribute Aspect Web ====== | + | ### Dash Username Integration |
- | **The Aspect Web** replaces traditional Saving Throws and Skills with 15 Attribute Pairings, each representing a core capability of the character. From " | + | |
- | ===== Aspect List ===== | + | Consider whether Dash usernames could function as identities |
- | ^ 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 ===== | + | - Would allow creator attribution |
- | For those used to 5e's list of skills, here's a suggested mapping from those to Aspects. | + | - Might simplify multiplayer content syncing across local copies |
- | ^ Skill ^ Default Stat ^ Mapped Aspect(s) | + | - Ties into web-of-trust ideas for curated rule sets |
- | | 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. | + | ## Notes |
- | ^ Aspect | + | |
- | | Agility | + | |
- | | 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. | + | Archived rationale |
- | ^ 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 | + | |
- | ===== 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 | ||
- | |||
- | |||
- | ===== Further research ===== | ||
- | https:// | ||
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- | https:// | ||
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- | https:// | ||
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- | https:// | ||
- | ====== Further investigation ====== | ||
- | |||
- | [[research/ | ||
- | |||
- | Look into [[http:// | ||
- | |||
- | Read [[research/ | ||
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- | [[research/ | ||
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- | [[research/ | ||
- | |||
- | Look into Monte Cook’s Cypher System | ||
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- | 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 " |