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research_todo [2025/06/18 20:27] Ron Helwigresearch_todo [2025/07/04 20:42] (current) Ron Helwig
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-====== Things to Research ======+Things to Research
  
-===== Dice Systems ===== +This page lists unresolved questions and areas that still need developmentSome items have been moved to their own pages or archived if resolved.
-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 itHowever, 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 =====+## 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), 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.+### 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 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?
  
-=== 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 fine idea.+- Develop standard list of **conditions** (e.g. frightened, slowed, exhausted) 
 +- Clarify how they interact with the damage/stress model 
 +- Should conditions stack or escalate?
  
-=== Advantage/Disadvantage === +### Itemization Economy
-Advantage and Disadvantage would be affected by this. We likely wouldn't reroll the entire batch of dice, but 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.+
  
-Example of that last, what if they have advantage twice and disadvantage onceAssuming a standard 1st level character with a +3 modifier and +2 proficiencythey 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 and armor be? 
 +- Can weapons have thresholdsscaling 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:dice_pool)
  
-=== Zero or Negative? === +We’ve adopted the **d4 pool system** instead of a flat d20 systemIt:
-But what if the calculation for the number of dice totals zero or less? If it is an Action (see below) that the character is attempting, they just can't do it. But if the roll is something called for by the game master, they can always roll at least one D4.+
  
-=== Modifying the Action Economy === +- Encourages more consistent results (bell-curve-ish outcomes) 
-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.+- Makes skill investment matter more than luck 
 +- Integrates seamlessly with action economy (spendable d4s) 
 +- Replaces Action/Bonus action with diminishing dice per action
  
-To clarify, on the beginning of a player's **turn**, they would set the number of D4s //used counter// to zero. Each action they take in the **round** they would add one D4 to the number //used counter//. They would not be limited to the number of actions taken, including reactions, other than this D4 limit.+See the [Rules: Dice Pool](rules:dice_pool) page for complete details and current implementation.
  
-ExampleA character takes an action using their sword rolling a total of 5 D4s. On their turn they attackrolling 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 the //used counter// again. 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.+<WRAP info>Historical noterationale 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>
  
-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/actions.+### ✅ Attribute Aspect Web (Moved to: rules:aspects)
  
-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 and the same number would be added to the //used counter//. An example: Fireball could require a minimum of 6 D4sbut when cast it would reduce the number of D4s available for subsequent actions by 6.+We now use **15 Aspects**derived from attribute pairingsin place of skills and saving throws.
  
-Thinking further on thisspell "levels" could simply be the minimum number of D4s required. Perhaps this could be names something like "Action Points""Action Cost", or the like.+This allows: 
 +- Smoother integration across all gameplay types 
 +- Granular character differentiation 
 +- A consistent mechanic for actionssavesand concentration checks
  
-=== Attacks and Info === +See [Rules: Aspects](rules:aspectsfor the full table and skill-mapping conversion.
-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 DCof the target and apply damage. They wouldn't necessarily need to let the players know exactly what thresholds were beaten or how many hit points the target actually took. They would need to describe what happened though, which would give some indication of effectiveness.+
  
-=== Etc. === +<WRAP info> 
-See [[https://anydice.com/program/3c172]] for die results for rolling stats.+The original reasoning behind ditching traditional skills/saves is preserved at [Aspect Web Rationale](design_archive:aspect_rationale). 
 +</WRAP>
  
-===== Damage Systems ===== +## Games & Systems for Reference
-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.+
  
-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.+- [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>
  
-I'm thinking we still roll for the amount of damage, but use thresholds (like in Daggerheart) to 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.+## 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 Called Shots
  
-Glass cannons would have fewer slotswhile fighters and barbarians might have a bunch.+Idea: A character declares their next action at the end of their turn. If they follow throughthey gain **advantage** (or bonus d4). If they change actions, they suffer **disadvantage** (or penalty).
  
-It might help to have 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 **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 (Decentralized Curation)
-**The Aspect Web** replaces traditional Saving Throws and Skills with 15 Attribute Pairings, each representing a core capability of the character. From "Agility" (STR+DEXto "Willpower" (WIS+CHA), every challenge in the world can be approached through a thread in this interconnected web.+
  
-==== Aspect List ==== +Consider whether Dash usernames could function as identities for decentralized content curation.
-^ Attribute Pairing ^ Name        ^ Usage Notes ^ +
-| 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 - intuition, unraveling mysteries. | +
-| INT + CHA         | Tact        | Clever social action - persuasion, strategy. | +
-| WIS + CHA         | Willpower   | Conviction - resisting charm, leading others. |+
  
-==== 5e Skills conversion ==== +Would allow creator attribution for shared rules/modules 
-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)              ^ Rationale ^ +Ties into web-of-trust ideas for curated rule sets
-| Acrobatics        | DEX          | Agility                       | Muscle + coordination used for acrobatics, climbing, etc. | +
-| Animal Handling   | WIS          | Control, Resilience           | Control = strength + awareness; Resilience = calm connection. | +
-| Arcana            | INT          | Insight, Discipline           | Insight for understanding magic systems; Discipline for studied knowledge. | +
-| Athletics         | STR          | Agility, Fortitude            | Agility for movement, Fortitude for brute-force challenges. | +
-| Deception         | CHA          | Tact, Poise                   | Tact = clever lies; Poise = graceful dishonesty. | +
-| History           | INT          | Discipline, Insight           | Discipline = study; Insight = understanding cultural patterns. | +
-| Insight           | WIS          | Insight, Willpower            | Emotional and intellectual perception. | +
-| Intimidation      | CHA          | Presence, Grit                | Presence = raw force; Grit = fear through conviction. | +
-| Investigation     | INT          | Insight, Finesse              | Insight = understanding clues; Finesse = delicate searching. | +
-| Medicine          | WIS          | Resilience, Discipline        | Steady hands + patient knowledge. | +
-| Nature            | INT          | Insight, Control              | Insight for natural systems; Control for interaction with creatures. | +
-| Perception        | WIS          | Insight, Reflex               | Insight for seeing patterns; Reflex for reacting quickly. | +
-| Performance       | CHA          | Poise, Presence               | Poise = graceful showmanship; Presence = commanding attention. | +
-| Persuasion        | CHA          | Tact, Willpower               | Tact for nuance; Willpower for passionate appeals. | +
-| Religion          | INT          | Discipline, Willpower         | Discipline = theological study; Willpower = faith in adversity. | +
-| Sleight of Hand   | DEX          | Finesse                       | Precise control with stealthy touch. | +
-| Stealth           | DEX          | Reflex, Finesse               | Reflex = speed + reaction; Finesse = precision. | +
-| Survival          | WIS          | Resilience, Insight           | Endurance and pattern recognition in wild settings. |+
  
-And here's the inverse table. +## Notes
-^ Aspect       ^ Associated 5e Skills ^ Notes +
-| Agility      | Acrobatics, Athletics | Movement, balance, and physical coordination. | +
-| Fortitude    | Athletics              | Brute strength and physical endurance. | +
-| Ingenuity    | Investigation          | Physical problem-solving or creative searching. | +
-| Control      | Animal Handling, Nature | Using strength and awareness to manage creatures or environments. | +
-| Presence     | Intimidation, Performance | Force of personality and physical showmanship. | +
-| Endurance    | —                      | Could be used for fatigue or environmental survival challenges. Not directly mapped to a 5e skill. | +
-| Finesse      | Sleight of Hand, Investigation, Stealth | Fine motor control and subtlety. | +
-| Reflex       | Perception, Stealth    | Quick reaction and cautious movement. | +
-| Poise        | Deception, Performance | Grace in movement or expression. | +
-| Discipline   | Arcana, History, Medicine, Religion | Studied effort and mental control. | +
-| Resilience   | Animal Handling, Medicine, Survival | Withstand adversity—physically or emotionally. | +
-| Grit         | Intimidation           | Fearsome resolve and personality under pressure. | +
-| Insight      | Arcana, History, Insight, Investigation, Nature, Perception, Survival | Recognizing patterns in the world and people. | +
-| Tact         | Deception, Persuasion | Clever and calculated social maneuvering. | +
-| Willpower    | Insight, Persuasion, Religion | Conviction, faith, and emotional strength. |+
  
-And here's an expanded version to help with the transition. +Archived rationale and deeper design essays are being moved to a new `design_archive:` namespace.
-^ Aspect       ^ Associated Skills (Original + New) ^ Notes ^ +
-| Agility      | Acrobatics, Athletics, **Quick Climb** | Quick, coordinated movement and athletic feats. | +
-| Fortitude    | Athletics, **Endure Hardship**        | Overcoming long physical strain, resisting weather or illness. | +
-| Ingenuity    | Investigation, **Improvise Tool Use** | Creative problem-solving with physical means or tools. | +
-| Control      | Animal Handling, Nature, **Tame Beast** | Focused interaction with environment or creatures. | +
-| Presence     | Intimidation, Performance, **Rally Allies** | Commanding others by sheer force of being. | +
-| Endurance    | **Hold Breath**, **Push Through Pain** | Survival of intense physical exertion or damage. | +
-| Finesse      | Sleight of Hand, Stealth, **Delicate Task** | Tiny manipulations (e.g., filigree, trap disarm). | +
-| Reflex       | Perception, Stealth, **Dodge Ambush** | Rapid, instinctive movement and awareness. | +
-| Poise        | Deception, Performance, **Graceful Movement** | Beauty, balance, and charm in action. | +
-| Discipline   | Arcana, History, Medicine, Religion, **Mental Focus** | Long-term mental effort, study, or self-mastery. | +
-| Resilience   | Medicine, Survival, Animal Handling, **Ignore Fear** | Withstanding suffering or emotional damage. | +
-| Grit         | Intimidation, **Inspire Through Pain** | Refusing to back down, leading through adversity. | +
-| Insight      | Insight, Arcana, History, Nature, Survival, Perception, **Discern Motives** | Understanding systems, people, and patterns. | +
-| Tact         | Deception, Persuasion, **Bureaucracy** | Knowing the dance of etiquette, rules, or legal tricks. | +
-| Willpower    | Religion, Insight, Persuasion, **Resist Temptation** | Staying true to a belief, resisting compulsion|+
  
  
-==== 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        ^ Why It's Relevant ^ 
-| Discipline    | Mental endurance and studied will. Ideal for wizards, monks, etc. | 
-| Resilience    | Toughness + perception = resisting distraction or fear. | 
-| Willpower     | Emotional and spiritual control; holding on against overwhelming effects. | 
- 
- 
-==== Further research ==== 
-https://www.youtube.com/watch?v=KSoc2qFrRKE 
- 
-https://www.youtube.com/watch?v=nltDDXguhpE 
- 
-https://www.youtube.com/watch?v=lqvcgSeYL-k 
- 
-https://jfacegames.substack.com/p/health-systems-in-tabletop-rpgs-beyond 
-===== 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"?