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research_todo [2025/06/21 18:05] 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 development. Some 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 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.+## Open Topics
  
-## D4 Pool+### Damage System Alternatives
  
-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.+Explore alternatives such as:
  
-But we could even apply this to singular attack-plus-damage rolls. Say you are using a longsword or battleaxe (both use a d8 for damage)If you have a Strength modifier of +3 and a proficiency bonus of +2, then you roll **5d4** to see if you meet or beat the target’s Armor Class. But what if we also added the damage die to the same rollThen you would roll **5d4 + 1d8**, subtract the AC, and any remainder is the damage dealt.+#### 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?
  
-Similarly, a spellcaster using *Fire Bolt* would roll their spell-attack modifier in d4s, plus the d10 for damage—totalling **5d4 + 1d10**.+### Status Effects & Conditions
  
-#### Making miss a hit+- Develop standard list of **conditions** (e.g. frightened, slowed, exhausted) 
 +- Clarify how they interact with the damage/stress model 
 +- Should conditions stack or escalate?
  
-For leveled spells that normally roll lots of damage dice (e.g., *Guiding Bolt*—4d6), the caster might be allowed to turn one of those damage dice into a *Risk Die* to ensure a hit. The die is added to the attack total but then omitted from the damage result. Using your highest roll guarantees a hit but lowers damage; using a low roll risks missing but keeps damage high.+### Itemization & Economy
  
-That might be OKbut the idea that spellcasters are simply more powerful yet limited by spell slots is fine too.+- How modular should weapons and armor be
 +- Can weapons have thresholdsscaling damage severity? 
 +- How can crafting or upgrading work within this modular framework?
  
-#### Advantage / Disadvantage+## Resolved Topics (Now Tracked Elsewhere)
  
-Advantage and disadvantage change. Instead of rerolling everything, add one extra d4 and then:+### ✅ Dice Pool Mechanics (Moved torules:dice_pool)
  
-* **Advantage** – remove the *lowestdie.   +We’ve adopted the **d4 pool system** instead of a flat d20 systemIt:
-* **Disadvantage** – remove the *highestdie.+
  
-Stacks of advantage / disadvantage add more d4s and remove multiple high or low dice appropriately.+- 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 (two × advantage, one × disadvantage):   +See the [Rules: Dice Pool](rules:dice_poolpage for complete details and current implementation.
-A 1st-level character with +3 mod and +2 prof would normally roll 5d4. They add **3** more d4s (for the three “stacks”) and then remove the two lowest and the one highest die.+
  
-#### Saving Throws+<WRAP info>Historical note: rationale for this change, including discussion of risk dice, multi-die advantage/disadvantage, and AC subtraction can be found on the archived page: [Dice Rationale](design_archive:dice_rationale). 
 +</WRAP>
  
-For save-based spells, use opposed rolls. The caster rolls as for an attack (including optionally spending a Risk Die). Each target must meet or beat that result (the *DC*).+### ✅ Attribute Aspect Web (Moved to: rules:aspects)
  
-The extra die removed from damage is the **Risk Die**—not included in damage but improving the spell’s chance of success.+We now use **15 Aspects**, derived from attribute pairings, in place of skills and saving throws.
  
-#### Zero or Negative?+This allows: 
 +- Smoother integration across all gameplay types 
 +- Granular character differentiation 
 +- A consistent mechanic for actions, saves, and concentration checks
  
-If the calculated dice pool is zero or less and it’s a *player-initiated* action, they simply cannot do it. If the GM calls for the roll, they always roll at least **1d4**.+See [Rules: Aspects](rules:aspects) for the full table and skill-mapping conversion.
  
-#### Modifying the Action Economy+<WRAP info> 
 +The original reasoning behind ditching traditional skills/saves is preserved at [Aspect Web Rationale](design_archive:aspect_rationale). 
 +</WRAP>
  
-We can remove Action / Bonus-Action bookkeeping by reducing available d4s instead:+## Games & Systems for Reference
  
-1. At the start of a **turn** set *used counter* = 0  +- [Daggerheart](research:daggerheart) 
-2. Each **action** taken within the **round** adds 1 to *used counter*.   +- [Spheres of Power](http://spheresofpower.wikidot.com/) 
-3. Current dice pool = *base pool− *used counter*.   +- [Crown and Skull](research:crown_and_skull) 
-4When pool drops to 0, no more actions this round.+- [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>
  
-*Example:  +## Ideas to Explore Further
-A fighter with a 5-d4 pool attacks:+
  
-| Step | Dice Rolled | Notes | +### Telegraphed Actions / Called Shots
-|------|-------------|-------| +
-| Action 1 | 5d4 + 1d8 | *used counter* → 1 | +
-| Action 2 | 4d4 + 1d8 | *used counter* → 2 | +
-| Reaction | 3d4 + 1d8 | (opportunity attack) |+
  
-High-level characters naturally get more d4sallowing more actions.+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).
  
-Powerful abilities may require a *minimumpool. Casting *Fireballmight require at least **6 d4s**; if you cast it, subtract 6 from your remaining pool and add the same amount to *used counter*. Spell “levels” could simply be the minimum d4s required—think “Action Cost”.+- Could tie into a **called shot** mechanic for aimed attacks or spell prep 
 +- May interact with enemy AI or boss-phase design
  
-#### Attacks and Info+### Dash Username Integration (Decentralized Curation)
  
-Players add their dice, call out the total, and the GM quietly subtracts the target’s evasion / DC, narrating the outcome (without exposing exact numbers).+Consider whether Dash usernames could function as identities for decentralized content curation.
  
-#### Etc.+- 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
  
-See <https://anydice.com/program/3c172> for rolling-stat probabilities.+## Notes
  
-## Damage Systems+Archived rationale and deeper design essays are being moved to a new `design_archive:` namespace.
  
-We might want to drop simple hit points. See <https://www.youtube.com/watch?v=39Zney4NVB4> for strong arguments. 
- 
-Alternatives such as the threshold model in *Daggerheart* or the system in [Tales From Elsewhere](https://www.youtube.com/watch?v=vEy3Ktb2ljA) could fit. Roll damage, but classify the result: 
- 
-* **Stress / Strain**   
-* **Serious**   
-* **Critical** 
- 
-Resistance / vulnerability could shift the category up or down, à la Tales From Elsewhere. 
- 
-Healing spells would need rewrite: a cantrip removes one *strain*, *Healing Word* removes one *serious* or two *strain*, and a 2nd-level spell is needed for *critical* wounds. Glass-cannon casters get fewer slots; fighters and barbarians get more. 
- 
-We might need cards or a standard list of conditions to track these effects neatly. 
- 
-## The Attribute Aspect Web 
- 
-**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). Any challenge in the world can be approached through a strand of this web. 
- 
-### Aspect List 
- 
-| Attribute Pairing | Name       | Usage Notes                                                                      | 
-|-------------------|------------|----------------------------------------------------------------------------------| 
-| STR + DEX         | Agility    | Muscle + coordination—acrobatics, climbing, etc.                                 | 
-| STR + CON         | Fortitude  | Physical toughness—resisting poison, fatigue, etc.                               | 
-| STR + INT         | Ingenuity  | Creative problem-solving—tactics, crafting, etc.                                 | 
-| STR + WIS         | Control    | Strength + awareness—focused brute tasks.                                        | 
-| STR + CHA         | Presence   | Commanding force—intimidation, rallying.                                         | 
-| DEX + CON         | Endurance  | Stamina in motion—chases, prolonged exertion.                                    | 
-| DEX + INT         | Finesse    | Skilled precision—lock-picking, 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—enduring pain, inspiring others.                          | 
-| 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 
- 
-For players accustomed to 5e’s skill list, here’s one mapping: 
- 
-| Skill            | Default Stat | Mapped Aspect(s) | Rationale                                                                   | 
-|------------------|--------------|------------------|------------------------------------------------------------------------------| 
-| Acrobatics       | DEX          | Agility          | Coordination and movement.                                                   | 
-| Animal Handling  | WIS          | Control, Resilience | Strengthened awareness; calm connection.                                  | 
-| Arcana           | INT          | Insight, Discipline | Pattern recognition; studied knowledge.                                   | 
-| Athletics        | STR          | Agility, Fortitude | Movement or brute-force challenges.                                        | 
-| Deception        | CHA          | Tact, Poise       | Clever lies; graceful dishonesty.                                            | 
-| History          | INT          | Discipline, Insight | Study; cultural patterns.                                                 | 
-| Insight          | WIS          | Insight, Willpower | Emotional and intellectual perception.                                    | 
-| Intimidation     | CHA          | Presence, Grit    | Force of personality; fear through resolve.                                 | 
-| Investigation    | INT          | Insight, Finesse  | Understanding clues; delicate searching.                                    | 
-| Medicine         | WIS          | Resilience, Discipline | Steady hands; patient knowledge.                                         | 
-| Nature           | INT          | Insight, Control  | Natural systems; interacting with creatures.                                | 
-| Perception       | WIS          | Insight, Reflex   | Seeing patterns; reacting quickly.                                          | 
-| Performance      | CHA          | Poise, Presence   | Graceful showmanship; commanding attention.                                 | 
-| Persuasion       | CHA          | Tact, Willpower   | Nuanced appeal; passionate conviction.                                      | 
-| Religion         | INT          | Discipline, Willpower | Theological study; faith in adversity.                                   | 
-| Sleight of Hand  | DEX          | Finesse           | Precise, stealthy touch.                                                     | 
-| Stealth          | DEX          | Reflex, Finesse   | Speed + reaction; precision.                                                | 
-| Survival         | WIS          | Resilience, Insight | Endurance; pattern recognition in the wild.                               | 
- 
-#### Inverse Table 
- 
-| Aspect     | Associated 5e Skills            | Notes                                                      | 
-|------------|---------------------------------|------------------------------------------------------------| 
-| Agility    | Acrobatics, Athletics           | Movement, balance, coordination.                           | 
-| Fortitude  | Athletics                       | Brute strength, endurance.                                 | 
-| Ingenuity  | Investigation                   | Creative, tool-based problem-solving.                      | 
-| Control    | Animal Handling, Nature         | Managing creatures or environment with force & awareness.  | 
-| Presence   | Intimidation, Performance       | Force of personality and showmanship.                      | 
-| Endurance  | —                               | Long-term fatigue or environmental challenges.             | 
-| Finesse    | Sleight of Hand, Investigation, Stealth | Fine motor control and subtlety.                   | 
-| Reflex     | Perception, Stealth             | Rapid reactions and cautious movement.                     | 
-| Poise      | Deception, Performance          | Grace and charm in action.                                 | 
-| Discipline | Arcana, History, Medicine, Religion | Studied effort and mental control.                    | 
-| Resilience | Animal Handling, Medicine, Survival | Withstanding adversity.                               | 
-| Grit       | Intimidation                    | Fearsome resolve.                                          | 
-| Insight    | Arcana, History, Insight, Investigation, Nature, Perception, Survival | Recognising patterns. | 
-| Tact       | Deception, Persuasion           | Calculated social manoeuvring.                             | 
-| Willpower  | Insight, Persuasion, Religion   | Conviction and emotional strength.                         | 
- 
-#### Expanded Transition Table 
- 
-| Aspect    | Associated Skills (Original + New)   | Notes                                                             | 
-|-----------|--------------------------------------|-------------------------------------------------------------------| 
-| Agility   | Acrobatics, Athletics, **Quick Climb** | Quick, coordinated movement.                                     | 
-| Fortitude | Athletics, **Endure Hardship**        | Long physical strain; resist weather or illness.                  | 
-| Ingenuity | Investigation, **Improvise Tool Use** | Creative tool-based solutions.                                    | 
-| Control   | Animal Handling, Nature, **Tame Beast** | Focused interaction with environment or creatures.              | 
-| Presence  | Intimidation, Performance, **Rally Allies** | Command through sheer force of being.                           | 
-| Endurance | **Hold Breath**, **Push Through Pain** | Survive intense exertion or damage.                               | 
-| Finesse   | Sleight of Hand, Stealth, **Delicate Task** | Tiny manipulations (filigree, trap disarm).                    | 
-| Reflex    | Perception, Stealth, **Dodge Ambush** | Rapid instinctive movement and awareness.                         | 
-| Poise     | Deception, Performance, **Graceful Movement** | Beauty, balance, charm.                                         | 
-| Discipline| Arcana, History, Medicine, Religion, **Mental Focus** | Long-term study or self-mastery.                              | 
-| Resilience| Medicine, Survival, Animal Handling, **Ignore Fear** | Withstand suffering or emotional damage.                      | 
-| Grit      | Intimidation, **Inspire Through Pain** | Refuse to back down, lead through adversity.                      | 
-| Insight   | Insight, Arcana, History, Nature, Survival, Perception, **Discern Motives** | Understand systems & people. | 
-| Tact      | Deception, Persuasion, **Bureaucracy** | Mastery of etiquette, rules, legal tricks.                       | 
-| Willpower | Religion, Insight, Persuasion, **Resist Temptation** | Stay true to belief, resist compulsion.                           | 
- 
-### Concentration 
- 
-Replacing Saving Throws means Aspect checks handle Concentration. Use different Aspects depending on the effect: 
- 
-| Aspect     | Why It’s Relevant                                                         | 
-|------------|---------------------------------------------------------------------------| 
-| Discipline | Mental endurance and studied will; ideal for wizards, monks, scholars.    | 
-| Resilience | Toughness + perception—resisting distraction or fear.                      | 
-| Willpower  | Emotional & 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 
- 
-* [Daggerheart](research/Daggerheart) has a lot of cool ideas.   
-* Look into [Spheres of Power](http://spheresofpower.wikidot.com/) and [Crown and Skull](research/Crown%20and%20Skull) (already downloaded the player’s guide).   
-* Read [DCC](research/DCC) book.   
-* [GURPS](research/GURPS)   
-* [Knave 2](research/Knave%202)   
-* Monte Cook’s *Cypher System*   
-* <https://en.wikipedia.org/wiki/Magic_systems_in_games> 
- 
-## Random Thoughts to Investigate and Integrate 
- 
-**Telegraphed actions:**   
-A player, NPC, or monster may declare next turn’s action in advance. If they follow through, they gain *advantage* on the d20 test. If they change plans instead, they suffer *disadvantage*. 
- 
-Maybe this becomes the core of “called shots.”