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research_todo [2025/06/21 18:05] – Ron Helwig | research_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** | + | Explore alternatives such as: |
- | But we could even apply this to singular attack-plus-damage | + | #### 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? | ||
- | 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 | + | - Develop |
+ | - Clarify how they interact with the damage/ | ||
+ | - Should conditions stack or escalate? | ||
- | For leveled spells that normally roll lots of damage dice (e.g., *Guiding Bolt*—4d6), | + | ### Itemization & Economy |
- | That might be OK, but 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 thresholds, scaling 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 to: rules: |
- | * **Advantage** – remove | + | We’ve adopted |
- | * **Disadvantage** – remove the *highest* die. | + | |
- | Stacks of advantage / disadvantage add more d4s and remove multiple high or low dice appropriately. | + | - Encourages |
+ | - Makes skill investment matter more than luck | ||
+ | - Integrates seamlessly with action economy (spendable | ||
+ | - Replaces Action/ | ||
- | Example | + | See the [Rules: Dice Pool](rules: |
- | A 1st-level character with +3 mod and +2 prof would normally roll 5d4. They add **3** more d4s (for the three “stacks”) | + | |
- | #### Saving Throws | + | <WRAP info> |
+ | </ | ||
- | For save-based spells, use opposed rolls. The caster rolls as for an attack | + | ### ✅ Attribute Aspect Web (Moved to: rules: |
- | The extra die removed from damage is the **Risk Die**—not included | + | We now use **15 Aspects**, derived from attribute pairings, |
- | #### 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: |
- | #### Modifying the Action Economy | + | <WRAP info> |
+ | The original reasoning behind ditching traditional skills/ | ||
+ | </ | ||
- | 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: |
- | 2. Each **action** taken within the **round** adds 1 to *used counter*. | + | - [Spheres |
- | 3. Current dice pool = *base pool* − *used counter*. | + | - [Crown and Skull](research: |
- | 4. When pool drops to 0, no more actions this round. | + | - [DCC RPG](research: |
+ | - [GURPS](research: | ||
+ | - [Knave | ||
+ | - Monte Cook’s | ||
+ | - < | ||
- | *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 d4s, allowing more actions. | + | 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 |
- | Powerful abilities may require | + | - 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/ |
+ | - Might simplify multiplayer content syncing across local copies | ||
+ | - Ties into web-of-trust ideas for curated rule sets | ||
- | See < | + | ## Notes |
- | ## Damage Systems | + | Archived rationale and deeper design essays are being moved to a new `design_archive: |
- | We might want to drop simple hit points. See < | ||
- | |||
- | Alternatives such as the threshold model in *Daggerheart* or the system in [Tales From Elsewhere](https:// | ||
- | |||
- | * **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 | ||
- | | 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 | 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 | ||
- | | INT + CHA | Tact | Clever social action—persuasion, | ||
- | | WIS + CHA | Willpower | ||
- | |||
- | ### 5e Skills Conversion | ||
- | |||
- | For players accustomed to 5e’s skill list, here’s one mapping: | ||
- | |||
- | | Skill | Default Stat | Mapped Aspect(s) | Rationale | ||
- | |------------------|--------------|------------------|------------------------------------------------------------------------------| | ||
- | | Acrobatics | ||
- | | Animal Handling | ||
- | | Arcana | ||
- | | Athletics | ||
- | | Deception | ||
- | | History | ||
- | | Insight | ||
- | | Intimidation | ||
- | | Investigation | ||
- | | Medicine | ||
- | | Nature | ||
- | | Perception | ||
- | | Performance | ||
- | | Persuasion | ||
- | | Religion | ||
- | | Sleight of Hand | DEX | Finesse | ||
- | | Stealth | ||
- | | Survival | ||
- | |||
- | #### Inverse Table | ||
- | |||
- | | Aspect | ||
- | |------------|---------------------------------|------------------------------------------------------------| | ||
- | | Agility | ||
- | | Fortitude | ||
- | | Ingenuity | ||
- | | Control | ||
- | | Presence | ||
- | | Endurance | ||
- | | Finesse | ||
- | | Reflex | ||
- | | Poise | Deception, Performance | ||
- | | Discipline | Arcana, History, Medicine, Religion | Studied effort and mental control. | ||
- | | Resilience | Animal Handling, Medicine, Survival | Withstanding adversity. | ||
- | | Grit | Intimidation | ||
- | | Insight | ||
- | | Tact | Deception, Persuasion | ||
- | | Willpower | ||
- | |||
- | #### Expanded Transition Table | ||
- | |||
- | | Aspect | ||
- | |-----------|--------------------------------------|-------------------------------------------------------------------| | ||
- | | Agility | ||
- | | Fortitude | Athletics, **Endure Hardship** | ||
- | | Ingenuity | Investigation, | ||
- | | Control | ||
- | | Presence | ||
- | | Endurance | **Hold Breath**, **Push Through Pain** | Survive intense exertion or damage. | ||
- | | Finesse | ||
- | | Reflex | ||
- | | Poise | Deception, Performance, | ||
- | | 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, | ||
- | | Insight | ||
- | | 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 | ||
- | |------------|---------------------------------------------------------------------------| | ||
- | | Discipline | Mental endurance and studied will; ideal for wizards, monks, scholars. | ||
- | | Resilience | Toughness + perception—resisting distraction or fear. | | ||
- | | Willpower | ||
- | |||
- | ### Further Research | ||
- | |||
- | * < | ||
- | * < | ||
- | * < | ||
- | * < | ||
- | |||
- | ## Further Investigation | ||
- | |||
- | * [Daggerheart](research/ | ||
- | * Look into [Spheres of Power](http:// | ||
- | * Read [DCC](research/ | ||
- | * [GURPS](research/ | ||
- | * [Knave 2](research/ | ||
- | * Monte Cook’s *Cypher System* | ||
- | * < | ||
- | |||
- | ## 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.” | ||