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research_todo [2025/06/22 15:55] Ron Helwigresearch_todo [2025/07/04 20:42] (current) Ron Helwig
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 ### Damage System Alternatives ### Damage System Alternatives
  
-Explore alternatives to traditional HP, such as:+Explore alternatives such as:
  
-- **Threshold categories** (Stress / Serious / Critical) like in *Daggerheart* and *Tales From Elsewhere* +#### Resistance and Vulnerability Shifting Wound Tier 
-- Resistance or vulnerability shifting damage *up or down a 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 2but leaves us with two questions
-- Healing spells that target specific severity levels +* Is it OK if Resistance shifts a Minor Wound down to No Damage? 
- +* What would happen to a Critical Wound with Vulnerability?
-Consider how these systems integrate with: +
- +
-- Different types of characters (e.g., fragile mages vs. tough warriors) +
-- Resting, recovery, and healing mechanics +
-- Tracking conditions—perhaps via standardized condition cards +
- +
-### Modular Rest Mechanics +
- +
-Research different rest structures+
- +
-- Short vs. long rest pacing +
-- Recovery tied to stress thresholds or condition cards +
-- How to avoid “rest spam” while enabling meaningful recovery +
-- Optional narrative rest triggers (e.g. milestone moments, sanctuary zones)+
  
 ### Status Effects & Conditions ### Status Effects & Conditions
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 See the [Rules: Dice Pool](rules:dice_pool) page for complete details and current implementation. See the [Rules: Dice Pool](rules:dice_pool) page for complete details and current implementation.
  
-> 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: `[design_archive:dice_rationale]`+<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>
  
 ### ✅ Attribute Aspect Web (Moved to: rules:aspects) ### ✅ Attribute Aspect Web (Moved to: rules:aspects)
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 See [Rules: Aspects](rules:aspects) for the full table and skill-mapping conversion. See [Rules: Aspects](rules:aspects) for the full table and skill-mapping conversion.
  
-> The original reasoning behind ditching traditional skills/saves is preserved at `[design_archive:aspect_web_rationale]`.+<WRAP info> 
 +The original reasoning behind ditching traditional skills/saves is preserved at [Aspect Web Rationale](design_archive:aspect_rationale). 
 +</WRAP>
  
 ## Games & Systems for Reference ## Games & Systems for Reference