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Things to Research

Dice Systems

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.

D4 Pool

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.

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 roll? Then you would roll 5d4 + 1d8, subtract the AC, and any remainder is the damage dealt.

Similarly, a spellcaster using Fire Bolt would roll their spell-attack modifier in d4s, plus the d10 for damage—totalling 5d4 + 1d10.

Making a miss a hit

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.

That might be OK, but the idea that spellcasters are simply more powerful yet limited by spell slots is fine too.

Advantage / Disadvantage

Advantage and disadvantage change. Instead of rerolling everything, add one extra d4 and then:

  • Advantage – remove the lowest die.
  • Disadvantage – remove the highest die.

Stacks of advantage / disadvantage add more d4s and remove multiple high or low dice appropriately.

Example (two × advantage, one × disadvantage): 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

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).

The extra die removed from damage is the Risk Die—not included in damage but improving the spell’s chance of success.

Zero or Negative?

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.

Modifying the Action Economy

We can remove Action / Bonus-Action bookkeeping by reducing available d4s instead:

  1. At the start of a turn set used counter = 0.
  2. Each action taken within the round adds 1 to used counter.
  3. Current dice pool = base poolused counter.
  4. When pool drops to 0, no more actions this round.

Example: A fighter with a 5-d4 pool attacks:

Step Dice Rolled Notes
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.

Powerful abilities may require a minimum pool. Casting Fireball might 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”.

Attacks and Info

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).

Etc.

See https://anydice.com/program/3c172 for rolling-stat probabilities.

Damage Systems

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 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

Further Investigation

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.”