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rules:aspects [2025/06/18 19:14] – Ron Helwigrules:aspects [2025/07/09 23:44] (current) – Ron Helwig
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-<< rules:attributes ^ rules:start ^ rules:dice_pool >>+<< rules:attributes ^ rules:start ^ rules:aspect_table >>
  
-====== Aspects ====== +# 🧬 Aspects 
-All about Aspects+ 
 +**Aspects** represent the interplay between two attributes. Unlike traditional RPGs that rely on single stats or long skill lists, this system uses **attribute pairings** to determine how your character interacts with the world. 
 + 
 +Aspects are used for nearly all action rolls, defenses, and challenges. They’re at the heart of how your character expresses their strengths. 
 + 
 +--- 
 + 
 +## 🔢 Calculating Aspects 
 + 
 +Each Aspect is based on the **sum of two raw attribute scores**, using this formula: 
 + 
 +$$ 
 +\text{Aspect Value} \left\lceil \frac{\text{Attribute A} + \text{Attribute B} - 20}{2} \right\rceil 
 +$$ 
 + 
 +> “Ceil” means to round up. For example, ceil(1.2) 2 and ceil(–1.8) â€“1. 
 + 
 +This determines the number of **d4s** you roll when using that Aspect. Aspect values are typically between **0 and 5** for beginning characters, but **negative values are possible** — especially for characters with low attribute scores or penalties from Body Type. 
 + 
 +> You’ll never roll fewer than **1d4** when a roll is called for, even if your Aspect is negative. 
 + 
 +### Examples 
 + 
 +**Example 1**   
 +STR 15 + DEX 13 28   
 +$$ 
 +\left\lceil \frac{28 - 20}{2} \right\rceil 4 
 +$$   
 +→ Aspect **4** 
 + 
 +**Example 2**   
 +CHA 9 + INT 8 17   
 +$$ 
 +\left\lceil \frac{17 - 20}{2} \right\rceil \left\lceil -1.5 \right\rceil -1 
 +$$   
 +→ Aspect **–1** 
 + 
 +**Example 3**   
 +CON 13 + WIS 10 23   
 +$$ 
 +\left\lceil \frac{23 - 20}{2} \right\rceil \left\lceil 1.5 \right\rceil 2 
 +$$   
 +→ Aspect **2** 
 + 
 +The full list of standard Aspects can be found in the   
 +[[rules:aspect_table|Aspect Table]]. 
 + 
 +--- 
 + 
 +## 🎲 Using Aspects in Play 
 + 
 +When you take an action, the GM will call for a roll using the **Aspect** that best fits the situation. 
 + 
 +Examples: 
 + 
 +- **Presence** (STR + CHA) to intimidate a bandit   
 +- **Reflex** (DEX + WIS) to cross a narrow beam   
 +- **Insight** (INT + WIS) to understand someone’s motives   
 +- **Willpower** (WIS + CHA) to maintain concentration on a spell 
 + 
 +Your Aspect value determines your **d4 dice pool**.   
 +See [[rules:dice_pool]] for how rolls work and how Aspect values scale action economy. 
 + 
 +--- 
 + 
 +## đź§© Variant Rule: Aspect Modifiers (for d20-style systems) 
 + 
 +If you're adapting this system to a **d20-style mechanic** (e.g. a 5e hack or something like [[research:daggerheart|Daggerheart]]), you can convert each Aspect to a **single modifier**: 
 + 
 +$$ 
 +\text{Aspect Modifier} \left\lfloor \frac{\text{Modifier A} + \text{Modifier B}}{2} \right\rfloor 
 +$$ 
 + 
 +> “Floor” means to round down. For example, floor(2.9) = 2 and floor(–1.2) = –2. 
 + 
 +This makes Aspects behave like traditional skill bonuses or saving throw modifiers and allows easy conversion between systems. 
 + 
 +--- 
 + 
 +## đź’ˇ Why Use Aspects? 
 + 
 +Aspects provide major benefits: 
 + 
 +- âś… Replace **skills and saving throws** with a single, elegant system   
 +- âś… Reflect **how characters combine traits**, not just max a single stat   
 +- âś… Encourage **creative thinking** and justification of approach   
 +- âś… Make character sheets **simpler** and gameplay more flexible   
 + 
 +Aspects are designed to reduce complexity while increasing character depth and tactical variety. Once you're familiar with them, they’ll become second nature. 
 + 
 +> Ready to see the full list? Check the [[rules:aspect_table|Aspect Table]] for names, pairings, and common uses.