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rules:aspects [2025/06/18 21:45] – 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+
  
-===== Variant Rules ===== +**Aspects** represent the interplay between two attributes. Unlike traditional RPGs that rely on single stats or long skill liststhis system uses **attribute pairings** to determine how your character interacts with the world.
-If you are using a different system than the [[rules:dice_pool]], such as D20 Tests or the [[research:daggerheart]] Duality Diceyou will want to calculate the Aspect values differently.+
  
-For each Aspect you will simply average the modifiers of the two Attributes that it is based on. You can simply do just that, or you can take the calculation as above and divide it by 2, rounding down.+Aspects are used for nearly all action rolls, defenses, and challenges. They’re at the heart of how your character expresses their strengths.
  
-Doing this will make the Aspect values act properly as Modifierslike you would expect in those systems.+--- 
 + 
 +## 🔢 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) = –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.