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rules:aspects [2025/06/19 23:05] – Ron Helwig | rules:aspects [2025/07/09 23:44] (current) – Ron Helwig | ||
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- | ====== | + | # 🧬 Aspects |
- | Aspects | + | **Aspects** |
- | These Aspects are used for most action | + | Aspects are used for nearly all action |
- | ===== Calculating Aspects ===== | + | --- |
- | Each Aspect is the **sum of two attribute modifiers**. For example: | + | ## 🔢 Calculating Aspects |
- | | + | Each Aspect is based on the **sum of two raw attribute scores**, using this formula: |
- | * **Willpower** = CHA + WISÂ | + | |
- | * **Discipline** = CON + INT | + | |
- | If your STR is +1 and your DEX is +2, your Might Aspect is **+3**. | + | $$Â |
+ | \text{Aspect Value} = \left\lceil \frac{\text{Attribute A} + \text{Attribute B} - 20}{2} \right\rceil | ||
+ | $$ | ||
- | Each character can have a different number of dice available for each Aspect depending on how their attributes are arranged. This creates a natural balance | + | > “Ceil” means to round up. For example, ceil(1.2) = 2 and ceil(–1.8) = –1. |
- | You can view a full table of the standard Aspects | + | This determines |
- | [[rules: | + | |
- | ===== Using Aspects ===== | + | > You’ll never roll fewer than **1d4** when a roll is called for, even if your Aspect is negative. |
- | When you attempt an action, the GM will call for an Aspect that makes sense for the situation. For example: | + | ### Examples |
- | | + | **Example 1** Â |
- | | + | STR 15 + DEX 13 = 28 |
- | * Concentrating on a spell might use **Willpower** (CHA + WIS) | + | $$Â |
+ | \left\lceil \frac{28 - 20}{2} \right\rceil = 4Â | ||
+ | $$ Â | ||
+ | → Aspect | ||
- | Each Aspect has its own effective | + | **Example 2** Â |
+ | CHA 9 + INT 8 = 17 Â | ||
+ | $$Â | ||
+ | \left\lceil \frac{17 - 20}{2} \right\rceil = \left\lceil -1.5 \right\rceil = -1Â | ||
+ | $$ Â | ||
+ | → Aspect **–1** | ||
- | ===== Variant Rules ===== | + | **Example 3** Â |
+ | CON 13 + WIS 10 = 23 Â | ||
+ | $$Â | ||
+ | \left\lceil \frac{23 - 20}{2} \right\rceil | ||
+ | $$ Â | ||
+ | → Aspect **2** | ||
- | If you're using a system that doesn' | + | The full list of standard Aspects can be found in the  |
+ | [[rules:aspect_table|Aspect Table]]. | ||
- | In those systems, each Aspect is calculated as follows: | + | --- |
- | * Add the two relevant attribute **modifiers** | + | ## 🎲 Using Aspects in Play |
- | * Divide by 2Â | + | |
- | * Round down | + | |
- | This gives you a single modifier number (e.g., +1 or +2) that you can use just like any other D20-style bonus. | + | When you take an action, the GM will call for a roll using the **Aspect** |
- | For example:Â | + | Examples: |
- | * CON + INT = +3 +1 = 4 → 4 ÷ 2 = **+2** modifier | + | |
- | This makes Aspects function similarly | + | - **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 | ||
- | ===== Why Use Aspects? ===== | + | Your Aspect value determines your **d4 dice pool**. |
+ | See [[rules: | ||
- | Aspects do several things at once: | + | --- |
- | * **Replace skills and saving throws** with a unified, elegant system | + | ## 🧩 Variant Rule: Aspect Modifiers (for d20-style systems) |
- | * **Encourage characters with depth**, not just single-stat dominance | + | |
- | * **Support creativity**, | + | |
- | This helps keep character creation simple, encourages interesting action choices, and reduces the need for long skill lists. | + | If you're adapting this system to a **d20-style mechanic** (e.g. a 5e hack or something like [[research: |
+ | $$ | ||
+ | \text{Aspect Modifier} = \left\lfloor \frac{\text{Modifier A} + \text{Modifier B}}{2} \right\rfloor | ||
+ | $$ | ||
+ | |||
+ | > “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: |