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rules:aspects [2025/06/22 18:19] – Ron Helwigrules:aspects [2025/07/09 23:44] (current) – Ron Helwig
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 << rules:attributes ^ rules:start ^ rules:aspect_table >> << rules:attributes ^ rules:start ^ rules:aspect_table >>
 +
 # 🧬 Aspects # 🧬 Aspects
  
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 Aspects are used for nearly all action rolls, defenses, and challenges. They’re at the heart of how your character expresses their strengths. 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 ## 🔢 Calculating Aspects
  
-Each Aspect is the **sum of two attribute modifiers**. For example:+Each Aspect is based on the **sum of two raw attribute scores**, using this formula:
  
-- **Agility** STR DEX +$$ 
-**Willpower** = CHA + WIS +\text{Aspect Value} \left\lceil \frac{\text{Attribute A} \text{Attribute B} 20}{2} \right\rceil 
-- **Discipline** = CON + INT+$$
  
-Example: If your STR is +1 and your DEX is +2, your **Agility** is **+3**+“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   The full list of standard Aspects can be found in the  
 [[rules:aspect_table|Aspect Table]]. [[rules:aspect_table|Aspect Table]].
 +
 +---
  
 ## 🎲 Using Aspects in Play ## 🎲 Using Aspects in Play
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 Examples: Examples:
  
-- **Presence** (STR + CHA) to intimidate a bandit +- **Presence** (STR + CHA) to intimidate a bandit  Â 
-- **Reflex** (DEX + WIS) to cross a narrow beam +- **Reflex** (DEX + WIS) to cross a narrow beam  Â 
-- **Insight** (INT + WIS) to understand someone’s motives+- **Insight** (INT + WIS) to understand someone’s motives  
 - **Willpower** (WIS + CHA) to maintain concentration on a spell - **Willpower** (WIS + CHA) to maintain concentration on a spell
  
-The Aspect value determines your **d4 dice pool**.  +Your Aspect value determines your **d4 dice pool**.  
 See [[rules:dice_pool]] for how rolls work and how Aspect values scale action economy. See [[rules:dice_pool]] for how rolls work and how Aspect values scale action economy.
  
-## 🧩 Variant Rule: Aspect Modifiers+--- 
 + 
 +## 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**: 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**:
  
-- Add the two relevant **attribute modifiers** +$$ 
-- Divide by and **round down**+\text{Aspect Modifier} = \left\lfloor \frac{\text{Modifier A} + \text{Modifier B}}{2} \right\rfloor 
 +$$
  
-Example: CON + INT +3 +→ total 4 → 4 Ă· 2 = **+2**+“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. This makes Aspects behave like traditional skill bonuses or saving throw modifiers and allows easy conversion between systems.
 +
 +---
  
 ## đź’ˇ Why Use Aspects? ## đź’ˇ Why Use Aspects?
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 Aspects provide major benefits: Aspects provide major benefits:
  
-- âś… Replace **skills and saving throws** with a single, elegant system +- âś… Replace **skills and saving throws** with a single, elegant system  Â 
-- âś… Reflect **how characters combine traits**, not just max a single stat +- âś… Reflect **how characters combine traits**, not just max a single stat  Â 
-- âś… Encourage **creative thinking** and justification of approach +- âś… Encourage **creative thinking** and justification of approach  Â 
-- âś… Make character sheets **simpler** and gameplay more flexible+- 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. 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. > Ready to see the full list? Check the [[rules:aspect_table|Aspect Table]] for names, pairings, and common uses.
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