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rules:aspects [2025/07/02 16:40] – Ron Helwigrules:aspects [2025/07/09 23:44] (current) – Ron Helwig
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-This determines the number of **d4s** you roll when using that Aspect. Most characters will have Aspect values ranging from **0 to 5**.+> “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 ### Examples
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 CHA 9 + INT 8 = 17   CHA 9 + INT 8 = 17  
 $$ $$
-\left\lceil \frac{17 - 20}{2} \right\rceil = \left\lceil -1.5 \right\rceil = 0+\left\lceil \frac{17 - 20}{2} \right\rceil = \left\lceil -1.5 \right\rceil = -1
 $$   $$  
-→ Aspect **0**+→ Aspect **–1**
  
 **Example 3**   **Example 3**  
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 $$   $$  
 â†’ Aspect **2** â†’ Aspect **2**
- 
-> You’ll never roll fewer than **1d4** when a roll is called for, even if your Aspect value is 0. 
  
 The full list of standard Aspects can be found in the   The full list of standard Aspects can be found in the  
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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
  
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 \text{Aspect Modifier} = \left\lfloor \frac{\text{Modifier A} + \text{Modifier B}}{2} \right\rfloor \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. This makes Aspects behave like traditional skill bonuses or saving throw modifiers and allows easy conversion between systems.
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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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