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rules:dice_pool [2025/06/18 22:34] Ron Helwigrules:dice_pool [2025/07/08 00:10] (current) Ron Helwig
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-<< rules:aspect_table ^ rules:start ^ rules:checks >> +<< rules:core_stats ^ rules:start ^ rules:sidebar_d4_math >> 
-====== D4 Dice Pool ====== +# 🎲 Taking Actions with the D4 Dice Pool 
-explain how the dice pool works, using Aspects+ 
 +Most actions in this system are resolved by rolling a **pool of d4s**, determined by your character’s Aspects and the situation. 
 + 
 +Each **Aspect** provides a virtual dice pool equal to its value. Your capacity to act is limited during your turn by increasing your **🌀 Action Load** as you take actions. This Action Load typically resets to a negative value at the start of your turn. 
 + 
 +The d4s you roll represent **effortattention, and precision**. The more dice you spend, the more effective you are but the harder it is to keep acting. 
 + 
 +--- 
 + 
 +## ⚙️ Turn Structure and Action Load 
 + 
 +At the **start of your turn**: 
 +- Reset your **Action Load** to **0 - your Action Point Bonus** 
 + 
 +When you take an action: 
 + 
 +1. **Identify the relevant Aspect**   
 +   This depends on what you're trying to do—see the [Aspect Table](rules:aspect_table). 
 + 
 +2. **Check if the action is allowed**   
 +   Subtract your current **Action Load** from the relevant **Aspect**.   
 +   - If the result is **greater than 0**, you may take the action.   
 +   - If the result is **0 or less**, you cannot take that action until your Load is reduced. 
 + 
 +3. **Determine your Net Advantage**   
 +   Add up all sources of **Advantage** and **Disadvantage** to find your **Net Advantage** for the roll. 
 + 
 +4. **Calculate how many d4s to roll**   
 +   - Start with: `Aspect – max(0, Action Load)`   
 +   - Add or subtract 1d4 for each point of **Net Advantage**   
 +   - You always roll **at least 1d4**   
 +   - Add any extra dice (such as a weapon's **1d8**) as required by the action 
 + 
 +5. **Roll and resolve the action**   
 +   Apply the outcome based on your total roll and the action’s effect. 
 + 
 +6. **Increase your Action Load**   
 +   Add the action's **Cost** (usually 1 or more) to your **Action Load**. 
 + 
 +You can keep acting as long as your **Aspect − Action Load** remains **greater than zero** and meets the action’s cost. 
 + 
 +<WRAP tip> 
 +Instead of resetting Action Load at the beginning of a creature's **turn**, an alternative is to reset *everyone's* Action Load to zero at the beginning of each **round**. This will affect when and by how much creatures (characters, NPCs, and monsters) can take reactions. 
 + 
 +We will definitely be playtesting this idea. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## ⚖️ Calculating Net Advantage 
 + 
 +### What is Advantage and Disadvantage? 
 + 
 +**Advantage** is when something boosts your action. It might be an ability you have from a Feature, because of something in the environment, a friend assisting you, or something else. 
 + 
 +**Disadvantage** is when something is hindering your action. 
 + 
 +For each instance of Advantage that you have for a particular action, you can add a d4 to your Action Roll. 
 + 
 +For each instance of Disadvantage that you have for a particular action, you subtract a d4 from your Action Roll. 
 + 
 +Advantage and Disadvantage stack, unlike in D&D 5e and similar systems. This means you can get multiple d4s added to your rolls, but it also means that you could get multiple d4s removed from your rolls. 
 + 
 +<WRAP important> 
 +🔁 **Note:** You can only gain **Advantage** or **Disadvantage** from a single source **once per action**.   
 +Multiple effects from the **same ability**, feature, or condition do **not** stack. 
 +<WRAP notice> 
 +📘 **Example:** If two allies both use the *“Watch My Back”* feature to give you Advantage on your next roll, you still only gain **+1d4**—because both effects come from the same source. 
 +</WRAP> 
 +</WRAP> 
 + 
 +Before making an Aspect Check or other Aspect-based roll, but after determining if the action can be taken, calculate the **Net Advantage**. This is the number of d4s you add to or subtract from your roll. 
 + 
 +<WRAP notice> 
 +Example: A character is trying to disable a trap so the game master has them make a Finesse Aspect Check. Their Finesse value is 4 and their Action Load is 0 - the d4 pool is 4. This trap is in a darkly lit dungeon which gives Disadvantage - the d4 pool is now 3. One of the other characters helps by holding a torch, giving Advantage - the d4 pool is now back to 4. Another character assists by peering over their shoulder and giving advice, granting another advantage - the pool is now 5. The player will roll 5d4. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 🎲 Resolving the Dice Roll 
 + 
 +🧮 Add all dice together and declare the total. 
 + 
 +The GM then either: 
 + 
 +- Subtracts the **target’s Evasion** (for attacks)   
 +  → The **remainder becomes damage dealt** 
 + 
 +- Compares the total to a **Difficulty Class (DC)**   
 +  → The **action succeeds** if the total **meets or beats** the DC 
 + 
 +<WRAP notice> 
 +📘 **Example:**   
 +Your Finesse is 6 and your Action Load is 2. You want to use a dagger (1d4 damage).   
 +You roll 6 − 2 = **4d4** + **1d4** (damage).   
 +Your total is 14. The GM subtracts the target’s Evasion (e.g. 11). The **remainder is damage dealt**. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 🔚 Ending Your Turn 
 + 
 +You can **end your turn at any time**, even if you have unused actions. Doing so: 
 + 
 +- May allow you to take a **Team Action** later   
 +- Reserves dice for **reactions** or **interrupts** 
 + 
 +This encourages tactical planning and collaboration. 
 + 
 +--- 
 + 
 +## 🤝 Acting on Other Turns 
 + 
 +You may act during **other players’ or enemies’ turns**, if: 
 + 
 +- You have remaining dice in a relevant Aspect   
 +- The action is a valid response (e.g., reaction, counter, assist) 
 + 
 +These actions: 
 + 
 +- Follow the same rules as normal actions   
 +- Use the **current Action Load**   
 +- Increase the **Action Load** afterward 
 + 
 +Since your Action Load won’t reset until your next turn, acting during another creature’s turn means you’ll have fewer dice available later. 
 + 
 +<WRAP notice> 
 +📘 **Example:**   
 +A goblin attacks your ally. You have an Action Load of 1.   
 +You use a Team Action (cost 1) to impose Disadvantage.   
 +The goblin rolls its attack with disadvantage and you add 1 to your Action Load. 
 +</WRAP> 
 + 
 +<WRAP tip> 
 +📝 Unlike traditional systems, you are **not limited to one reaction per round** — act as often as your remaining dice allow. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 📝 Additional Notes 
 + 
 +- If **Aspect − Action Load ≤ 0**, you **cannot choose** to act using that Aspect. 
 +- If the **GM calls for a roll**, you always roll at least **1d4**, even with a negative Aspect.   
 +  - GM-initiated rolls may or may not consider Action Load — this is up to the GM. 
 +- Some abilities have a **Cost of 0 or 1**, enabling small actions even late in the round. 
 +- You may take actions using **different Aspects** in the same turn. 
 + 
 +--- 
 + 
 +<WRAP tip> 
 +✅ For a visual reference on how d4s support fast, intuitive math, see the [[rules:sidebar_d4_math|D4 Math Tips Sidebar]]. 
 +</WRAP>