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rules:dice_pool [2025/06/28 16:56] Ron Helwigrules:dice_pool [2025/07/08 00:10] (current) Ron Helwig
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-<< rules:aspect_table ^ rules:start ^ rules:sidebar_d4_math >> +<< rules:core_stats ^ rules:start ^ rules:sidebar_d4_math >> 
-# 🎲 D4 Dice Pool+# 🎲 Taking Actions with the D4 Dice Pool
  
-This system uses pool of **d4s** to resolve most actions.+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 pool of dice equal to its value. Your capacity to act is reduced throughout the round by increasing your **🌀 Action Load**, which typically resets to zero at the start of your turn.+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 represent **your effort, precision, and attention** — and the dice you have left in an Aspect pool are what let you act.+The d4s you roll represent **effort, attention, 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 ## ⚙️ Turn Structure and Action Load
  
 At the **start of your turn**: At the **start of your turn**:
- +Reset your **Action Load** to **0 - your Action Point Bonus**
-Set your **Action Load** to **0** (unless some other rule says different)+
  
 When you take an action: When you take an action:
  
-1. Identify the appropriate **Aspect** +1. **Identify the relevant Aspect**   
-2. Subtract your current **Action Load** from that Aspect’s value +   This depends on what you're trying to do—see the [Aspect Table](rules:aspect_table).
-3. If the result is **greater than zero**, the action is allowed +
-4. Perform the action and **add its Cost** (usually 1to your Action Load+
  
-You can keep taking actions as long as your **adjusted Aspect value** (Aspect − Action Loadis high enough to cover the action’s cost.+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.
  
-## 🎲 Rolling the Dice+3. **Determine your Net Advantage**   
 +   Add up all sources of **Advantage** and **Disadvantage** to find your **Net Advantage** for the roll.
  
-When you take an action:+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
  
-- Roll a number of **d4s** equal to:   +5. **Roll and resolve the action**   
-  **Aspect Value − Action Load** +   Apply the outcome based on your total roll and the action’s effect. 
-- Also roll the **damage die** (if applicable)+ 
 +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'**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 monsterscan 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. 🧮 Add all dice together and declare the total.
  
-The GM **subtracts the target’s Evasion** (for attacks) or **compares the result to a DC** (for other actions)+The GM then either: 
-If it’s an attack, the **remainder becomes the damage dealt**. + 
-If it’s not an attack, the action **succeeds if the total meets or beats the DC**.+- 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 2You 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 ## 🔚 Ending Your Turn
  
-You may end your turn at any time, even if you have actions remaining.+You can **end your turn at any time**, even if you have unused actions. Doing so:
  
-Doing so may allow you to perform a **Team Action** +May allow you to take a **Team Action** later   
-Or reserve dice for **reaction** or interrupt ability+Reserves dice for **reactions** or **interrupts**
  
-This allows for flexible tactical planning and encourages cooperation between players.+This encourages tactical planning and collaboration. 
 + 
 +---
  
 ## 🤝 Acting on Other Turns ## 🤝 Acting on Other Turns
  
-You may take actions during **other players’ turns** (or enemy turns) if you have dice left in the relevant Aspect.+You may act during **other players’ or enemies’ turns**if
 + 
 +- You have remaining dice in relevant Aspect   
 +- The action is a valid response (e.g., reaction, counter, assist)
  
 These actions: These actions:
  
-- Follow the **same rules** as normal actions +- Follow the same rules as normal actions   
-Subtract from the **Aspect value** using your current Action Load +Use the **current Action Load**   
-**Add to the Action Load** after completing the action+- 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>
  
-Unlike D&D 5e, you are **not limited to one reaction** — you can act as often as you have the dice for it.+---
  
 ## 📝 Additional Notes ## 📝 Additional Notes
  
-- If your Aspect value − Action Load is **or less**, you **cannot initiate** an action using that Aspect this round. +- If **Aspect − Action Load ≤ 0**, you **cannot choose** to act using that Aspect. 
-- You may still take actions with other Aspects that have remaining dice+- If the **GM calls for a roll**, you always roll at least **1d4**, even with a negative Aspect.   
-- If the **GM calls for a roll**, you always roll **at least 1d4**, even if the Aspect value is negative+  - GM-initiated rolls may or may not consider Action Load — this is up to the GM. 
-  - GM-called rolls may or may not count 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. 
-- Some **minor abilities** cost **0 or only 1d4**, allowing for quick support or bonus-style actions.+You may take actions using **different Aspects** in the same turn.
  
-> ✅ For a visual reference on how d4s make for quick mental math, see the [[rules:sidebar_d4_math|D4 Pool Sidebar]].+---
  
 +<WRAP tip>
 +✅ For a visual reference on how d4s support fast, intuitive math, see the [[rules:sidebar_d4_math|D4 Math Tips Sidebar]].
 +</WRAP>