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| research_todo [2025/06/22 15:55] – Ron Helwig | research_todo [2025/07/04 20:42] (current) – Ron Helwig | ||
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| ### Damage System Alternatives | ### Damage System Alternatives | ||
| - | Explore alternatives | + | Explore alternatives such as: |
| - | - **Threshold categories** (Stress / Serious / Critical) like in *Daggerheart* | + | #### Resistance |
| - | - Resistance | + | An alternative to halving |
| - | - Healing spells that target specific severity levels | + | * Is it OK if Resistance shifts a Minor Wound down to No Damage? |
| - | + | * What would happen | |
| - | Consider how these systems integrate with: | + | |
| - | + | ||
| - | - Different types of characters (e.g., fragile mages vs. tough warriors) | + | |
| - | - Resting, recovery, and healing mechanics | + | |
| - | - Tracking conditions—perhaps via standardized condition cards | + | |
| - | + | ||
| - | ### Modular Rest Mechanics | + | |
| - | + | ||
| - | Research different rest structures: | + | |
| - | + | ||
| - | - Short vs. long rest pacing | + | |
| - | - Recovery tied to stress thresholds or condition cards | + | |
| - | - How to avoid “rest spam” while enabling meaningful recovery | + | |
| - | - Optional narrative rest triggers (e.g. milestone moments, sanctuary zones) | + | |
| ### Status Effects & Conditions | ### Status Effects & Conditions | ||
| Line 53: | Line 39: | ||
| See the [Rules: Dice Pool](rules: | See the [Rules: Dice Pool](rules: | ||
| - | > Historical note: rationale for this change, including discussion of risk dice, multi-die advantage/ | + | <WRAP info> |
| + | </ | ||
| ### ✅ Attribute Aspect Web (Moved to: rules: | ### ✅ Attribute Aspect Web (Moved to: rules: | ||
| Line 66: | Line 53: | ||
| See [Rules: Aspects](rules: | See [Rules: Aspects](rules: | ||
| - | > The original reasoning behind ditching traditional skills/ | + | <WRAP info> |
| + | The original reasoning behind ditching traditional skills/ | ||
| + | </ | ||
| ## Games & Systems for Reference | ## Games & Systems for Reference | ||
