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| rules:aspects [2025/07/02 16:40] – Ron Helwig | rules: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. | + | > “Ceil” means to round up. For example, ceil(1.2) = 2 and ceil(–1.8) = –1. |
| + | Â | ||
| + | This determines the number of **d4s** you roll when using that Aspect. Aspect values | ||
| + | Â | ||
| + | > 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 | ||
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| - | \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 |
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| - | → Aspect **0** | + | → Aspect **–1** |
| **Example 3** | **Example 3** | ||
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| → Aspect **2** | → Aspect **2** | ||
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| - | > 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 |
| - | - **Reflex** (DEX + WIS) to cross a narrow beam | + | - **Reflex** (DEX + WIS) to cross a narrow beam  |
| - | - **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: | ||
| - | - ✅ Replace **skills and saving throws** with a single, elegant system | + | - ✅ Replace **skills and saving throws** with a single, elegant system |
| - | - ✅ Reflect **how characters combine traits**, not just max a single stat | + | - ✅ Reflect **how characters combine traits**, not just max a single stat  |
| - | - ✅ Encourage **creative thinking** and justification of approach | + | - ✅ Encourage **creative thinking** and justification of approach |
| - | - 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: | > Ready to see the full list? Check the [[rules: | ||
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