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Open Questions

Open Questions

Things deliberately left undecided as of 2026-09-27 (design session 1):

  1. Damage during exec: no auto-abort by default (large spells stay viable), but the game needs disruption tools (reactions/abilities that push or slow a cycle) or committed casters are untouchable. Tuning, not structure.
  2. Reaction PER tax values - the exact phase costs for reaction usage, and the reaction-availability rule while a creature is mid-movement-path.
  3. Initiative magnitude - how much prep/recover jitter initiative should shave (and whether it compounds with the fighters' zero-phase feats).
  4. Encumbrance model - weight lands in the exec stat-side for movement (alongside dex) but the concrete numbers are open.
  5. Danger-tile rules - fail/fall specifics for gaps, pits, and open water.
  6. UI/information design - how ASCII conveys phase state, and whether the player's Lore/Int gates what the UI reveals (identification-tradition style).
  7. Exact tick basis - confirm the ~10 ticks/foot granularity and per-tile movement baseline in practice.
  8. Decision-model backend choice - hosted vs local vs fallback, when the judgment layer actually ships.