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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 values: exact phase costs for reaction actions - baseline guideline is short/zero prep, short exec, padded recover as the tax (the 0/1/N shape).
  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.
  9. Reaction chaining: can a reaction trigger a reaction in the same tick? Proposal: reactions triggered during the reaction pass queue for the next tick - bounded and deterministic, one reaction per actor per tick. Feats/stances may bend it.
  10. Reactive builds: acting almost entirely on reactions (a duelist stance that punishes anything acting nearby; reacting during your own reaction's recover to skip the tax). The exploit window makes this risky by design - a feat/stance space to explore.
  11. Interruptibility details: which actions pause vs cancel when the actor reacts (concentration-dependent on_react property); the taxonomy needs building out per action.