Open Questions
Open Questions
Things deliberately left undecided as of 2026-09-27 (design session 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.
- Reaction PER
taxvalues- the: exact phase costs for reactionusage,actionsand- baseline guideline is short/zero prep, short exec, padded recover as thereaction-availabilitytaxrule(thewhile0/1/Na creature is mid-movement-path.shape). - Initiative magnitude
-: how much prep/recover jitter initiative should shave (and whether it compounds with the fighters' zero-phase feats). - Encumbrance model
-: weight lands in the exec stat-side for movement (alongside dex) but the concrete numbers are open. - Danger-tile rules
-: fail/fall specifics for gaps, pits, and open water. - UI/information design
-: how ASCII conveys phase state, and whether the player's Lore/Int gates what the UI reveals (identification-tradition style). - Exact tick basis
-: confirm the ~10 ticks/foot granularity and per-tile movement baseline in practice. - Decision-model backend choice
-: hosted vs local vs fallback, when the judgment layer actually ships. - 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.
on_react property); the taxonomy needs building out per action.