Open Questions
Open Questions
Things deliberately left undecided as of 2026-09-27 (design sessions 1-2):
- Damage during exec: no auto-abort by default
(- large spells stayviable),viable.butDesign direction: significant damage triggers a concentration check; thegamethresholdneedsanddisruptionwhichtoolsstats(reactions/abilitiesthethatcheckpush or slow a cycle) or committed castersuses areuntouchable. Tuning, not structure.tuning. - 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).
- Initiative
magnitudeas speed stat: how much prep/recover jitter should initiativeshouldshave (andwhetherdoes itcompoundscompound withthe fighters'zero-phase feats).? Also worth asking whether the speed effect is necessary or even valuable - initiative already provides tick ordering and reaction priority; the jitter may be complexity without payoff. - Encumbrance model: weight lands in the exec stat-side for movement (alongside dex) but the concrete numbers are open.
- Danger tiles and 3D: proposed approach is 3D tiles - there are no "open" tiles; stepping into an open space at your level means falling until you hit the bottom, then you're on that level; fly/levitate keeps you at height unless you take an action to rise or sink. Open because ASCII display is hard: shading on tiles could indicate space above; blank tiles could indicate space below.
- UI/information design: how ASCII conveys phase state, and whether the player's Lore/Int gates what the UI reveals (identification-tradition style). E.g. a first-ever encounter with a baby dragon - does it show as "d" (dragon) or as "L" (big lizard, because you've never seen one)?
- Exact tick basis and tile size: confirm the ~10 ticks/foot granularity and the base tile (leaning to 1 cubic foot; human footprint ~2 wide x 1 deep, matching the taller-than-wide roguelike glyph). Per-tile movement baseline at even terrain.
- Decision-model backend choice: hosted vs local vs fallback, when the judgment layer actually ships.
- Reaction
chainingtiming:canshould ALL reactions resolve on the tick after their trigger, rather than same-tick? If reaction-triggered reactions wait areactiontick,triggerwhy do initial reactions not - needs areactiondecisioninbetweentheasameuniformtick?deferralProposal:rulereactionsandtriggered during the reaction pass queue for thenexttick -a boundedandsame-tickdeterministic, one reaction per actor per tick. Feats/stances may bend it.cascade. - 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.
- Interruptibility details: which actions pause vs cancel when the actor reacts (concentration-dependent
on_reactproperty); the taxonomy needs building out per action. - Terrain on all prep/recover?:
Shouldshould terrain influence every action's prep and recover, not just movement? Casting on a mountain ledge in a thunderstorm should be harder than on steady ground. If yes, terrain applies a general prep/recover modifier, with movement-specific rules layered on top. - Core resolution mechanic: keep the MVP's d20 + degrees of success for attacks/damage/saves, or move to a different model? Undecided in the tick redesign - and "too far from Pathfinder" freedom applies here too.