Open Questions
Open Questions
Things deliberately left undecided as of 2026-09-27 (design sessions 1-2)3):
- Damage during exec: no auto-abort by default - large spells stay viable. Design direction: significant damage triggers a concentration check; the threshold and which stats the check uses are 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 as speed stat: how much prep/recover jitter should initiative shave (and does it compound with 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 timing:
shouldleanALLis a uniform rule - all reactions resolve on the tick after theirtrigger,triggerrather than same-tick? If reaction-triggered reactions wait a tick, why do initial reactions not - needs a decision between a uniform deferral rule and a bounded(no same-tickcascade.vs next-tick split). Consequence: single-tick execs are effectively uninterruptible by reactions; multi-tick execs have interruption windows (see 17). - 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?: should 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:
keepdirection - drop theMVP'd20; it'sd20all+probabilities on a computer. Use a uniform roll on 0-1, optionally displayed as 1-100 percentages (roll*100+1) for readable tuning. Keep the degrees of success mechanic from Pathfinder - it prevents nat-20/nat-1 -style oversized effects forattacks/damage/saves,events that should happen 5% of the time, and gives leveling a solid mechanism (the experienced archer is reliably better). Note: a uniform 0-1 roll is mathematically identical to a d20 (both flat) - the real questions are which thresholds define success/crit bands (PF2e uses +10/-10 over the DC) and whether to keep the distribution flat or move to adifferentbellmodel?curveUndecided(2d10-style)into tame theticktailsredesignfurther.-Theandopen"tooresidue:farhowfromclosePathfinder"tofreedomPathfinder'sappliesthresholdherestructuretoo.vs making it our own. - Tick clock scope:
doesdirection (initial) - while in theglobaldungeontick runproper thewholeclockgamealways(exploration,runs; any actor within XX tiles of activity is part of the PER loop. Open: the XX radius, rest,patrols,non-combatworldbehavior,time)patrolsorandonlywanderingcombat?(phasedMonster patrol/wander behavior between fights matters for the Ammann model.exploration). - Player decision points:
player-paced means the game stops for inputdirection -but how often? Player actions are clear (stop when the player must act); doplayer reactionsalso prompt, or getare automated via apre-player-setreactiondecisionpolicy?policyFrequent-promptingthecouldfirst real "let the AI handle something" option for the player. It must beexhausting.logged so the player can review and tweak their policy. Open: the policy UI, default policies, and this doubling as the testbed for autopilot mode. - Group tactics:
profileslargely resolved - no separate squad AI. Even in a group, every monster decides independently; team tactics areper-monster-type,builtbutintoAmmanneachmonstersmonster'sfightdecision policy asunitsteammate-conditional(goblinrules:gang:fighterslurers, flankers, shaman support). Is there"if asquad/groupteammatelayerisabovewithinindividualxprofilestiles,(formations,movecoordinatedtotriggers)?flank" or "if a teammate caster is present, stand between them and the enemy"; archers "move behind the meat shield / behind cover before firing". The specific rules are tuning. DeathInterrupted or death mid-action:anbroaderactorthandies during prep/exec/recoverdeath -doeswhat happens to actions interrupted mid-tick? With thein-flightuniformactionnext-tickcompletereaction rule (see 9), single-tick execs are effectively uninterruptible; multi-tick execs can be interrupted (many spells, thedyingwhirlwind).mage'sInterruption behavior is specified per action; default: nothing happens. Example: a two-tick fireballlands;(tick 1 summon, tick 2 shoot) interrupted on tick 2 explodes in thedying fighter'caster'sswinghands.connects)Deathorisfizzleoneatcausedeath?ofNeedsinterruption,anotrule;thecurrentonlylean:one.a completed exec lands, a prepped-but-unexecuted action dies with its caster.Open.NoiseSenses and attraction:dostronglouddirectionactions-(combat, screams, big spells) generate noise that drawsalerting monstersover time? Reinforcements arriving mid-fightiscoreaAmmannfull sensory model, gated by the monster's nature: noise, smell, distant lights in darkness, the sudden absence of light, a patrol not showing up when it should (which triggers very different responses from lazy goblins vs trained mercenaries). Loud environments mask sounds - near an active forge or rushing waterfall, nothing triggers. Intelligence andsquarelyPerceptioninare theroguelikekeytradition.drivers. Specs open.