Observation: intent must have resistance or there is no victory
Here’s the current design in one place.
Core Combat Concept
The game centers on sword-duel style combat that could eventually lean toward either an autobattler or a timing game.
(autobattler WITH optional interactions)
--> small windows to chose action (maybe card based)
--> small "quicktime" events (hidden -- like super mario rpg)
Each action takes time and stamina.
Primary combat stats:
| Stat | Role |
|---|---|
| Speed | How often you can act / how quickly actions recover |
| Accuracy | How reliably you attack, defend, deflect, etc. |
| Strength | How hard you can swing and how effectively you handle heavier weapons |
| Endurance | How much stamina you have / how long you can keep performing |
| Perception | How early and accurately you read an incoming attack |
Weapon weight interacts with Strength and Speed through a penalty curve. A weapon that is heavy relative to your Strength becomes slower and more tiring to use.
Stamina
Every active action costs stamina.
Standing still costs 0 stamina.
This is important because the best defense may simply be:
Realize the attack was going to miss and do nothing.
High Perception makes this easier to identify.
Running out of current stamina causes the character to faint / lose.
Getting Hit
Hits reduce both:
Current stamina — immediate shock/exertion
Maximum stamina — lasting injury during the fight
So there may not need to be a conventional HP system.
Blocking can drain current stamina through impact, while an actual hit additionally damages max stamina.
Defensive Responses
Defense is an energy-efficiency problem.
Rough progression:
Do nothing
Small dodge
Large dodge
Deflect
Block
Defensive action + counterattack
Counters have a very large stamina cost.
The ideal defense is generally:
Use the cheapest response that actually avoids the attack.
DEF vs ATK Focus
Each defensive option can have a defensive and aggressive version.
DEF-focused
Easier check
Safer
Usually preserves more stamina
No offensive advantage afterward
May give up positional advantage
ATK-focused
Harder check
Greater risk
Often positions you offensively
Successful execution grants Advantage on the follow-up attack
Example:
DEF Small Dodge
Move clearly outside the attack
Easier Accuracy check
No follow-up advantage
ATK Small Dodge
Barely evade while maintaining offensive position
Harder Accuracy check
Advantage on next attack
Range
Use discrete range bands, not continuous distances.
Exact bands aren't finalized, but something like:
Grapple
Close
Reach
Long
Out
Weapons have different ideal ranges.
Example:
Dagger
Excellent close
Poor at reach
Cannot attack at long range
Sword
Good close
Ideal reach
Spear
Poor close
Excellent reach/long
This means defense also changes positioning.
A dagger fighter against a spear could:
dodge backward safely but remain unable to attack
attempt a harder aggressive dodge inward, enter dagger range, and gain Advantage
So range control becomes part of the duel.
Dice / Skill System
We moved away from conventional d20 + modifier toward a dice-expression skill system.
The important conceptual distinction is:
Potential = how high you could possibly perform
Skill / Consolidation = how reliably you can access that potential
Insight = knowledge about hidden systems/options
possibly Power = raw die size / magnitude, though terminology isn't finalized
Examples:
1d8
Range:1–8
Compared with:
2d4
Range:2–8
Same maximum result, but 2d4 has:
higher floor
greater consistency
less extreme randomness
So:
d8 → 2d4
represents consolidating knowledge, not necessarily increasing potential.
Similarly:
d12 → 2d6 → 3d4
All retain a maximum of 12 while becoming progressively more reliable.
Potential growth instead looks like:
d4 → d6 → d8 → d10 → d12
Possibly with d12 representing the normal ceiling.
Breakthroughs
A rare advancement could allow:
d12 → d20
This represents extraordinary potential.
A d20 character could achieve things a 3d4 master literally cannot, but is much less reliable.
Eventually:
d20 → 2d10
would represent someone with both exceptional potential and increasingly consolidated skill.
Advancement
Each completed mission gives one advancement attempt.
The player chooses what dice expression they want to target.
Advancement DC
Current idea:
DC = average result of the target dice expression, rounded up.
Examples:
| Target | Average | DC |
|---|---|---|
d6 |
3.5 | 4 |
d8 |
4.5 | 5 |
2d4 |
5 | 5 |
d10 |
5.5 | 6 |
d12 |
6.5 | 7 |
2d6 |
7 | 7 |
d20 |
10.5 | 11 |
You roll your current skill expression against that DC.
That creates a natural progression constraint.
For example:
d4 → d8
requires DC 5, but a d4 can only roll 4.
So it is impossible.
But:
d12 → d20
requires DC 11.
A d12 can roll 11–12, so the breakthrough is possible but rare.
Failed Advancement
Current direction:
advancement attempt is consumed
no stat gain
normally no skill regression
So taking a large jump is meaningful risk.
Discovered Expressions
You can only target dice expressions your character has discovered.
So even if your current dice could mathematically reach 2d6, you cannot attempt it until you've learned that training path.
Expressions could be discovered through:
mentors
quests
observing exceptional fighters
experimentation
books/manuals
Insight
rare events
Mentors could reveal unusual expressions such as:
d8 → 2d6
instead of ordinary:
d8 → 2d4
Mission Results Affect Advancement
How a mission goes can modify that night's advancement attempt.
Examples:
excellent execution → advancement bonus
relevant experience → bonus to a specific skill
injury → penalty
mentor encountered → unlock new expression
unusual discovery → special advancement opportunity
This affects how much advancement risk the player wants to take.
Example:
Normally you might safely attempt:
d8 → 2d4
But after an exceptional mission grants +2, you may gamble on:
d8 → 2d6
So mission success isn't just XP—it changes the risk/reward landscape of advancement.
Run / Objective Structure
The game is loosely inspired by Slay the Spire, but instead of rooms leading to a boss, each run revolves around a large objective.
Example:
The castle will be assaulted in 10 days.
Each day:
Choose one mission/preparation action.
Each night:
Receive one advancement opportunity based partly on how that day's mission went.
After the countdown:
The assault happens under the conditions created by all of your previous choices.
Day / Night Loop
Day
choose mission
make strategic/tactical decisions
resolve consequences
Night
advancement attempt
possibly recover/resources/etc.
Repeat until the objective resolves.
Preparation Matters
Mission choices modify the final objective.
For a castle assault, preparation might affect:
enemy numbers
reinforcements
morale
supplies
fortifications
secret entrances
allies
equipment
enemy leaders
intelligence
your own injuries
starting positioning
So two runs of the same objective can create radically different final encounters.
Other Objective Types
Not every objective has to be a fixed countdown.
Example:
Rumors of a dark power stirring in the North have reached the king. You and a group of soldiers are ordered to discover the truth and report back.
This becomes a push-your-luck expedition.
You might learn enough to return early:
Undead activity confirmed.
Or continue deeper and discover:
Their numbers, leadership, objectives, weaknesses, etc.
Continuing means:
more advancement opportunities
better intelligence
better rewards
greater chance of injury/death
dwindling companions/resources
So returning alive with partial information can still be a successful outcome.
Character Rank
The game starts with the player at low rank.
Higher rank doesn't mainly mean stronger enemies.
It means:
More authority, more responsibility, more difficult decisions.
Low Rank
You might simply be told:
You are one of six soldiers sent to investigate bandits.
Most decisions happen during the mission.
Higher Rank
You might receive:
Bandits have been reported east of the keep. Decide how many soldiers to take.
Now resource allocation itself is part of the problem.
Take too few:
Mission becomes dangerously difficult.
Take too many:
The keep becomes under-defended.
And perhaps the entire bandit attack is actually a diversion for a heist.
So higher rank shifts the gameplay from:
What should I do?
toward:
What resources should I commit, what should I leave exposed, and which risks am I willing to accept?
Very high rank may involve deciding:
which threats are real
which are distractions
where soldiers/resources go
what missions you personally handle
what gets delegated
what risk the kingdom accepts elsewhere
Objective Tiers / Difficulty
There can also be different tiers of objectives, loosely analogous to STS Ascension.
But difficulty should mostly change scenario complexity and pressure, not just enemy stats.
Higher-tier objectives might introduce:
worse starting information
fewer preparation days
stronger consequences
enemies reacting to your plans
false information
hidden factions
resource shortages
more persistent injuries
rarer but more valuable advancement possibilities
Your rank determines what types of objectives you're offered.
Higher rank = broader and harder objective pool.
Character Identity / Reputation
A prior character system also fits naturally into this game.
Character creation/history includes:
Motivation
Aspiration
- Who the character wants to become
Fear
- What the character desperately wants to avoid
These act more as role-playing/scenario hooks than simple numerical bonuses.
Reputation
Tracks things the character has done.
Accomplishment
- Positive deed
Failure
- Negative deed
Identity
Tracks what kind of person the character is perceived to be.
Achievement
- Positive trait
Flaw
- Negative trait
Examples:
Courageous
Protective
Decisive
Reckless
Overcautious
Glory-seeking
Traits can potentially emerge from repeated behavior rather than simply being selected initially.
Top 3 System
Accomplishments, Failures, Achievements, and Flaws use a Top 3 concept.
New events can replace older, less significant ones based on:
impact
recency
how widely the story spreads
So the character sheet gradually becomes a procedural biography.
Early:
Killed the Wolf of Greendale
Later:
Held Eastwatch during the siege
The early event may eventually stop defining the character.
Reputation vs Rank
Important distinction:
Rank
What authority have you been granted?
Reputation
What do people think you've done?
Identity
What kind of person do people think you are?
These can diverge.
A highly ranked officer might be respected for winning battles but also widely viewed as reckless.
That reputation can affect:
NPC reactions
objective offers
willingness of soldiers to follow
assistance
rumors
political consequences
hidden resistance or support
Hidden NPC Reactions
NPCs don't necessarily tell you why they react the way they do.
A merchant might refuse service because of a rumor.
A subordinate might quietly alter your orders because they believe you're reckless.
Repeated interactions, checks, investigation, or even full missions can uncover the reason.
This reinforces the broader design theme:
The player rarely has complete information.
The Emerging Overall Theme
The systems are starting to align around a common idea:
You are constantly making decisions under imperfect information, choosing how much risk you're willing to accept.
That happens at every scale:
Combat
Is that attack actually going to hit? Do I spend stamina defending?
Defense
Do I take the safe dodge or the harder aggressive dodge?
Advancement
Do I take a safe consolidation attempt or gamble the entire advancement on a breakthrough?
Missions
Do I pursue the dangerous option for a better strategic outcome?
Command
How many soldiers can I safely commit?
Objectives
Have I learned enough to return, or do I push deeper?
Reputation
What consequences will this decision have that I don't currently understand?
So the strongest unifying design principle so far is probably:
Information determines which risks you understand; skill determines which risks you can survive; and the player decides which risks are worth taking.