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# TDGS ACTIONS - AI REFERENCE

Document 5 | Structured specification for AI parsing

## FULL SPECIFICATION

# TACTICAL DICE GAME SYSTEM (TDGS) - DOCUMENT 5 # Title: Action Taxonomy # Version: 1.0 # Purpose: AI-readable specification for base actions # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ OVERVIEW ================================================================================ An action is any discrete thing an entity does that requires resolution. RESOLUTION FORMULA (unchanged): d20 + (Your Stat - Opposing Stat) + Modifiers >= 11 ACTION PROPERTIES: - TYPE: Physical, Mental, Magical, Utility, Defensive - STATS: Your Stat vs Their Stat, or Your Stat vs Difficulty - COST: Action, Free, or Interrupt ================================================================================ ACTION COSTS ================================================================================ ACTION - Default cost - 1 per turn - Consumes primary activity FREE - No cost - Usually limited (once per turn, no resolution, etc.) INTERRUPT - Fires in response to something else - Never free by default - Requires: Skill, Ability, Spell, or Readied action ================================================================================ DIFFICULTY AS VIRTUAL STAT ================================================================================ When no defender exists, GM assigns Difficulty as virtual stat. STANDARD SCALE: Challenge | Virtual Stat | Success @ Stat 10 ---------------|--------------|------------------ Trivial | 0 | 95% Easy | 5 | 70% Moderate | 10 | 50% Hard | 15 | 30% Very Hard | 20 | 5% (nat 20 only) Legendary | 25+ | 5% (nat 20 only) OBJECT EXAMPLES: - Simple lock: DEX 5 - Quality lock: DEX 10 - Masterwork lock: DEX 15 - Legendary vault: DEX 25 ================================================================================ PHYSICAL ACTIONS ================================================================================ Action | ATK Stat | DEF Stat | Cost ---------------|----------|----------|------------------ Melee Attack | STR | REF | Action Ranged Attack | DEX | REF | Action Grapple | STR | STR | Action Shove | STR | STR | Action Hide | DEX | WIS | Action Search | WIS | DEX | Action Chase | MOV | MOV | Action Flee | MOV | MOV | Action Move | — | — | Action Step | — | — | Free (once/turn) DEFINITIONS: Melee Attack: Strike adjacent target. STR vs REF. Ranged Attack: Strike distant target. DEX vs REF. Grapple: Grab and restrain. STR vs STR. Success = grappled. Shove: Push away or knock down. STR vs STR. Hide: Become unseen. DEX vs WIS of observers. Search: Find hidden things. WIS vs DEX of hidden (or Difficulty). Chase: Pursue fleeing target. MOV vs MOV. Flee: Escape pursuer. MOV vs MOV. Move: Relocate any distance. Costs Action. Step: Relocate adjacent. Free, once per turn. ================================================================================ MENTAL ACTIONS ================================================================================ Action | ATK Stat | DEF Stat | Cost -----------------|----------|------------|-------- Persuade | CHA | WIS | Action Intimidate | CHA | WIS | Action Deceive | CHA | INT | Action Insight | WIS | CHA | Action Recall Knowledge | INT | Difficulty | Action Concentrate | — | — | Action RECALL KNOWLEDGE DIFFICULTY: Knowledge Type | Virtual Stat ---------------|------------- Common | 5 Uncommon | 10 Rare | 15 Legendary | 20 CONCENTRATE: Maintain ongoing effect requiring concentration. ================================================================================ CONCENTRATE MECHANICS ================================================================================ BREAKING CONCENTRATION: Trigger: Taking damage while concentrating Formula: d20 + (CON - Damage Taken) >= 11 Success: Concentration maintained Failure: Effect ends immediately - Nat 1: Always fails - Nat 20: Always succeeds - Luck: Applies normally EXAMPLE (CON 10): Damage 5: 75% success (+5 delta, need 6+) Damage 10: 50% success (+0 delta, need 11+) Damage 15: 25% success (-5 delta, need 16+) Damage 20: 5% success (-10 delta, nat 20 only) VOLUNTARY END: - Free action - No roll required - End your own concentration at any time MULTIPLE CONCENTRATIONS: Default: One concentration at a time New concentration ends previous Abilities MAY override this limit ================================================================================ MAGICAL ACTIONS ================================================================================ Action | ATK Stat | DEF Stat | Cost --------------------|----------|-----------------|-------- Cast Spell (Arcane) | INT | WIS | Action Cast Spell (Divine) | WIS | WIS | Action Dispel (Arcane) | INT | Caster's INT | Action Dispel (Divine) | WIS | Caster's WIS | Action Identify | INT | Difficulty | Action ARCANE: Learned, studied, precise. INT vs WIS. DIVINE: Granted, intuited, purposeful. WIS vs WIS. DISPEL: End active spell. Your stat vs original caster's stat. IDENTIFY: Recognize magical effect. INT vs Difficulty by rarity. IDENTIFY DIFFICULTY: Spell Rarity | Virtual Stat -------------|------------- Common | 5 Uncommon | 10 Rare | 15 Legendary | 20 ================================================================================ UTILITY ACTIONS ================================================================================ Action | Effect | Cost -------------------|-------------------------------------|------------------ Use Item | Activate item effect | Action Interact (Simple) | Open door, pull lever, pick up | Free Interact (Complex) | Pick lock, disable trap, machinery | Action Ready | Hold action for trigger | Action Delay | Act later in initiative | Free Help | Grant +2 to ally's next roll | Action READY: - Declare trigger + held action - Trigger fires: execute as Interrupt (even mid-action) - No trigger: action lost DELAY: - Move to later initiative position this round - Cannot delay past next round start - Resets to natural position (REF) each round HELP: - +2 to one ally's next roll - Must occur before your next turn - Must be narratively plausible ================================================================================ DEFENSIVE ACTIONS ================================================================================ Action | Effect | Cost -------|---------------------------|---------- Dodge | Avoid incoming attack | Interrupt Block | Absorb incoming attack | Interrupt Parry | Deflect incoming attack | Interrupt BASE DEFENSE: - REF IS your defense (no roll) - Attackers roll against your REF - Everyone has this ACTIVE DEFENSE: - Requires Skill, Ability, or Spell - Uses Interrupt - Dodge: Add bonus to effective REF - Block: Reduce damage - Parry: Deflect, potentially counter NO FREE INTERRUPTS: Characters without abilities have no defensive options beyond REF. ================================================================================ TECHNOLOGY ACTIONS (OPTIONAL EXPANSION) ================================================================================ Action | ATK Stat | DEF Stat | Cost ----------|------------|----------------------|-------- Hack | INT | INT or Difficulty | Action Interface | INT | Difficulty | Action Scan | WIS | Difficulty | Action Repair | INT or DEX | Difficulty | Action Override | INT | System Difficulty | Action INTERFACE DIFFICULTY: Technology | Virtual Stat -----------------|------------- Consumer-grade | 5 Professional | 10 Military/Research| 15 Alien/Ancient | 20 SCAN DIFFICULTY: Target | Virtual Stat ---------------------|------------- Obvious signatures | 5 Hidden or faint | 10 Shielded or encrypted| 15 Unknown/exotic | 20 REPAIR DIFFICULTY: Damage Level | Virtual Stat ------------------|------------- Minor malfunction | 5 Moderate damage | 10 Severe damage | 15 Catastrophic | 20 ================================================================================ PSIONIC ACTIONS (OPTIONAL EXPANSION) ================================================================================ Action | ATK Stat | DEF Stat | Cost ------------|----------|-------------------|-------- Mind Probe | WIS | WIS | Action Telepathy | WIS | WIS or willing | Action Telekinesis | INT | Difficulty | Action Dominate | CHA | WIS | Action Psi Sense | WIS | Difficulty | Action TELEKINESIS DIFFICULTY: Task | Virtual Stat -------------------------------|------------- Light object, close | 5 Medium object, close | 10 Heavy object or medium distant | 15 Massive or fine manipulation | 20 TELEKINESIS AS ATTACK: INT vs target's REF PSI SENSE DIFFICULTY: Target | Virtual Stat --------------------------|------------- Strong emotions nearby | 5 Specific mind you know | 10 Hidden or shielded minds | 15 Traces of past psionic use| 20 DOMINATE: Typically hostile/evil. Target aware of control. ================================================================================ EXTENDING THE TAXONOMY ================================================================================ To create new actions: 1. Name the action 2. Assign Action Type (Physical, Mental, Magical, Utility) 3. Determine stat pairing (ATK vs DEF, or ATK vs Difficulty) 4. Set cost (Action, Free with limits, Interrupt with requirements) Formula remains: d20 + (Your Stat - Opposing Stat) + Modifiers >= 11 SETTING EXAMPLES: - Nautical: Navigate (WIS vs Difficulty), Command Crew (CHA vs Difficulty) - Intrigue: Scheme (INT vs INT), Rally (CHA vs Difficulty) - Horror: Resist Fear (WIS vs Difficulty), Banish (WIS vs Entity WIS) - Superhero: Power Stunt (varies), Monologue (CHA vs WIS) ================================================================================ SUMMARY: BY COST ================================================================================ ACTIONS (1 per turn): Physical: Melee Attack, Ranged Attack, Grapple, Shove, Hide, Search, Chase, Flee, Move Mental: Persuade, Intimidate, Deceive, Insight, Recall Knowledge, Concentrate Magical: Cast Spell, Dispel, Identify Utility: Use Item, Interact (Complex), Ready, Help Technology: Hack, Interface, Scan, Repair, Override Psionics: Mind Probe, Telepathy, Telekinesis, Dominate, Psi Sense FREE: Step (once per turn) Interact (Simple) Delay Telepathy (willing target) INTERRUPT (Requires Ability): Dodge, Block, Parry Readied actions (when triggered) ================================================================================ SUMMARY: BY STAT ================================================================================ STAT | ATTACKS WITH | DEFENDS AGAINST -----|-----------------------------------------------------------|------------------ STR | Melee Attack, Grapple, Shove | Grapple, Shove DEX | Ranged Attack, Hide, Repair (precision) | Search REF | — | Melee, Ranged, TK attack CON | — | Concentration checks MOV | Chase, Flee | Chase, Flee INT | Cast(Arc), Dispel(Arc), Identify, Recall, Hack, Interface,| Deceive, Hack (defended) | Repair (understanding), Override, Telekinesis | WIS | Search, Cast(Div), Dispel(Div), Insight, Scan, | Persuade, Intimidate, | Mind Probe, Telepathy, Psi Sense | Cast, Mind Probe, Telepathy, Dominate CHA | Persuade, Intimidate, Deceive, Dominate | Insight LUK | (Tiebreaker only) | (Tiebreaker only) ================================================================================ DOCUMENT STATUS ================================================================================ STATUS: Canonical VERSION: 1.0 All actions in TDGS either appear in this document or extend from it. Skills, Abilities, Spells, and Traits may modify or create new actions. ================================================================================ CANONICAL URLS ================================================================================ Human-readable: https://tacticaldice.com/docs/tdgs/actions AI-optimized: https://tacticaldice.com/docs/tdgs/actionsforai ================================================================================ END OF DOCUMENT ================================================================================

## ACTION COSTS

Cost TypeDescription
ActionDefault cost. 1 per turn. Consumes primary activity.
FreeNo cost. Usually limited (once per turn, no resolution, etc.)
InterruptFires in response to something else. Requires skill/ability/spell.

## PHYSICAL ACTIONS

ActionATK StatDEF StatCost
Melee AttackSTRREFAction
Ranged AttackDEXREFAction
GrappleSTRSTRAction
ShoveSTRSTRAction
HideDEXWISAction
SearchWISDEXAction

## DIFFICULTY SCALE

ChallengeVirtual StatSuccess @ Stat 10
Trivial095%
Easy570%
Moderate1050%
Hard1530%
Very Hard205%
Legendary25+5%