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# TDGS DICE & UNCERTAINTY - AI REFERENCE

Document 1 | Structured specification for AI parsing

## FULL SPECIFICATION

# TACTICAL DICE GAME SYSTEM (TDGS) - DOCUMENT 1 # Title: Dice and Uncertainty # Version: 1.0 # Purpose: AI-readable specification for dice semantics and uncertainty resolution # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ OVERVIEW ================================================================================ This document defines dice semantics and uncertainty resolution for TDGS. It establishes: - What dice exist in TDGS - What each die is allowed to represent - How success and failure are determined - How extreme outcomes are identified - When dice are used and when they are not This document does NOT define: - Character capability - Progression - Skills - Damage - Narrative interpretation ================================================================================ DICE TAXONOMY AND ROLES ================================================================================ Each die has a defined role. A die may ONLY be used for the purposes listed unless a later rule explicitly expands its use. Die Primary Role --- ------------ d2 Binary decisions. True/false. Yes/no. d4 Modifiers only. Never used as a primary roll. d6 Minor magnitude. Heavy modifiers. d8 Minor magnitude. Heavy modifiers. d10 Median magnitude. Selection. Duration. Area. d12 Median magnitude. Selection. Duration. Area. d20 Resolution of success or failure. d100 Large scale selection and extreme randomness. CONSTRAINT: Dice roles are exclusive. ================================================================================ RESOLUTION VERSUS MAGNITUDE ================================================================================ TDGS draws a strict boundary between: 1. WHETHER something happens (Resolution) 2. HOW MUCH happens (Magnitude) RESOLUTION: Determines success, failure, avoidance, or opposition. MAGNITUDE: Determines quantity, damage, duration, area, or scale. ┌─────────────────────────────────────────────────────────────────────────────┐ │ CRITICAL RULE: Resolution and magnitude are ALWAYS resolved separately. │ │ A single roll may NOT use one die for both resolution AND magnitude. │ │ This separation is foundational to TDGS and must NOT be bypassed. │ └─────────────────────────────────────────────────────────────────────────────┘ ================================================================================ RESOLUTION ROLLS ================================================================================ A resolution roll determines whether an action succeeds or fails. Properties: - Default die: d20 - May be opposed or unopposed - Resolves independently of magnitude - NEVER determines magnitude OUTCOMES (exactly one per resolution roll): 1. Critical Success - Natural maximum on resolution die 2. Success - Roll meets or exceeds target 3. Failure - Roll does not meet target 4. Critical Failure - Natural minimum on resolution die ================================================================================ CRITICAL OUTCOMES ================================================================================ Criticals apply ONLY to resolution rolls. Default behavior: - Natural MINIMUM value = Critical Failure - Natural MAXIMUM value = Critical Success Properties: - Criticals are properties of the BASE resolution die only - Modifiers do NOT create or suppress critical outcomes - Secondary dice do NOT create or suppress critical outcomes DICE THAT CAN NEVER PRODUCE CRITICALS: - d2 - d4 DICE THAT CAN PRODUCE CRITICALS: - d20 (default and primary) - Other dice ONLY if explicitly stated by a later rule ================================================================================ CRITICAL EFFECT FRAMEWORK ================================================================================ Magnitude roll (d4): Minor (1), Notable (2), Bonus (3), Major (4) Engine provides EXAMPLES, content chooses interpretation: FOR DAMAGE: Minor (1): +25% damage Notable (2): +50% damage Bonus (3): +75% damage Major (4): +100% damage (double) FOR DURATION: Minor (1): +1 round Notable (2): +2 rounds Bonus (3): +50% duration Major (4): Double duration FOR AREA/TARGETS: Minor (1): +1 target Notable (2): +2 targets Bonus (3): +50% area Major (4): Double area or all adjacent FOR HEALING: Minor (1): +25% healing Notable (2): +50% healing Bonus (3): +75% healing Major (4): Double healing These are examples, not mandates. Content defines interpretation per effect type. ================================================================================ CONTESTED RESOLUTION ================================================================================ When two entities oppose each other directly: 1. Each entity performs a resolution roll 2. Final resolution values are compared 3. Higher value succeeds 4. Lower value fails Each side resolves its roll independently. TIE RESOLUTION: If final values are tied AND all reactions/responses exhausted: → Resolve using d2 → True binary outcome with no modifiers ================================================================================ WHEN DICE ARE NOT ROLLED ================================================================================ Dice are rolled ONLY when: - Uncertainty exists AND - Meaningful consequence exists If either condition is not met, no roll is required. Valid outcomes without rolling: - Automatic success (when outcome is certain) - Automatic failure (when outcome is impossible) PRINCIPLE: No action in TDGS requires a roll by default. Rolls exist to resolve uncertainty, not to create it. ================================================================================ NOTATION REFERENCE ================================================================================ TDGS documentation may use Dice Expression Language (DEL) for: - Formal dice expressions - Probability descriptions - Roll structures DEL Properties: - Descriptive notation for clear communication - NOT required to play TDGS - NOT required for implementation support - Improves readability, consistency, machine interpretability DEL Specification: https://tacticaldice.com/delspec ================================================================================ DEFERRED SYSTEMS ================================================================================ The following are NOT defined in this document: - Difficulty values - Modifiers - Character attributes - Skills - Progression - Damage or harm - Action economy - Narrative interpretation Related system (defined separately): - Luck: Affects resolution probability without altering neutral dice behavior ================================================================================ IMPLEMENTATION GUIDANCE FOR AI SYSTEMS ================================================================================ When generating TDGS content involving dice: 1. Use d20 for resolution rolls 2. Use separate dice for magnitude 3. Never combine resolution and magnitude in one roll 4. Apply criticals only to base d20 resolution rolls 5. d2 and d4 cannot produce critical outcomes 6. Only roll when uncertainty AND consequence exist When interpreting TDGS dice mechanics: 1. Identify if roll is resolution or magnitude 2. Resolution = success/failure determination 3. Magnitude = quantity/scale determination 4. Check for critical outcomes on d20 resolution only 5. Contested rolls compare final values, tie → d2 ================================================================================ CANONICAL URLS ================================================================================ Human-readable: https://tacticaldice.com/docs/tdgs/dice AI-optimized: https://tacticaldice.com/docs/tdgs/diceforai DEL Spec: https://tacticaldice.com/delspec ================================================================================ END OF DOCUMENT 1 ================================================================================

## DICE ROLES SUMMARY

DiePrimary RoleCan Crit?
d2Binary decisions (yes/no, true/false)No
d4Modifiers onlyNo
d6Minor magnitude, heavy modifiersIf stated
d8Minor magnitude, heavy modifiersIf stated
d10Median magnitude, selection, durationIf stated
d12Median magnitude, selection, durationIf stated
d20Resolution (success/failure)Yes (default)
d100Large-scale selection, extreme randomnessIf stated

## KEY RULES SUMMARY

ConceptRule
Resolution vs MagnitudeAlways separate. Never one roll for both.
Resolution Died20 (default)
Critical SuccessNatural maximum on resolution die
Critical FailureNatural minimum on resolution die
Contested TieResolve with d2
When to RollUncertainty AND consequence must exist