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# TDGS INTENT - AI REFERENCE

Foundation Document | Structured specification for AI parsing

## FULL SPECIFICATION

# TACTICAL DICE GAME SYSTEM (TDGS) INTENT SPECIFICATION # Version: 1.0 # Purpose: AI-readable specification for understanding TDGS design intent # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ OVERVIEW ================================================================================ TDGS (Tactical Dice Game System) is a foundational role-playing game ENGINE. It defines resolution mechanics, capability representation, and outcome determination. It is NOT a setting, genre, or complete game. TDGS is: - Playable by humans - Executable by computers - Shareable between human and automated systems - Setting-agnostic - Genre-agnostic ================================================================================ LICENSE ================================================================================ License: MIT License Permissions: Use, modify, redistribute, commercial use, sublicense Conditions: Include license and copyright notice Limitations: No liability, no warranty ================================================================================ CORE IDENTITY FEATURES (IMMUTABLE) ================================================================================ These features define TDGS. Removing or fundamentally altering ANY of them causes the system to cease being TDGS. -------------------------------------------------------------------------------- 1. RESOLUTION/MAGNITUDE SEPARATION -------------------------------------------------------------------------------- RESOLUTION: Determines IF something happens (success/failure) MAGNITUDE: Determines HOW MUCH happens (damage, duration, area, quantity) Key Properties: - These are SEPARATE subsystems with distinct mechanics - Resolution is affected by Luck - Magnitude is NOT affected by Luck -------------------------------------------------------------------------------- 2. TYPED DICE ROLES -------------------------------------------------------------------------------- Each die type has explicit, non-overlapping purposes: - Truth resolution dice → Determines success/failure - Quantity determination dice → Determines amounts/values - Outcome selection dice → Picks from possibility tables - Extreme representation dice → Handles exceptional cases CONSTRAINT: No die performs all functions simultaneously. -------------------------------------------------------------------------------- 3. LUCK AS PROBABILITY DISTORTION -------------------------------------------------------------------------------- Luck Properties: - Permanent (not consumable) - Non-linear effect curve - Mathematically enforced - Symmetric (blessing and curse use same mechanics) - Abnormal by definition (deviation from baseline probability) CRITICAL RULES: ┌─────────────────────────────────────────────────────────────────────┐ │ Luck affects RESOLUTION only. │ │ Luck does NOT affect MAGNITUDE. │ └─────────────────────────────────────────────────────────────────────┘ Luck is NOT: - A resource - A reroll mechanic - A flat modifier -------------------------------------------------------------------------------- 4. PERMITTED EXTREMES -------------------------------------------------------------------------------- The system explicitly allows: - Overwhelming advantage states - Catastrophic failure states - Persistent cursed conditions - Improbable victory scenarios Extreme states are difficult to reach AND difficult to escape. They are mechanically supported, not narrative exceptions. -------------------------------------------------------------------------------- 5. UNCAPPED PROGRESSION -------------------------------------------------------------------------------- Properties: - No artificial level caps - No hidden stat ceilings - Progression constrained by: effort, survival, opportunity, circumstance - Supports both short campaigns and generational play Growth requires EFFORT, not just time. -------------------------------------------------------------------------------- 6. COMPUTATIONAL DETERMINISM -------------------------------------------------------------------------------- All core rules are: - Human-readable - Computer-deterministic - Free of narrative ambiguity REQUIREMENT: A computer must be able to execute any rule without interpretation. ================================================================================ CANONICAL GAME LAYER ================================================================================ Relationship: - TDGS engine ≠ canonical game - Canonical game is built ON TDGS - Engine has NO dependencies on canonical content - Canonical content is optional, remixable, expandable Canonical Content Purposes: - Reference implementation - Shared example - Reusable assets (bestiaries, lore, scenarios) - Living demonstration ================================================================================ NON-GOALS (EXPLICIT EXCLUSIONS) ================================================================================ TDGS is NOT: - A finished, playable game - A genre simulator - A balance-focused skirmish engine - A narrative-only freeform framework - A content collection (classes, spells, equipment) ================================================================================ SUCCESS CRITERIA ================================================================================ TDGS is successful when: 1. Low-capability entity can defeat high-capability entity (luck-driven) 2. Cursed high-capability entity can fail repeatedly 3. Power scales independently of level/tier systems 4. Growth requires effort, not just time 5. Same rules function at micro and macro scales 6. Users report enjoyment ================================================================================ KEY RULES SUMMARY ================================================================================ RESOLUTION vs MAGNITUDE: - Resolution: Did the action succeed? (affected by Luck) - Magnitude: How impactful was the result? (NOT affected by Luck) LUCK SYSTEM: - Type: Permanent probability distortion - Scope: Resolution only - Effect: Increases/decreases frequency of extreme outcomes - Symmetry: Same mechanics for blessing and curse DICE TYPING: - Each die type has one primary function - Functions: truth, quantity, selection, extremes - No die performs multiple functions simultaneously ================================================================================ IMPLEMENTATION GUIDANCE FOR AI SYSTEMS ================================================================================ When generating TDGS content: 1. Keep Resolution and Magnitude mechanics separate 2. Never apply Luck modifiers to Magnitude rolls 3. Respect typed dice roles 4. Allow for extreme states without artificial caps 5. Ensure all mechanics are computationally deterministic When interpreting TDGS rules: 1. Look for the Resolution/Magnitude distinction 2. Identify which dice serve which function 3. Trace Luck effects to Resolution only 4. Do not impose external balance constraints ================================================================================ CANONICAL URL ================================================================================ Human-readable: https://tacticaldice.com/docs/tdgs/intent AI-optimized: https://tacticaldice.com/docs/tdgs/intentforai ================================================================================ END OF SPECIFICATION ================================================================================

## QUICK REFERENCE SUMMARY

ConceptKey Rule
Resolution vs MagnitudeAlways separate. Never combined in one roll.
Luck ScopeAffects Resolution ONLY. Never Magnitude.
Dice TypingEach die type has one primary function.
ExtremesPermitted and mechanically supported.
ProgressionUncapped. Growth requires effort.
DeterminismAll rules are computer-executable.