# TDGS RACES - AI REFERENCE
Document 11 | Structured specification for AI parsing
## RACE DEFINITION
RACE_DEFINITION:
- A Race represents inherent nature, biology, and inborn capability
- Class is what you've BECOME
- Race is what you ARE
RACES_PROVIDE: [
"Innate Traits (including natural weapons and armor)",
"Base Stat Ranges (starting limits)",
"Size",
"Slots (equipment locations)"
]## RACE STRUCTURE
race: {
name: string,
size: string,
description: string,
base_stat_ranges: {
str: {min: integer, max: integer},
dex: {min: integer, max: integer},
con: {min: integer, max: integer},
int: {min: integer, max: integer},
wis: {min: integer, max: integer},
cha: {min: integer, max: integer},
ref: {min: integer, max: integer},
mov: {min: integer, max: integer},
luk: {min: integer, max: integer}
},
slots: {
[location: string]: integer // e.g., "head": 1, "finger": 10
},
natural_weapons: [
{name: string, damage: string} // "+5" or "+1d6" or "+2 + 1d4"
],
natural_armor: [
{name: string, deflection: float} // 0.0 to 0.75
],
traits: [string]
}## STAT RANGE RULES
STAT_RANGES: Starting Limits Only
Characters START within racial stat ranges.
Training, items, and class bonuses can exceed later.
Example:
Human STR range: 6-14
Human starts with STR 6-14
Human can later exceed 14 through advancement## HUMAN BASELINE
HUMAN_BASELINE:
average_stat: 10
typical_range: 6-14
All other races compared to Human:
"Stronger than Human" = higher STR range
"Less intelligent than Human" = lower INT range## LUK RANGE
DEFAULT_LUK_RANGE: -3 to +3
Most races use default.
Exceptions noted in race definition.
Examples:
Leprechaun: +2 to +6 (inherently lucky)
Cursed Bloodline: -6 to -2 (inherently unlucky)## SLOTS
SLOTS:
- Define where equipment CAN be worn/wielded
- Races determine available slots
- Non-humanoids may have different slot layouts
STANDARD_HUMANOID_SLOTS: {
"head": 1,
"face": 1,
"ears": 2,
"neck": 1,
"torso": 1,
"back": 1,
"arm": 2,
"hand": 2,
"finger": 10,
"waist": 1,
"leg": 2,
"foot": 2
}
// Total: 26 slots
DRAGON_SLOTS: {
"head": 1,
"face": 1,
"ears": 2,
"neck": 1,
"torso": 1,
"back": 1,
"wing": 2,
"foreleg": 2,
"claw": 4,
"hindleg": 2,
"tail": 1
}
// No finger/hand slots (claws can't manipulate fine objects)## NATURAL WEAPONS
NATURAL_WEAPONS:
- Listed as race traits
- Using natural weapon is an action
- Cannot combine with held weapon in same attack
- Damage can be flat (+5) or dice (+1d6) or both (+2 + 1d4)
Example:
dragon.natural_weapons = [
{name: "Claws", damage: "+2d6"},
{name: "Bite", damage: "+3d6"},
{name: "Tail Sweep", damage: "+1d8"}
]## NATURAL ARMOR
NATURAL_ARMOR:
- Listed as race traits
- STACKS with worn armor
- Respects 75% deflection cap
Example:
dragon.natural_armor = [
{name: "Dragon Scales", deflection: 0.40}
]
// Dragon (40%) + Chain Mail (30%) = 70% deflection
// Dragon (40%) + Plate (50%) = 75% deflection (capped)## TEMPLATE RACES
| Race | Size | Power Level | Key Traits |
|---|---|---|---|
| Human | Medium | Baseline | Adaptable, Versatile |
| Elf | Medium | Baseline+ | Darkvision, Longevity, Arcane Affinity |
| Dwarf | Medium | Baseline+ | Darkvision, Poison Resistance, Sturdy |
| Orc | Medium | Baseline+ | Intimidating Presence, Relentless |
| Goblin | Small | Low | Darkvision, Cowardly, Nimble Escape |
| Dragon | Gargantuan | High | Flight, Breath Weapon, Frightening Presence |
// HUMAN EXAMPLE (BASELINE)
{
"name": "Human",
"size": "Medium",
"base_stat_ranges": {
"str": {"min": 6, "max": 14},
"dex": {"min": 6, "max": 14},
"con": {"min": 6, "max": 14},
"int": {"min": 6, "max": 14},
"wis": {"min": 6, "max": 14},
"cha": {"min": 6, "max": 14},
"ref": {"min": 6, "max": 14},
"mov": {"min": 8, "max": 12},
"luk": {"min": -3, "max": 3}
},
"slots": {
"head": 1, "face": 1, "ears": 2, "neck": 1,
"torso": 1, "back": 1, "arm": 2, "hand": 2,
"finger": 10, "waist": 1, "leg": 2, "foot": 2
},
"natural_weapons": [],
"natural_armor": [],
"traits": ["Adaptable", "Versatile"],
"power_level": "baseline"
}
// DRAGON EXAMPLE (HIGH POWER)
{
"name": "Dragon",
"size": "Gargantuan",
"base_stat_ranges": {
"str": {"min": 30, "max": 50},
"dex": {"min": 15, "max": 25},
"con": {"min": 35, "max": 55},
"int": {"min": 15, "max": 25},
"wis": {"min": 15, "max": 25},
"cha": {"min": 20, "max": 40},
"ref": {"min": 15, "max": 25},
"mov": {"min": 20, "max": 35},
"luk": {"min": -3, "max": 3}
},
"slots": {
"head": 1, "face": 1, "ears": 2, "neck": 1,
"torso": 1, "back": 1, "wing": 2, "foreleg": 2,
"claw": 4, "hindleg": 2, "tail": 1
},
"natural_weapons": [
{"name": "Claws", "damage": "+2d6"},
{"name": "Bite", "damage": "+3d6"},
{"name": "Tail Sweep", "damage": "+1d8"}
],
"natural_armor": [
{"name": "Dragon Scales", "deflection": 0.40}
],
"traits": ["Flight", "Breath Weapon", "Frightening Presence",
"Elemental Affinity", "Ancient Knowledge"],
"power_level": "high"
}## POWER SPECTRUM
POWER_LEVELS:
low: Goblin (cannon fodder, underdog PCs)
baseline: Human (default, versatile)
baseline+: Elf, Dwarf, Orc (specialized but balanced)
high: Dragon (boss monster, special PCs)
// TDGS doesn't assume balanced parties
// System handles any combination## TRANSFORMATION
TRANSFORMATION_RULES:
When entity changes race:
1. Stats may change to fit new racial ranges
2. Racial Traits swap (lose old, gain new)
3. Class abilities persist (may become Dormant if impossible)
4. Power Tier recalculates based on new stats
// Race is what you ARE right now
// What you ARE can change## RACE DESIGN QUESTIONS
RACE_DESIGN_CHECKLIST: [
"1. IDENTITY: What IS this race? (core physical/mental truth)",
"2. COMPARISON: How does it compare to Human baseline?",
"3. TRADEOFFS: Where does it excel? Where does it fall short?",
"4. TRAITS: What 2-4 traits capture its essence?",
"5. NATURAL_EQUIPMENT: Does it have natural weapons/armor?",
"6. SIZE: How big is it?",
"7. SLOTS: What equipment locations does it have?"
]## KEY CONSTANTS
HUMAN_AVERAGE = 10
HUMAN_TYPICAL_RANGE = {min: 6, max: 14}
DEFAULT_LUK_RANGE = {min: -3, max: 3}
DEFLECTION_CAP = 0.75
NATURAL_ARMOR_STACKS = true
STAT_RANGES_ARE_STARTING_LIMITS = true## DESIGN NOTES
DESIGN_PRINCIPLES: {
"stat_ranges_starting_only": true, // Can exceed through advancement
"human_is_baseline": true, // Average 10, compare others to Human
"natural_weapons_are_traits": true, // Use as action, don't stack with held
"natural_armor_stacks": true, // With worn armor, 75% cap
"luk_default_neg3_to_pos3": true, // Exceptions noted per race
"damage_can_be_dice": true, // "+5", "+1d6", or "+2 + 1d4"
"templates_are_examples": true, // Not canonical content
"power_imbalance_intentional": true, // Goblin vs Dragon is valid
"slots_define_equipment_locations": true, // Races define where gear goes
"standard_humanoid_26_slots": true // Non-humanoids may differ
}