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# TDGS RESOLUTION - AI REFERENCE

Document 3 | Structured specification for AI parsing

## FULL SPECIFICATION

# TACTICAL DICE GAME SYSTEM (TDGS) - DOCUMENT 3 # Title: Resolution Mechanics # Version: 1.0 # Purpose: AI-readable specification for action resolution # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ OVERVIEW ================================================================================ This document defines how uncertain actions are resolved in TDGS. It establishes the core formula, stat pairings, and critical outcome rules. This document assumes LUK = 0. Luck modifications are defined in Document 4. ================================================================================ THE CORE FORMULA ================================================================================ ┌─────────────────────────────────────────────────────────────────────────────┐ │ d20 + (Your Stat − Their Stat) + Modifiers >= 11 │ └─────────────────────────────────────────────────────────────────────────────┘ COMPONENTS: - d20: Resolution die - Your Stat: Relevant stat for your action - Their Stat: Relevant stat for their defense (or virtual stat) - Modifiers: Equipment, temporary, situational bonuses - 11: Fixed threshold. ALWAYS 11. Never changes. PROPERTIES: - Equal stats, zero modifiers = 50% success - Each point of delta = 5% success rate change - Bounded between 5% (nat 20 only) and 95% (nat 1 only fails) ================================================================================ NATURAL 1 AND NATURAL 20 ================================================================================ ┌─────────────────────────────────────────────────────────────────────────────┐ │ Natural 1 ALWAYS fails. │ │ Natural 20 ALWAYS succeeds. │ │ Regardless of math. No exceptions. │ └─────────────────────────────────────────────────────────────────────────────┘ ================================================================================ STAT PAIRINGS ================================================================================ Each action type uses ONE attacking stat versus ONE defending stat. PHYSICAL ACTIONS: Action | Attacker | Defender --------------------|----------|---------- Melee strike | STR | REF Ranged attack | DEX | REF Grapple / shove | STR | STR Chase / flee | MOV | MOV Hide / stealth | DEX | WIS Spot hidden | WIS | DEX MENTAL ACTIONS: Action | Attacker | Defender --------------------|----------|---------- Persuade/intimidate | CHA | WIS Deceive / bluff | CHA | INT Resist fear/charm | — | WIS MAGICAL ACTIONS: Action | Attacker | Defender --------------------|----------|---------- Arcane (learned) | INT | WIS Divine (intuitive) | WIS | WIS RESISTANCE ACTIONS: Action | Defender --------------------|---------- Resist poison/pain | CON Endurance contest | CON vs CON KNOWLEDGE ACTIONS: Action | Stat | Against --------------------|------|------------------ Recall knowledge | INT | Virtual Difficulty EXTENSIBILITY: These pairings are defaults. GMs may create additional pairings. The formula remains constant. Only the stats change. ================================================================================ NON-OPPOSED ACTIONS ================================================================================ When no defender exists, GM assigns a VIRTUAL STAT representing difficulty. FORMULA: d20 + (Your Stat − Virtual Stat) + Modifiers >= 11 VIRTUAL STAT EXAMPLES: Task | Stat | Virtual | Meaning --------------------|------|---------|------------------ Simple lock | DEX | 5 | Trivial Quality lock | DEX | 10 | Professional Master lock | DEX | 15 | Expert Rough wall climb | STR | 6 | Easy Sheer cliff climb | STR | 12 | Demanding Common lore | INT | 4 | Widely known Obscure lore | INT | 14 | Specialist FUTURE: Items may have inherent difficulty stats (deferred to item system). ================================================================================ CONTESTED RESOLUTION ================================================================================ When two entities directly oppose each other: ASYMMETRIC CONTEST (attacker vs defender): Only attacker rolls. Defender stat creates delta. SYMMETRIC CONTEST (both acting, e.g., grapple vs grapple): Both entities roll: Entity A: d20 + (A's Stat − B's Stat) + A's Modifiers Entity B: d20 + (B's Stat − A's Stat) + B's Modifiers Higher total succeeds. Lower total fails. ================================================================================ CONTESTED TIES ================================================================================ When contested rolls produce the same total: PHYSICAL CONTESTS (grapple, melee, chase): Tiebreaker: REF → LUK → d2 Higher REF wins. If equal, higher LUK. If equal, coin flip. MAGICAL CONTESTS (spell vs spell, magical opposition): Tiebreaker: LUK → d2 "Magic is inherently chaotic. Fortune favors whom it will, when it will." ================================================================================ CRITICAL OUTCOMES ================================================================================ Criticals occur ONLY on natural 1 or natural 20. Resolution and magnitude are ALWAYS separate. CRITICAL SUCCESS (Natural 20): Resolution: Automatic success Magnitude: Roll d4 1 = Normal success 2 = Minor bonus 3 = Notable bonus 4 = Major bonus CRITICAL FAILURE (Natural 1): Resolution: Automatic failure Magnitude: Roll d4 1 = Normal failure 2 = Minor consequence 3 = Notable consequence 4 = Major consequence CRITICAL MAGNITUDE DETAILS: See Doc 1 (Dice) for detailed examples: - Damage scaling (+25% to +100%) - Duration extensions - Area/target increases - Healing multipliers Content chooses interpretation per effect type. Reference: /docs/tdgs/dice#critical-effect-examples ┌─────────────────────────────────────────────────────────────────────────────┐ │ d20 = Resolution (did it happen?) │ │ d4 = Critical magnitude (how extreme?) │ │ These are ALWAYS separate rolls. │ └─────────────────────────────────────────────────────────────────────────────┘ Specific effects defined by relevant system (combat, skills, GM discretion). ================================================================================ MODIFIERS ================================================================================ FORMULA: Final Roll = d20 + (Stat Delta) + Equipment + Temporary + Situational MODIFIER SOURCES: Source | Type | Example ------------|-------------------------|--------------------------- Stat Delta | Your stat − Their stat | DEX 8 vs REF 5 = +3 Equipment | Weapons, armor, tools | +2 sword, +1 lockpicks Temporary | Buffs, debuffs | Potion +2, Blinded −4 Situational | Positioning, environment| High ground +2, darkness −2 EQUIPMENT DICE (Optional): Quality | Modifier ------------|---------- Mundane | +1 or +2 (flat) Quality | +d4 Exceptional | +d6 Legendary | +d8 or +d12 ================================================================================ MULTI-ENTITY SITUATIONS ================================================================================ Numeric advantage is resolved through ACTION ECONOMY, not roll bonuses. PRINCIPLE: Six attackers vs one defender = six separate resolution rolls. NOT one enhanced roll. Each roll stands alone. POSITIONAL MODIFIERS: Situation | Modifier ---------------------------------------|---------- Flanking (2 attackers, opposite sides) | +2 to attackers Surrounded (3+ attackers, no escape) | +4 to attackers These are situational modifiers. They stack with normal resolution. MULTI-TARGET ACTIONS: Some skills allow single action to affect multiple targets. Resolution for multi-target actions defined in Skills system. ================================================================================ SUCCESS RATE REFERENCE TABLE ================================================================================ Delta | Need | Success% ----------|-------|---------- −9 worse | 20 | 5% −8 | 19+ | 10% −7 | 18+ | 15% −6 | 17+ | 20% −5 | 16+ | 25% −4 | 15+ | 30% −3 | 14+ | 35% −2 | 13+ | 40% −1 | 12+ | 45% 0 | 11+ | 50% +1 | 10+ | 55% +2 | 9+ | 60% +3 | 8+ | 65% +4 | 7+ | 70% +5 | 6+ | 75% +6 | 5+ | 80% +7 | 4+ | 85% +8 | 3+ | 90% +9 better | 2+ | 95% ================================================================================ DEFERRALS ================================================================================ This document does NOT define: - Luck modifications (Document 4) - Action economy (future document) - Combat specifics (future document) - Skill specifics (future document) - Item system (future document) - Critical effect details (relevant systems) ================================================================================ IMPLEMENTATION GUIDANCE FOR AI SYSTEMS ================================================================================ When resolving actions: 1. Identify action type → select stat pairing 2. Calculate delta: (Attacker Stat − Defender Stat) 3. Sum modifiers: equipment + temporary + situational 4. Roll d20 5. If nat 1: automatic failure, roll d4 for consequence severity 6. If nat 20: automatic success, roll d4 for bonus severity 7. Otherwise: check if d20 + delta + modifiers >= 11 When handling ties: 1. Identify contest type (physical or magical) 2. Physical: compare REF → LUK → d2 3. Magical: compare LUK → d2 When generating content: - Stat pairings are extensible; create new ones for setting-specific actions - Virtual stats for obstacles should feel like "if this were an entity" - The formula NEVER changes. Only the inputs change. ================================================================================ DOCUMENT STATUS ================================================================================ STATUS: Canonical VERSION: 1.0 All resolution in TDGS uses this formula. Later systems build upon but do not alter these rules. ================================================================================ CANONICAL URLS ================================================================================ Human-readable: https://tacticaldice.com/docs/tdgs/resolution AI-optimized: https://tacticaldice.com/docs/tdgs/resolutionforai ================================================================================ END OF DOCUMENT ================================================================================

## QUICK REFERENCE SUMMARY

ConceptRule
Core Formulad20 + (Your Stat − Their Stat) + Modifiers >= 11
ThresholdAlways 11. Never changes.
Natural 1Always fails, regardless of math
Natural 20Always succeeds, regardless of math
Critical MagnitudeRoll d4 (1=normal, 2=minor, 3=notable, 4=major)
Equal Stats50% success rate
Physical TieREF → LUK → d2
Magical TieLUK → d2

## COMMON STAT PAIRINGS

ActionAttackerDefender
Melee AttackSTRREF
Ranged AttackDEXREF
Grapple/ShoveSTRSTR
Chase/FleeMOVMOV
Hide/StealthDEXWIS
Persuade/IntimidateCHAWIS
Deceive/BluffCHAINT
Arcane MagicINTWIS
Divine MagicWISWIS