Dicewoven Devlog #1 — Creating the Foundations
Dicewoven began as a fast, D6-driven idea… Today, I’m sharing how Phase 1 set the tone for the entire system.
Dicewoven started with a simple question: How much storytelling power can a handful of D6 dice hold?
Our goal was to build a fast, narrative-first TTRPG experience — one that new and veteran players could jump into with ease. That meant rethinking combat, character design, and the very rhythm of play.
⚔ Rethinking Combat
Instead of relying on the traditional HP-vs-HP approach, we experimented with a Pressure Tracking System — a mechanic that represents tension and pacing rather than damage alone.
Players track HP; enemies track Pressure. When that pressure peaks, the story turns.
🌊 Replacing Initiative — Wave Momentum is Born
We abandoned fixed turn queues and created a tempo-based system called Wave Momentum.
Whoever controls the Wave acts first each round.
Heroes decide their order; enemies answer in kind.
Momentum shifts dynamically with every roll — when one side swings it fully, the tide turns in their favor.
The result? Combat that feels alive, cinematic, and full of motion.
🛡 First Classes and Races
Our first archetypes emerged quickly:
Ironwrought — steel-bound warriors.
Arcstrider — masters of raw magical current.
Hexwright — wielders of rune-bound hexes.
Verseweaver — poets who weave spells through rhythm and song.
And with them, the first peoples of the realm took form: Kinfolk, Velorae, and Riftborn.