Revision Notes

Record of all changes made in this session. Format: file → change → rationale.


Rev 001 — New file: 10_Olay_Sistemi_5e.md

Type: Addition (new file) Scope: Location-based random event system.

  • 4 settlement tables (d20): Tavern/Inn, Shop/Market, Street, Village/Town — 80 events
  • 8 habitat tables (d10): Road, Forest, Mountain, Desert, Arctic, Underground, Coast/Underwater, Volcanic — 80 events
  • Mechanics: 4 bands (Atmosphere/Complication/Serious/Hook), intensity die (tone scaling with Adv/Disadv), tier adaptation table, ⏱ Event Clock (escalation)
  • Compendium link: 20 monsters from 09a/09e/09f/09g; each serious event embeds the relevant monster's "key"

Rationale: Demand for a habitat × location-based, flexibly scaled event engine. Consistent with the 09 series' habitat matrix and key-lock design principle.


Rev 002 — 10_Olay_Sistemi_5e.md v1 → v2 (structural revision)

Type: Major revision (v1 archived at: orijinal/10_Olay_Sistemi_5e_v1.md)

Decisions finalized (Q&A round):

  • S1: Chance Die = single d100; bands shift according to TD. 3 distributions were tested (Linear/Exponential/S-curve), and the S-curve was selected 6/6 against 6 criteria. New type: Opportunity (reward events) + 🎁 Chance Tail added to atmosphere events (d6: small reward on 5–6).
  • S2: TD (0–5) and Region CR (1–30) are two independent values — TD controls the event frequency tone, Region CR controls encounter power. High-CR safe regions are possible.
  • S3: Encounter Tree d10: 1–4 Easy / 5–7 Medium / 8–9 Hard / 10 Boss tick (Deadly if no boss).
  • S4: Monster generation is by region (not by party). In exchange, a mandatory signal rule was added (if Region CR ≥ party +4, an explicit warning is required).
  • S5: Boss = 3-tick clock (Omen → Contact → Confrontation); does not occur randomly. A dead boss's band passes to the Hook.
  • S6: 6 rarity tiers (Very Common 4–6 slots → Fate). In subtables, natural 20 = Fate List (20 extremely special rewards/effects, global).
  • S7: v1's 160 events were moved to the new structure + 128 new events → 288 events (4 settlements × 27, 8 habitats × 20, Fate 20).

Deferred: Monster generation algorithm — to be designed in the user's next message. Interface contract is in the file (Section E.2).


Rev 003 — 10_Olay_Sistemi_5e.md E.2: Encounter Generation Algorithm written

Type: Addition/completion (E.2 placeholder → full algorithm). The algorithm deferred in Rev 002 was resolved in this revision.

Decisions finalized:

  • K1 (XP budget): 5 danger tiers — Easy ×0.5 / Medium ×1.0 / Normal ×1.5 (new intermediate tier) / Hard ×2.0 / Deadly ×3.5. Terminology "Difficulty" → "Danger Level". An intermediate-tier note for Normal was added to table A.4.
  • K2 (number of templates): 6/8/10/12 were tested; the solo→crowd spectrum gap drops 0.30→0.20 at 8→10, and stays flat at 10→12. 10 templates (d10) were selected as optimal (Solo-boss, Single, Double boss, Leader+retinue, Guard line, Balanced team, Mixed mob, Swarm, Wave, Ambush).
  • K3 (habitat filter): Three groups — Primary / Adjacent / Restricted. An Adjacent-habitat monster behaves like a "third party" (has its own motive, isn't automatically coordinated, the rationale is stated at the table). Outer Plane/Dungeon/Ruins = only summoned manually, never enter the random pool.
  • K4 (repeat protection → ALARM mechanic): Narrativization instead of prohibition. Same template back-to-back: 2nd repeat → Danger +1 tier ("they were waiting"); 3rd repeat → +2 tiers + an off-budget reinforcement monster ("they called reinforcements"); a different template → alarm resets to zero. Turns a monotonous habitat into a tension advantage.

Addendum: E.2.1 — rule for replacing key-lock monsters (09e–09g) via an algorithmic star. Example run added (Mountain CR 6 Hard → 4,600 XP → Leader+retinue → Stone Giant).

Pool validation: By scanning 09a–09g, it was confirmed that monsters are already structured with CR + tactical role (Brute/Soldier/Skirmisher/Artillery/Lurker/Controller) + habitat tags; the algorithm takes these existing tags as input.


Rev 004 — 10_Olay_Sistemi_5e.md E.3: Calibration + tabletop tools

Type: Expansion (E.3 "playtest list" → validated tuning knobs + operating tools)

Numerical validation (Python simulation, session=5 locations assumption):

  • Encounter pacing: TD0 ~0.6 → TD5 ~2.0 combats/session (healthy). HOWEVER at TD5, P(≥3 combats)=33% → a real fatigue risk was confirmed.
  • Solution scan: narrowing the band 41%→32% reduces P(≥3) 33%→19%; the alternative "2-combat cap" house rule does the same job without breaking the math → recommended option (A) was selected.
  • Fate frequency: including the ~75% subtable ratio, 1 Fate per ~5.3 sessions, ~1.9 per 10 sessions → NOT as frequent as feared, healthy.

Added subsections:

  • E.3.1 — 4 validated tuning knobs (pacing/Fate/TD-CR signal/hook stock), each with evidence + a solution table
  • E.3.2 — Session flow (step-by-step decision tree, code block)
  • E.3.3 — Fillable Region Card template (TD, CR, boss clock, alarm notch, 2-combat counter)
  • E.3.4 — First-session checklist (5 items)

Result: E.3 is no longer "things to test" but a guide for "how to run it + if something breaks, which knob to turn."


Rev 005 — Library integration (World Build / Claude_Projesi)

Type: Structural move (rule content unchanged)

  • Main file 10_Olay_Sistemi_5e.md13_Olay_Sistemi_5e.md: in the library, numbers 10 and 11 are in use in 07_Dunya/ (World Foundations / Natural Resources), and 12 is in use in the Critical System; the first free global number is 13.
  • Location: 08_Ev_Kurallari/ (homebrew rule modules folder). Module documents were named with the number prefix: 13_Olay_Sistemi_REVIZYON_NOTLARI.md, 13_Olay_Sistemi_SONUC_RAPORU.md, 13_Olay_Sistemi_DEVIR_PROMPTU.md.
  • The v1 snapshot was moved to the library's central backup system: _yedek/20260719_olay-sistemi-surum-arsivi/13_Olay_Sistemi_5e_v1_ilk_surum.md. Future version snapshots will also be added there.
  • The general principles in the Handoff Prompt (compendium design principles + working style) were recorded into _PROJE_INDEX.md as a permanent rule.

Note: The 00–09g compendium copies that came with the package were not imported into the library — the library's own 00–09g set is authoritative (the package report states these files are unchanged; confirmed via diff).

Rationale: The "Homebrew System Modules" addition template in _PROJE_INDEX.md (the arrangement established with Critical System K20–K22).