So I just had an idea for a TD mechanic- in a very basic form- and I wanted to brainstorm and bounce it off people as I work it out further.
Outside of their archetype and role, TD characters are mechanically distinguished from one another by their choice of Traits. Each time you roll you pick a trait; if the Trait die nets a success, your description of the success has to have it hinge on that trait, yada yada.
What if you also had Weaknesses, which came into play when the roll failed? Character flaws, disadvantages like a bad leg, and so on. This way you could potentially have a cue for narrating what happens whether you succeed or fail.
There are a couple ways you could incorporate this into the system... Option A is to use a weakness *instead* of a trait, with a weakness carrying its own (presumably smaller) chance of success; this would open the door for all manner of trade-offs, which is always handy. Option B is to select a weakness in *addition* to a trait on some or all rolls, meaning you would have a potential explanation for both success *and* failure on the trait die. (In other words, if your action succeeds and the Trait die was a success, your chosen trait plays a role in what occurs fluff-wise; you pull something off thanks to your Confidence. If the action fails and the trait die was a failure, your chosen weakness plays a role; you screwed up thanks to your Arrogance. Note how those two examples are two sides of the same coin; you could theoretically have all weaknesses be paired with a single trait this way.)
-Weaknesses could be handed out like curses as a metagame penalty for failure. Lose an encounter, GM tells you to take a weakness. You overcome a weakness by using it for a relevant roll (Maybe you *have* to use it), and getting, say, a Double Success in spite of the reduced odds said weakness brings. Overcoming a weakness could net you GAR Charge or even Fanbase; this would make them less of a penalty and more of a "side quest".
-Rather than mucking about with the odds of success, weaknesses could dictate (or at least alter) the stakes of player failure- severe in-game consequences and/or *losing* successes for the purpose of beating an encounter. This'd provide an alternate way of handling more 'powerful' traits; rather than being limited-use, a high-rank trait would be paired with a serious weakness in case of failure.
-Alternately, a more flexible option would be to have each Weakness grant extra Trait dice or a boost to a Trait's score when used.
-Weaknesses could also just be a way to give an opponent extra dice in exchange for the player building up GAR Charge. This option would match a normal narrative arc best; your weaknesses would make minor fights more difficult, but then you'd overcome them in time to deal with the serious threat.
Frankly, I know I want to incorporate something in this role, but it's going to have to wait; first, I need to re-lay the groundwork of the system. Right now several parts of Trigger Discipline's system have been rendered somewhat obsolete or ineffective by changes. Plot Armor is overlapping with Fanbase, and GAR Charge flows in at entirely too slow a rate. I don't have specific ideas yet, but I do very much feel like I can do better with the core mechanics if I just think it over long enough.