Scholar's Dream

Type chart

Not eighteen subjects — eighteen ways of arguing (plus Lie, which is not a way of arguing at all). The question is never “does Experience beat History?” but “if I argue from Experience, how well does that land against someone arguing from History?”

Experiential
ExperienceSpiritualityFaith
Exegetical
BibleExegesisBiblical Theology
Doctrinal
ChristologyTheology ProperSoteriologyEschatologyEcclesiology
Philosophical
RationalityPresuppositionNatural TheologyAnthropology
Ethical
Ethics
Literary
Allegory
Historical
History
Outside the families
Lie
1.5× — it lands harder0.66× — the two talk past each otherblank — no ambient effect
Arguing from ↓ · against →ExpSpiFaiBibExeBThChrTriSotEscEccRatPreNatAntEthAllHisLie
Experience0.66×1.5×1.5×0.66×0.66×0.66×0.66×0.66×0.66×0.66×1.5×1.5×0.66×
Spirituality1.5×1.5×0.66×0.66×
Faith1.5×1.5×0.66×0.66×1.5×0.66×
Bible1.5×1.5×1.5×1.5×
Exegesis1.5×1.5×1.5×0.66×1.5×1.5×1.5×
Biblical Theology1.5×1.5×1.5×1.5×1.5×
Christology0.66×1.5×0.66×1.5×1.5×1.5×1.5×
Theology Proper1.5×1.5×1.5×1.5×1.5×1.5×
Soteriology1.5×1.5×1.5×1.5×0.66×1.5×0.66×
Eschatology1.5×0.66×1.5×
Ecclesiology1.5×1.5×1.5×0.66×1.5×0.66×0.66×
Rationality1.5×0.66×0.66×1.5×1.5×0.66×
Presupposition1.5×0.66×1.5×
Natural Theology0.66×0.66×0.66×1.5×0.66×1.5×0.66×1.5×1.5×1.5×0.66×0.66×
Anthropology0.66×0.66×1.5×1.5×
Ethics1.5×1.5×0.66×0.66×1.5×0.66×0.66×0.66×0.66×1.5×0.66×0.66×1.5×1.5×
Allegory1.5×0.66×0.66×0.66×1.5×0.66×0.66×
History1.5×1.5×1.5×0.66×1.5×1.5×
Lie

A book can carry two types, and the game multiplies one row entry per defending type — so two weaknesses compound. The product is then clamped to between 0.66× and 1.5×, which is why no argument ever lands more than half again as hard, however badly matched the other side is.

That clamp is also why the blanks matter. Against a book carrying two types you are often strong into one and weak into the other, and the product comes back to roughly 1.0 — nothing happens, and nothing prints on screen. Every cell filled in flattens another matchup that way, so the grid is argued one entry at a time rather than completed for the sake of completeness.

Each entry had to survive a sentence. For a 1.5×: the best way to correct a mistake in the defending method is usually the attacking one. For a 0.66×: the attacking method rarely lands against the defending one. Where the sentence would not hold, the cell was left blank — and the inverse of a strength is treated as a good guess rather than a rule, so both directions are written out and neither is assumed.

Some rows are therefore openly opinionated. Bible has no weaknesses at all, on purpose. Theology Proper is strong into nearly every other doctrine, because most of the great errors turn out to be errors about God first — with Ecclesiology the deliberate exception, since church order is not settled from the doctrine of God. Soteriology’s row says one thing repeatedly: grace corrects every substitute for grace. Natural Theology is the weakest method in the game, which is a Reformed statement rather than an accident, though it keeps one edge nothing else has — and it certainly has great value in real life. And Lie has no row — heresy is not a method of persuasion, so it gets neither an edge nor a weakness here.

Four pairs are strong into each other — Experience and Ethics, Faith and Spirituality, Ecclesiology and Eschatology, Natural Theology and Theology Proper. That is intended, but mutual advantage means whoever takes the floor first wins, so the pairs are kept few.

This grid is only the ambient effect. Ambient is texture. It is not how you answer a heresy. For that, the game keys a specific move, or a specific chapter of Scripture, to the error itself. A keyed counter replaces the ambient multiplier. It does not stack with it. So the right answer to an error ignores everything on this page. That is where the teaching sits, and that is the lever the game balances on. No road is ever gated on a type matchup. Each book’s page lists its keyed counters.

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