From 0766bbcc9be78e5155abb45d8ccb429917f7e4a2 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Tue, 31 Mar 2026 23:24:59 -0400 Subject: [PATCH] chore: mark combat vs non-combat split agreed in decisions log --- docs/game-design/skills.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index a99af29..b82a93d 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -86,7 +86,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech | Consumables | Baseline for all; **gig can amplify** (e.g. medic + healing consumable) | Agreed | | Rep / story | Character-wide **rep**; **gig**-scoped **storylines** and **main quests** (per-gig progress on one avatar) | Agreed | | Multi-gig mastery | **OK for now**; slow gig leveling makes “all gigs” a **time** goal, not a loophole | Agreed (revisit if balance/PvP needs) | -| Combat vs. non-combat | **Gigs** for combat; **skills** for gather/craft/etc. | Proposed | +| Combat vs. non-combat | **Gigs** for combat; **skills** for gather/craft/etc. | Agreed | | Professions (economy) | No separate profession system; economy identity from **skills** + rep | Agreed ([overview](overview.md)) | | Primary skill XP | Do the activity | Proposed | | Failure XP | Per-activity; watch exploits | Open |