chore: drop Social skill category from game design skills doc

pull/17/head
VinPropane 2026-04-03 19:54:02 -04:00
parent 0fcedd5c09
commit 3846c23ef2
1 changed files with 2 additions and 10 deletions

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@ -33,7 +33,6 @@ Domains are **content-shaped**, not a locked taxonomy. Early vision includes:
| **Fabrication** | Weaponsmith, armtech, synth-chem, cooking if we track it |
| **Tech / intrusion** | Hacking, netsec, counter-intrusion, bypass, diagnostics—**combat-facing** net actions stay **gig** |
| **Support craft** | Medtech fabrication, field repair kits, augment maintenance (**open** naming) |
| **Social / street** | Negotiation, street doc *craft*, fences—**only if** we give them real loops and XP (**open**) |
New skills land here as **design + data** demand; a skill can sit in **multiple domains** in conversation before we assign its **primary category**.
@ -51,7 +50,6 @@ New skills land here as **design + data** demand; a skill can sit in **multiple
| **Process** | Refine (incl. fab-tech intermediates), batch, intermediate goods |
| **Make** | Finished goods, recipes, bench work |
| **Tech** | Intrusion, netsec, counter-intrusion, electronics, signal—**not** combat gig kit |
| **Social** | If we skill it: negotiation, contracts UI hooks (**open**) |
Optional **secondary category** for UI sorting only—**primary** category in data drives balance defaults.
@ -97,16 +95,10 @@ Optional **secondary category** for UI sorting only—**primary** category in da
- **Electronics** — repair boards, swap modules, bench diagnostics on devices and vehicles (physical layer adjacent to netsec).
- **Signal** — scan, trace, tap—RF and traffic analysis **out of combat** or in **objectives**; jamming in **combat** **open** (gig vs skill).
#### Social — only if we give real loops and XP
- **Negotiation** — better outcomes on prices, timers, aggression thresholds in supported content.
- **Fixer facework** — unlock alternate quest routes, call in markers (**open** vs pure rep).
- **Fence / laundering** — move hot goods with less heat (**economy risk** skill—**open**).
**Cross-cutting notes**
- **Merge candidates:** e.g. **Refine** + **Synth-chem prep** vs split by fantasy; **Salvage** + **Reclaim** vs one **Scavenge** skill.
- **Cut / defer:** **Social** entire row if we decide rep-only; **Food synth** if not a loop.
- **Cut / defer:** **Food synth** if not a loop.
- **Next pass:** pick **prototype trio** (one Gather, one Process/Make, one Tech) for Epic 2/3 slices—align with decomposition when ready.
### XP, levels, curves
@ -157,7 +149,6 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
| Topic | Status |
|-------|--------|
| Full launch **skill list** and names | **Draft** roster by category in [Skill roster](#skill-roster-draft-ideas-by-category) |
| Social / negotiation as tracked skills | Open |
| Failure XP defaults per activity type | Open |
| Mastery respec rules | Open |
| Cross-skill synergy math | Open |
@ -198,6 +189,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
| Gig swap rules | **Hub-only** (city / home base / designated site)—**not** in the field or mid-fight | Agreed |
| Sub-gig | **FFXI-style** slot **agreed**; sub abilities up to **~½ main gig level** (formula TBD); wide build space | Agreed |
| Combat progression | **Per gig**—separate level/XP (and mastery) per gig; no shared combat rank | Agreed |
| Social skills category | **No** dedicated **Social** skill family or tracked negotiation/fixer/fence skills—outcomes live in **rep**, **quests**, **economy**, and other systems if we need them | Agreed |
| Gig XP award | **Main gig only**; **sub-gig** earns no XP—see [gigs.md](gigs.md) | Agreed |
| Epic 2 doc split | Align modules when gig data model is chosen | TBD |