From 3846c23ef2072886c594cc92e6195e40d87573e8 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 19:54:02 -0400 Subject: [PATCH] chore: drop Social skill category from game design skills doc --- docs/game-design/skills.md | 12 ++---------- 1 file changed, 2 insertions(+), 10 deletions(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 0de3acc..72c2bab 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -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 |