diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index adecf56..2d4afe8 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -54,7 +54,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech ### XP, failure, caps, pacing (skills) - **Server-authoritative** grants with structured sources (node, recipe, mission payout, …). -- **Failure XP** per activity where it helps fun and not exploits. +- **Failure XP** (XP on a **failed attempt** at a skill action—e.g. burnt recipe—not **death penalty**): **per skill / per mechanic**; **open** globally, will depend on how each activity is built and what exploit surface it has. - **Runaway mitigation** via diminishing returns, context, soft caps. - **Gates** (recipes, rep, licenses) should **add** paths, not fake gigs. - **Pacing/catch-up** (E2.M4) applies across **skills**; **gigs** may use the same engine or a parallel one—**open**. @@ -89,7 +89,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech | 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 | Agreed | -| Failure XP | Per-activity; watch exploits | Open | +| Failure XP | **Open**; decided **per skill / activity** once mechanics exist (not the same as death penalty) | Open | | Skill caps | Prefer soft; hard only if economy/PvP needs | Proposed | | Gig swap rules | — | Open | | Sub-gig | **FFXI-style** slot **agreed**; sub abilities up to **~½ main gig level** (formula TBD); wide build space | Agreed |