From b7aeccafa9ee2cb854cbd5bb36ef20b9b0167f27 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 20:44:04 -0400 Subject: [PATCH] chore: defer failure XP, respec, synergy to late-stage tuning --- docs/game-design/skills.md | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index b0fd9c2..157bb05 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -133,7 +133,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** - **Secondary sources (open):** quests, dailies, books, training dummies—tuned so they **assist** without **replacing** loops. - **Structured grants:** skill id, amount, **source** (node id, recipe, quest key…) for telemetry and anti-exploit review. -**Failure XP** (failed craft, failed hack attempt—not **death**): **per skill / per mechanic**; **open** until each activity’s rules exist ([Decisions log](#decisions-log)). +**Failure XP** (failed craft, failed hack attempt—not **death**): **not** deciding defaults here—stays **open** for **late-stage tuning** once activity mechanics and the wider progression picture exist ([Decisions log](#decisions-log), [Open questions](#open-questions-skills-only)). **Caps (agreed):** **soft** curve only—**each level needs more XP** than the last; **data-driven** per skill or policy. **Runaway** mitigation: steeper curves, context modifiers, diminishing returns on repeat actions—**open** per skill. @@ -153,11 +153,11 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/modules/E2_M3_MasteryAndPerkUnlocks.md)) give **build texture** inside one skill (branch picks, efficiency, side effects). Same *idea* as gig expression, **different** system—no shared perk tree between gig and skill unless we deliberately link them (**open**). -**Respec** for skill mastery—**open** (cost, partial reset). +**Respec** for skill mastery—**not** locking rules (cost, partial reset, cadence) at this vision stage; **open** for **late-stage tuning** ([Decisions log](#decisions-log)). ### Cross-skill synergies -**Open:** explicit **bonuses** when skill A + B cross a threshold vs **pure fiction** (“you’re known as a rigger-smith”) with no math. Avoid mandatory cross-grinds unless the loop is fun. +Explicit **bonuses** when skill A + B cross a threshold vs **pure fiction** (“you’re known as a rigger-smith”) with no math—**not** deciding formulas or mandatory links here; **open** until the **system** is better understood; avoid mandatory cross-grinds unless the loop proves fun ([Decisions log](#decisions-log)). ### Where skills meet the rest of the game @@ -171,12 +171,12 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod ### Open questions (skills-only) +**Late-stage tuning (intentionally open):** **Failure XP**, **skill mastery respec**, and **cross-skill synergy** math are **not** commitments at this stage. They stay **open** until we understand **skills**, **gigs**, economy, and combat together—then we **fine-tune** in a later balance pass, not as immediate design blockers. See [Decisions log](#decisions-log) **Late-stage tuning**. + | Topic | Status | |-------|--------| | Full launch **skill list** and names | **Draft** roster by category in [Skill roster](#skill-roster-draft-ideas-by-category) | -| Failure XP defaults per activity type | Open | -| Mastery respec rules | Open | -| Cross-skill synergy math | Open | +| **Failure XP**; **mastery respec**; **cross-skill synergy** | **Open**—deferred; **late-stage tuning** (paragraph above) | | Combat **deploy** / **equip** for **Make** outputs vs **gig** | **Agreed**—see [Seams](#seams-gigs-skills) **Combat gear** and **Make → combat (non-consumables)** | @@ -221,7 +221,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | 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 | **Open**; decided **per skill / activity** once mechanics exist (not the same as death penalty) | Open | +| **Late-stage tuning** | **Failure XP**, **skill mastery respec**, **cross-skill synergy** formulas—**not** decided at vision stage; **open** until the **system** (skills, gigs, economy, combat) is understood; **fine-tuning** pass | Open (deferred) | | Skill caps | **Soft**; **progressively more XP** per level (data-driven curves) | Agreed | | 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 |