diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index 9050eb5..dc6fc47 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -10,13 +10,14 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression | Document | Focus | Notes | |----------|--------|--------| +| [skills.md](skills.md) | Classless skills, XP, caps, mastery, gates | First vision artifact | | *(add rows as files land)* | | | ### Planned topics (stubs) Link new files here when they exist; remove or rewrite this subsection once the table is populated. -- **Skills** — the core classless progression: training, caps, synergies, failure modes, skill families in UI/content. *Professions* are optional only if they mean something skills do not (e.g. diegetic titles, faction job routing, starter focus)—otherwise fold “what you are” into the skill graph and reputation, not a separate system. +- **Skills** — [skills.md](skills.md): classless progression, training, caps, mastery, gates. *Professions* stay folded into skill graph + reputation unless a future doc defines a non-skill meaning. - **Zones** — tone, danger, faction or economic role of a place. - **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity. - **Mechanics** — loops, constraints, what the server vs. client must honor. diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md new file mode 100644 index 0000000..36d8385 --- /dev/null +++ b/docs/game-design/skills.md @@ -0,0 +1,80 @@ +# Skills (classless progression) + +Vision-level design for how characters grow without classes or chosen professions. Implementation hooks live in [Epic 2 — Classless progression](../decomposition/epics/epic_02_classless_progression.md) (E2.M1–M4). + +## Design pillar + +- **Any character can train any skill** over time. There is no character-creation lock that forbids a path. +- **Identity is the skill graph**, plus reputation and gear—not a label picked at the start. Optional diegetic titles (NPC reactions, faction jobs) are flavor or routing, not a second progression system (see [overview](overview.md)). +- **Long-term progression should avoid dead-end grinds**: a skill might be slow or costly, but not “mistaken” in the sense of irreversible failure to participate. + +## What counts as a skill + +A **skill** is a persistent, leveled capability that improves through **doing the thing** in the world (gathering, crafting steps, combat with a weapon class, etc.). Abstract “read a book → +XP” can exist later as a *supplement*, not the default fantasy—primary gains should be visible in play. + +Skills are **data-defined** (stable IDs, categories, prerequisites) so content and balance can evolve without redefining the pillar. + +## Categories (families) + +Categories group skills for **UI, tooling, and content** (e.g. *Combat*, *Gathering*, *Craft*, *Social*, *Movement*). They are not classes: they do not restrict what you can raise, only how players browse and how designers tag balance. + +**Open:** initial category list and whether some skills sit in multiple tags. + +## XP and leveling + +- **Server-authoritative** awards (who leveled is not client-decidable). +- **Structured grants**: skill id, amount, source (gather node, recipe, hit/kill, quest payout, etc.) so telemetry and tuning stay honest. +- **Curves are data-driven** per skill or policy; expect iteration on time-to-first meaningful level vs. long tail. + +### Failure and risk + +- **Default bias:** failed attempts can still teach—small XP on failure is acceptable where it reduces feel-bad and matches “practice” fantasy; **no XP** on failure is acceptable where exploits (spam fail) would dominate. Per-activity policy is fine. +- **AFK / automation resistance:** XP sources should tie to validated actions, not passive timers, unless explicitly designed (rest, training dummies with caps, etc.). + +### Runaway mitigation + +- Watch for **one faucet** leveling a skill far ahead of others. Prefer **diminishing returns**, **context modifiers** (harder content pays more), or **soft caps** before hard caps—not a single global solution until live data exists. + +**Open:** whether global daily/weekly XP bands exist for launch, or only per-skill tuning. + +## Prerequisites and gates + +Some skills or tiers may require **UnlockRequirement**-style gates: discovered recipe, faction standing, mentor NPC, item consumed, etc. Gates should **expand the game**, not replicate classes (“only smiths get this” without diegetic reason). + +**Open:** ratio of “open from level 1” vs. “gated by world discovery.” + +## Caps + +- Prefer **soft caps** (slowing gains) over **hard caps** (cannot raise further) unless a hard cap protects PvP or economy integrity. +- If a **maximum skill level** exists per skill, it should be understandable (“master tier”) and leave room for horizontal options (other skills, mastery, gear). + +**Open:** global character-wide cap on “total levels” vs. uncapped breadth with per-skill curves only. + +## Mastery and perks (build expression) + +Raw levels answer **breadth and baseline power**. **Mastery tracks** (later: E2.M3) answer **how** you specialize within a skill: branches, perk unlocks, optional tradeoffs. Perks should **differentiate** without **locking out** the rest of the skill tree for other players—other builds, other branches. + +**Open:** how respec works (cost, time, partial). + +## Pacing and live balance + +Long-term: **pacing policies** and **catch-up** rules (E2.M4) adjust velocity by cohort or season without invalidating skill IDs. Design should assume **tuning will move**; avoid promises like “always 40 hours to max” in player-facing text. + +## Player-facing readability + +- Clear **sources of XP** in feedback (what action moved the bar). +- Skill sheet shows **level, next threshold, and category**; mastery UI can layer on when that system ships. + +## Decisions log + +| Topic | Direction | Status | +|-------|-----------|--------| +| Classless vs. professions | Skills + rep; no separate profession system | Agreed ([overview](overview.md)) | +| Primary XP fantasy | Do the activity | Proposed | +| Failure XP | Per-activity; watch exploits | Open | +| Caps | Prefer soft; hard only if needed | Proposed | +| Mastery | Perks for identity, not class locks | Aligned with E2.M3 | + +## Next artifacts + +When you draft them, link from [overview.md](overview.md): **Abilities** (skill gates, scaling), **Items** (requirements, crafted vs. dropped).