diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 4eed8a5..343da2c 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -2,7 +2,7 @@ Design for **non-combat skills** only. **Shared vocabulary**, **why we use gigs + skills**, and the **hybrid overview** are in **[progression.md](progression.md)**. **Combat gigs** (roster, hub swap, sub-gig, etc.) are **[gigs.md](gigs.md)**. -**This file also owns the [Seams (gigs ↔ skills)](#seams-gigs--skills)** section—rules where **gigs** and **skills** meet (gear, crafting, consumables, rep, alts). **Brainstorm-only** ideas: [`brainstorm/`](brainstorm/README.md). +**This file also owns the [Seams (gigs ↔ skills)](#seams-gigs-skills)** section—rules where **gigs** and **skills** meet (gear, crafting, consumables, rep, alts). **Brainstorm-only** ideas: [`brainstorm/`](brainstorm/README.md). ## Classless skills @@ -12,7 +12,7 @@ Everything **outside combat role resolution** trains on **skills**. That include - **Any character can train any skill** over time (subject to **world gates**: discovery, rep, licenses—those **add** content, they are not “you picked the wrong class”). - **Economy identity** is the **skill graph + reputation + gear**, not which **gig** you had equipped last night. -- **Specialist path:** it must be viable to **keep gigs low** (minimal combat-role investment) and still **meaningfully play** by pushing **gather / process / make / tech**—best supplier, best bench, best netsec in the hubs and instances that reward skills. Combat and story may still **touch** gigs; they must not **hard-require** high gig levels to participate in the **economy and skill loops** players care about for that lifestyle ([Seams](#seams-gigs--skills): e.g. **craft** without needing to **equip** what you make). +- **Specialist path:** it must be viable to **keep gigs low** (minimal combat-role investment) and still **meaningfully play** by pushing **gather / process / make / tech**—best supplier, best bench, best netsec in the hubs and instances that reward skills. Combat and story may still **touch** gigs; they must not **hard-require** high gig levels to participate in the **economy and skill loops** players care about for that lifestyle ([Seams](#seams-gigs-skills): e.g. **craft** without needing to **equip** what you make). - **Long-term:** avoid dead-end grinds; slow or expensive is fine, “wrong choice forever” is not. ### What is (and isn’t) a skill @@ -92,7 +92,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** | Skill | What it covers | Open / merge | |-------|----------------|--------------| -| **Gunsmith** | Barrels, receivers, ballistics fab. | [Seams](#seams-gigs--skills): craft without gig to *use* | +| **Gunsmith** | Barrels, receivers, ballistics fab. | [Seams](#seams-gigs-skills): craft without gig to *use* | | **Armtech** | Armor plates, suits, hardshell integration. | — | | **Synth-chem (product)** | Finish stims, chems, consumables from **Synth-chem prep** (and related **Process**) outputs. | — | | **Medtech fab** | Field kits, injectors, trauma foam—**craft** lane. | **Gig** Sawbones = *combat use* | @@ -160,7 +160,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | [Epic 2](../decomposition/epics/epic_02_classless_progression.md) | Registry, XP engine, mastery, pacing | | [Epic 3](../decomposition/epics/epic_03_crafting_economy.md) | Gather and craft **award** skill XP; items and recipes | | [Epic 7](../decomposition/epics/epic_07_quest_faction.md) | Quest rewards, rep gates, optional skill payouts | -| [gigs.md](gigs.md) | **Craft** combat gear with **skills**; **equip** with **gigs**—[Seams](#seams-gigs--skills) | +| [gigs.md](gigs.md) | **Craft** combat gear with **skills**; **equip** with **gigs**—[Seams](#seams-gigs-skills) | | [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) | **Skill** lane in a group instance (idea only) | ### Open questions (skills-only) @@ -173,6 +173,8 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | Cross-skill synergy math | Open | | Skill-based **combat-adjacent** actions (e.g. deployable) vs **gig** ability | Open | + + ## Seams (gigs ↔ skills) | Topic | Direction |