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title Classes and Skills System
summary Class unlocking, skill types, XP pools, skill tiers/quality, attribute progression, and dark path classes
audience
developer
agent
designer
topics
classes
skills
xp
attributes
progression
dark-path
skill-tiers
prerequisites
gdd-overview.md
gdd-core.md
related
gdd-consolidation.md
class-skills.md
common-skills.md
attributes-system.md
last_validated 2026-01-18

Classes & Skills System

1. Class Overview

Classes are job-based and unlocked through world interaction. NPCs use the same systems.

Class Categories

Category Examples
Gathering Forager, Miner, Hunter, Fisher
Crafting Blacksmith, Alchemist, Tailor, Carpenter
Trade Trader, Merchant, Caravaner
Combat Warrior, Adventurer, Knight
Magic Mage, Enchanter, Necromancer
Social Scholar, Trainer, Leader
Dark Thief, Assassin, Looter, Fence

Unlocking Classes

  1. Player performs trigger actions (planting, exploring, crafting, trading)
  2. Action counts accumulate
  3. When threshold met, class is offered
  4. Player can accept or decline
  5. If accepted, gain class at level 1 with starting skills

Class Leveling

  • Classes level independently
  • XP gained from relevant actions
  • Level-ups occur during rest/sleep (not instant)
  • Total character levels increase XP requirements globally

XP Penalty Formula

XP needed = Base XP × (1 + (total_levels × 0.15))

Creates tradeoff: specialist masters one area, generalist can do many things but masters none.


2. Skill Types

Type Behavior Example
Passive Always active "Green Thumb" — crops grow 10% faster
Cooldown Trigger, wait, reuse "Survey Area" — reveal POIs, 5 min cooldown
Charges Limited uses, then depleted "Powerful Blow" — next 10 attacks deal bonus
Duration Lasts for time period "Second Wind" — stamina regen ×2 for 2 min
Toggle On/off until switched "Careful Harvest" — slower but better yields

3. Skill Acquisition

Skills Offered Per Level-Up

Event Skills Offered
Normal class level-up 0-3
Accepting a new class 2-3
Milestone level (10, 20, 30...) 1-5

Refusing Skills

  • Refused skills available later via secondary menu
  • Begin leveling only from acceptance
  • Refusing accumulates "luck" for better tier rolls
  • Counter is per-class, decreases by 1 when skill accepted

4. Skill XP Pool System

On class level-up:

  1. Gain skill XP pool (scales with class level)
  2. Pool divided among unlocked skills (weighted by use)
  3. Each skill gains XP toward next improvement
  4. More skills = thinner spread

5. Skill Tiers

Tier Effect
Lesser Base effect (+5 attribute)
Greater Improved + secondary (+5 attr, +3 related)
Enhanced Best + multiple secondary (+5 attr, +3 related, +2 tertiary)

Tier Behavior

  • Greater replaces Lesser
  • Enhanced replaces Greater (or Lesser)
  • Can skip tiers with lucky roll or high level
  • Only one skill per line (no wasted slots)

6. Skill Quality/Rarity

Fixed at skill definition (reflects design intent):

Rarity Criteria
Common Simple effect, no tiers
Uncommon Moderate effect or has tiers
Rare Strong effect, may have tiers, class-specific
Epic Powerful/unique effect, limited availability
Legendary Build-defining, very rare conditions

7. Skill Pools

Pool Type Access
Common Any class can roll
Class-exclusive Only that class can roll
Achievement-locked Awarded by completing specific content
Cross-class synergy Requires specific class combinations

8. Attributes

Slice-of-life themed:

  • Strength, Finesse, Wit, Endurance, Charm, Awareness, Patience, etc.

Attribute Progression

Source Effect
Class level-up Boost class-relevant attributes
Total level milestone Small boost to all (prevents atrophy)

9. Base Classes (Examples)

Class Focus Unlock Actions
Farmer Agriculture, animals Plant, harvest, tend animals
Forager Gathering wild resources Gather berries, herbs, materials
Miner Extracting minerals Mine ore, gems
Crafter (various) Making items Craft items (specialty-specific)
Explorer Discovery, navigation Discover areas, map regions
Adventurer Combat, survival Defeat enemies, survive outdoors
Trader Basic commerce Complete barters/trades
Scholar Learning, research Read, research, study

10. Dark Path Classes

Hostile/illegal actions don't count toward legitimate classes:

Action Dark Class
Looting bodies Looter
Stealing from NPCs Thief
Demanding goods (intimidation) Extortionist
Fencing stolen goods Fence
Killing for pay Assassin
Smuggling Smuggler

These progress separately and can coexist with legitimate classes.