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Progression System
Progression is classless and follows a hybrid model:
- A character uses a discipline, such as Sword.
- Using that discipline gains proficiency in that discipline.
- The discipline levels up.
- Reaching certain discipline levels unlocks ability options.
- The character receives generic skill points.
- The player spends generic skill points to purchase unlocked abilities.
Example:
- A character uses Sword.
- Sword proficiency increases.
- Sword reaches level 10.
- A powerful Sword ability unlocks.
- The character may have saved generic skill points from multiple disciplines to buy it.
- The character may also spend points on Heavy Armor, Shield, Light Magic, or Tactics abilities as those become unlocked.
Current direction:
- Skill points are generic.
- Generic skill points can be spent on any unlocked ability.
- Unlocking an ability still requires reaching the relevant discipline level threshold.
- Generic points can be saved for high-tier abilities.
Current direction:
- Each discipline level awards 1 generic skill point.
- Milestone levels should reward stronger abilities rather than extra points.
Current direction:
- Proficiency is gained from valid meaningful actions.
- Hard anti-farming caps are not planned for the first version.
- Ability point costs are intended to be the primary economic guardrail.
Approved starter action flags:
caused_hp_losscaused_non_overheal_healingapplied_new_statusremoved_statusused_purchased_ability
These flags allow progression logic to remain simple and modular.
Confirmed direction:
- If a purchased ability misses, it still grants proficiency because the action was used.
This keeps the rule simple and supports the “use the discipline to learn the discipline” fantasy.
Current direction:
- Using an ability unlocked by a discipline grants a +20% proficiency bonus to that discipline.
Example:
- Using a basic sword attack grants Sword XP.
- Using a purchased Sword ability grants Sword XP with a 20% bonus.
Open question:
- Does this bonus apply to passive-triggered effects?
Discipline levels represent mastery of a specific category.
Possible examples:
- Sword
- Axe
- Dagger
- Bow
- Shield
- Heavy Armor
- Light Armor
- Light Magic
- Shadow Magic
- Tactics
- Alchemy
- Leadership
- Survival
Each discipline can define:
- Display name.
- Icon.
- Description.
- Proficiency gain rules.
- Level curve.
- Unlock thresholds.
- Ability options.
- Related stats.
- Equipment requirements.
Current direction:
- Each unlock threshold provides two ability options.
Example:
Sword Level 2 unlocks:
- Power Strike
- Riposte
The player does not automatically receive both.
They become available for purchase.
Current direction:
- All unlocked abilities can eventually be purchased.
- Hard choices come from limited generic skill points and ramping costs, not permanent exclusivity.
Current direction:
- Ability cost is based on unlock tier.
If this feels too flat, we may later add cost increases based on total abilities purchased globally.
Current direction:
- Characters have a separate global level.
- Global level applies automatically when enough global XP is gained.
- Global level does not gate abilities.
- Global level primarily facilitates stat growth.
- Skill point allocation is restricted to safe rooms and/or the hub.
Current direction:
- Global XP comes from a mix of enemy kills and encounter completion.
Confirmed split:
- 70% enemy kills
- 30% encounter completion
Current direction:
- Base stats influence stat growth.
- Growth uses diminishing returns.
- Differences should still feel meaningful.
- Starting stats should create archetype lean.
Open questions:
- Exact growth formula.
- Whether growth preview is visible to the player.
- Whether characters have hidden growth weights in addition to visible stats.
Current direction:
- General level-ups and skill/discipline level-ups can appear on the battle summary screen after each encounter.
- The battle summary is information only.
- Skill point spending happens only in safe rooms and/or the hub.
Related pages: