Progression System - FatherNoTimeGames/JRPG-Classless GitHub Wiki
Progression System
Core Direction
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.
Generic Skill Points
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.
Skill Point Award Rate
Current direction:
- Each discipline level awards 1 generic skill point.
- Milestone levels should reward stronger abilities rather than extra points.
Proficiency Gain
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.
Meaningful Action Flags
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.
Missed Purchased Abilities
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.
Purchased Ability Bonus
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
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.
Ability Unlocks
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.
Ability Purchase Rules
Current direction:
- All unlocked abilities can eventually be purchased.
- Hard choices come from limited generic skill points and ramping costs, not permanent exclusivity.
Ability Cost Ramp
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.
Global Level
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.
Global XP
Current direction:
- Global XP comes from a mix of enemy kills and encounter completion.
Confirmed split:
- 70% enemy kills
- 30% encounter completion
Global Level Stat Growth
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.
Level-Up Presentation
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: