Abilities - xopherdeep/do-it-for-the-xp GitHub Wiki
Abilities are special skills, spells, and techniques that players can learn and use in the XP app. Game Masters can create, manage, and balance these abilities to enhance gameplay.
Abilities serve as:
- Active combat skills
- Passive attribute enhancers
- Special interactions with the game world
- Character customization options
- Name - A descriptive title for the ability
- Description - Explanation of what the ability does
- Icon/Visual - Visual representation in menus and during use
- AP Cost - Ability Points required to learn/upgrade
- MP Cost - Magic Points consumed when used
- Type - Category (Attack, Heal, Support, Passive, etc.)
- Element - Associated element (Fire, Water, Earth, etc.)
- Power/Potency - Base effectiveness of the ability
- Accuracy - Chance to successfully hit the target
- Area of Effect - Single target, group, or all targets
- Duration - For effects that last multiple turns
- Cooldown - Turns required before using again
- Prerequisites - Other abilities required to unlock
- Status Effects - Additional conditions applied (poison, sleep, etc.)
- Stat Modifications - Temporary changes to character stats
- Secondary Effects - Additional outcomes beyond primary function
- Synergies - Special interactions with other abilities
Game Masters can:
- Create new abilities
- Edit existing ability parameters
- Organize abilities into trees or paths
- Set acquisition methods
- Determine AP costs and prerequisites
When designing abilities, consider:
- MP efficiency - Balance effectiveness with MP cost
- AP investment - Match power with learning cost
- Utility vs. power - More powerful abilities should have limitations
- Progression paths - Create logical upgrade sequences
- Class appropriateness - Design abilities suited to specific job classes