Characters and progression¶
Written 2026-10-27 from the project's own design docs.
How characters improve, how they heal, what they start with, and the principle the founder calls the point of the whole system: everything is numbers and modifiers. Status: the founder's theory, 2026-10-26. The math is deliberately unsolved: "we don't need to solve any math until we've laid down all our theory."
The keystone principle¶
- M1. Everything is numbers and modifiers. Everything in the game is some combination of numbers and modifiers, applied to the character that owns it, to a character it affects, or to both. The founder's examples run from a piece of armour, a rocket and a banana peel to a freight train, a laser beam, and a disintegration spell cast from the eye of a mad god: "it's all just some combination of math applied at different angles." Things differ only in which numbers they touch and from which angle.
Readings:
- "An affected character" includes objects. Objects already carry numbers (every object has a weight), and abilities can change the world. So a door or a wall can be what a modifier lands on.
- What it means for the code: the existing combat systems (weapon statistics, conditions, exposure, attribute formulas, stamina and mana) are separate hand-built shapes today. Under M1 they become instances of one modifier model. That rebuild waits until the theory is complete and controllers are discussed. Nothing changes yet.
Decided¶
Progression¶
- P1. Levels are earned with experience.
- P2. Experience comes from combat victories, completed quests, and other events.
- P3. Each level raises attributes by some amount X by default. Race and class modify it. X is math, so it isn't set.
- P4. Attribute points can't be spent until level 3, following the books.
- P5. Attributes can be modified temporarily by outside effects such as equipment or status effects.
Recovery¶
- Q1. Lost health doesn't come back by default. Something has to restore it.
- Q2. Anything can restore health, actively or passively: skills, items, racial abilities, spells and so on.
- Stamina and mana still regenerate on their own. Q1 is about health only.
Starting state and equipment¶
- C1. Every character starts with a full set of clothes, no armour and no weapons. (Reading: clothes are objects with weight, and by default carry no modifiers.)
- C2. Equipment beyond weapons exists. It can modify any statistic or ability, as weapons, abilities and spells do.
- Movement costs stamina: sprinting, jumping and dodging draw on the same pool as melee.
Deferred to the "pre-final" math¶
Dexterity's numbers; the movement baseline (speeds, jumping, dodging, climbing, falling); X per level; and how every attribute scales.
Open (founder's call)¶
- How P3 and P4 fit together. The assistant's reading: each level grants X points, the player spends them, and points earned before level 3 are banked until then. The other possible reading: part of each level's gain is automatic and part is points to spend.
- The shape of the modifier model. This is theory, not math, and it's the next thing M1 needs:
- what a modifier names (which number, on whom);
- its operation (add, multiply, set);
- the order operations apply in;
- how modifiers from the same source stack;
- how long one lasts (instant, timed, while equipped, permanent).
The assistant offered to draft a proposal for the modifier model. That's where the project stood when it was parked.
The general version of M1 is on Everything is numbers and modifiers.