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# TDGS ABILITIES - AI REFERENCE

Document 7 | Structured specification for AI parsing

## FULL SPECIFICATION

# TACTICAL DICE GAME SYSTEM (TDGS) - DOCUMENT 7 # Title: Abilities # Version: 1.0.1 # Purpose: AI-readable specification for Skills, Spells, and Traits # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ OVERVIEW ================================================================================ Abilities are capabilities beyond base stats. Stats define what you ARE. Abilities define what you can DO. THREE TYPES: SKILL - Trained, has levels (1-8) and tiers SPELL - Magical, fixed power, tiers only, always has cooldowns TRAIT - Innate, binary (have or don't), no progression ================================================================================ ABILITY COMPONENTS (ALL TYPES) ================================================================================ REQUIRED: NAME What the ability is called DESCRIPTION What it does TYPE Skill | Spell | Trait TIMING Action | Instant | Interrupt | Passive | Free EFFECT What happens when used COOLDOWN None | Round | Scene | Day OPTIONAL: PREREQUISITES Requirements to gain this ability TIER Power level (Skills and Spells only) LEVEL Mastery 1-8 (Skills only) STAT_BONUSES Modifiers for relevant actions (Skills primarily) ================================================================================ COOLDOWNS ================================================================================ COOLDOWN_TYPES: None -> Usable anytime (when you have actions) Round -> Usable once per round, resets at round start Scene -> Usable once per scene, resets when scene ends Day -> Usable once per day, resets after long rest APPLIES_TO: Any ability type can have cooldowns - Skills: If defined by ability - Spells: Almost always have cooldowns - Traits: If defined by ability (e.g., Dragon Breath) ================================================================================ SKILLS ================================================================================ DEFINITION: Trained abilities that improve with practice PROPERTIES: - Has LEVELS: 1 to 8 - Has TIERS: Power categories - May have COOLDOWNS: Per ability definition - May have PREREQUISITES: Lower tier skills, stats LEVEL SCALING (DEFAULT): Level 1: +0 (just learned) Level 2: +1 Level 3: +1 Level 4: +2 Level 5: +2 Level 6: +3 Level 7: +3 Level 8: +4 (mastery) FORMULA: bonus = floor(level / 2) MAX_BONUS: +4 per skill BONUS_APPLICATION: DEFAULT: Applies to relevant actions only - Sniper +4 DEX: Applies to long-range attacks ONLY - Does NOT apply to: dodging, lockpicking, other DEX uses UNIVERSAL: If explicitly stated, applies to ALL uses of stat - Physical Conditioning +2 STR (Universal): ALL STR actions ================================================================================ SKILL TIERS ================================================================================ TIER_MEANING: Tier = Inherent power level of skill Level = Your mastery of that skill COMPARISON: Tier 1 Level 8 = Master of basics Tier 3 Level 1 = Novice at advanced techniques Tier 3 novice CAN DO things Tier 1 master CANNOT Tiers unlock capabilities, levels improve them TIER_STACKING: Bonuses from same skill line STACK for relevant actions Example (Sniper Line): Shooter (Tier 1, Lv8): +4 DEX ranged Sniper (Tier 2, Lv8): +4 DEX ranged (stacks) Master Sniper (Tier 3, Lv8): +4 DEX ranged (stacks) TOTAL: +12 DEX for ranged attacks Character with base DEX 10 -> effective DEX 22 for ranged ================================================================================ SPELLS ================================================================================ DEFINITION: Magical abilities that channel supernatural power PROPERTIES: - NO LEVELS: Power is fixed - Has TIERS: Power categories - Has COOLDOWNS: Almost always (None, Round, Scene, Day) - Uses MAGIC_TYPE: Arcane (INT) or Divine (WIS) SPELL_TIERS: Tier 1: Cantrips, minor effects Tier 2: Standard adventurer magic Tier 3: Powerful, significant encounter impact Tier 4: Major, battle-changing Tier 5+: Legendary, world-altering PROGRESSION: Want stronger magic? Learn higher tier spell. Fire Bolt (T1) -> Flame Burst (T2) -> Inferno (T3) ================================================================================ TRAITS ================================================================================ DEFINITION: Innate abilities possessed by nature or circumstance PROPERTIES: - NO LEVELS: Binary (have or don't) - NO TIERS: One version only - May have COOLDOWNS: If defined (e.g., Dragon Breath) - FIXED EFFECT: Does exactly what it does, always TRAIT_SOURCES: RACE: Species grants innate traits (Darkvision, Amphibious) TRANSFORMATION: Becoming something new (Lycanthropy -> Regeneration) ITEM: While equipped (Goggles of Night -> Darkvision) TRAIT_REMOVAL: - Racial traits: Only by transformation - Item traits: Remove item, lose trait - Transformation traits: Cure/reverse transformation UPGRADING_TRAITS: No "Darkvision Level 5" exists Want better darkvision? Get different trait: Greater Darkvision ================================================================================ PREREQUISITES ================================================================================ PREREQUISITE_TYPES: SKILL_REQUIRED: Must have [Skill] at Level [X] STAT_REQUIRED: Must have [Stat] at value [X] TIER_REQUIRED: Must have Tier [X] skill in this line SPELL_REQUIRED: Must know [Spell] OTHER: Narrative requirement (GM discretion) EXAMPLES: Sniper (Tier 2): - Shooter at Level 4 - DEX 15 Resurrection (Tier 5 Spell): - Healing Touch (any tier) - WIS 25 - Must have witnessed death and returned someone from it Dragon Slayer (Tier 4): - Devastating Blow at Level 4 - Dragon Lore at Level 2 - Must have slain a dragon ================================================================================ ABILITY SOURCES ================================================================================ SOURCE | TYPICAL_TYPES | PERMANENT? ----------------|------------------|--------------------------- Class | Skills, Spells | Yes Race | Traits | Yes (until transformation) Item | Any | While equipped Effect | Any | For duration Training | Skills, Spells | Yes Discovery | Any | Yes SOURCE_MECHANICS: Source is NARRATIVE context only. Ability works IDENTICALLY regardless of source. Darkvision from: - Being nocturnal race - Wearing enchanted goggles - Drinking potion All function identically: you see in darkness. ================================================================================ ABILITY TEMPLATES ================================================================================ SKILL_TEMPLATE: NAME: [Skill Name] TYPE: Skill TIER: [1-5+] TIMING: [Action | Instant | Interrupt | Passive | Free] COOLDOWN: [None | Round | Scene | Day] DESCRIPTION: [What this skill does] PREREQUISITES: SKILL_REQUIRED: [Skill at Level X] (optional) STAT_REQUIRED: [Stat at value X] (optional) TIER_REQUIRED: [Tier X in this line] (optional) OTHER: [Narrative] (optional) EFFECT: [What happens when used] STAT_BONUS: VALUE: [+X to STAT] APPLIES_TO: [Relevant actions | Universal] SCALING: [Default | Custom: define] UNLOCKS: [New capabilities at this tier] SPELL_TEMPLATE: NAME: [Spell Name] TYPE: Spell TIER: [1-5+] MAGIC_TYPE: [Arcane | Divine] TIMING: [Action | Instant | Interrupt] COOLDOWN: [None | Round | Scene | Day] DESCRIPTION: [What this spell does] PREREQUISITES: STAT_REQUIRED: [INT or WIS at value X] SPELL_REQUIRED: [Lower tier spell] (optional) OTHER: [Narrative] (optional) EFFECT: [What happens when cast] RESOLUTION: YOUR_STAT: [INT | WIS] THEIR_STAT: [Target stat] TRAIT_TEMPLATE: NAME: [Trait Name] TYPE: Trait SOURCE: [Racial | Transformation | Item | Other] COOLDOWN: [None | Round | Scene | Day] DESCRIPTION: [What this trait does] EFFECT: [Fixed effect] REMOVED_WHEN: [Conditions] (optional) ================================================================================ STAT BONUS MECHANICS ================================================================================ RELEVANT_VS_UNIVERSAL: RELEVANT (default): - Bonus applies to specific action subset - Sniper +4 DEX: ranged attacks only - Does NOT apply: dodge, stealth, lockpick UNIVERSAL (explicit): - Bonus applies to ALL uses of stat - Physical Conditioning +2 STR: ALL STR actions - Rarer, typically lower bonus STACKING_RULES: DIFFERENT_SKILLS: - Stack if both apply to same action - Example: Shooter + Sniper for ranged attack = both bonuses SAME_SKILL: - Cannot have same skill twice - No stacking with itself CALCULATION_EXAMPLE: Making a sniper shot: Base DEX: 10 Shooter (T1, Lv8): +4 Sniper (T2, Lv8): +4 Master Sniper (T3, Lv8): +4 ---------------------------- Effective DEX: 22 ================================================================================ SKILL BONUSES AND RESOLUTION/MAGNITUDE ================================================================================ Skills that raise Apparent Stat affect BOTH resolution AND magnitude. This does NOT violate "Resolution and Magnitude Never Mix." THE PRINCIPLE: The d20 roll never determines damage. - d20 = whether you succeed (resolution) - Stat = how much happens (magnitude) A skill raising Apparent STR affects: - Hit chance (STR in resolution formula) - Damage dealt (STR in damage formula) This is intentional. Training improves capability. The ROLL doesn't change magnitude. The STAT does. ================================================================================ IMPLEMENTATION NOTES FOR AI SYSTEMS ================================================================================ SKILL_BONUS_CALCULATION: function getSkillBonus(level): return Math.floor(level / 2) EFFECTIVE_STAT_CALCULATION: function getEffectiveStat(baseStat, relevantSkills, action): bonus = 0 for skill in relevantSkills: if skill.appliesTo(action) or skill.isUniversal: bonus += getSkillBonus(skill.level) return baseStat + bonus ABILITY_VALIDATION: function canLearnAbility(character, ability): for prereq in ability.prerequisites: if prereq.type == SKILL_REQUIRED: if character.getSkillLevel(prereq.skill) < prereq.level: return false if prereq.type == STAT_REQUIRED: if character.getStat(prereq.stat) < prereq.value: return false return true TIER_LINE_STACKING: function getTotalLineBonus(character, skillLine, action): totalBonus = 0 for tier in skillLine.tiers: skill = character.getSkillInLine(skillLine, tier) if skill and skill.appliesTo(action): totalBonus += getSkillBonus(skill.level) return totalBonus ================================================================================ SUMMARY TABLES ================================================================================ TYPE COMPARISON: Type | Levels | Tiers | Cooldowns -------|--------|-------|------------ Skill | 1-8 | Yes | If defined Spell | None | Yes | Almost always Trait | None | None | If defined SKILL SCALING: Level | Bonus ------|------ 1 | +0 2 | +1 3 | +1 4 | +2 5 | +2 6 | +3 7 | +3 8 | +4 COOLDOWN RESET: Cooldown | Resets When ---------|------------------ None | N/A (always available) Round | Start of new round Scene | Scene ends Day | After long rest ================================================================================ DOCUMENT STATUS ================================================================================ STATUS: Canonical VERSION: 1.0 All Skills, Spells, and Traits in TDGS conform to the structures defined here. Specific ability lists are defined in content documents (Classes, Races, Items). ================================================================================ CANONICAL URLS ================================================================================ Human-readable: https://tacticaldice.com/docs/tdgs/abilities AI-optimized: https://tacticaldice.com/docs/tdgs/abilitiesforai ================================================================================ END OF DOCUMENT ================================================================================

## THE THREE TYPES

TypeLevelsTiersCooldowns
Skill1-8YesIf defined
SpellNoneYesAlmost always
TraitNoneNoneIf defined

## SKILL SCALING

LevelBonus
1+0
2+1
3+1
4+2
5+2
6+3
7+3
8+4

## COOLDOWN TYPES

CooldownResets When
NoneAlways available
RoundStart of new round
SceneScene ends
DayAfter long rest

## ABILITY SOURCES

SourceTypical TypesPermanent?
ClassSkills, SpellsYes
RaceTraitsYes (until transform)
ItemAnyWhile equipped
EffectAnyFor duration
TrainingSkills, SpellsYes
DiscoveryAnyYes