# Gameplay Ability System Decision

Decision: defer Unreal's Gameplay Ability System for the MVP.

Agrarian should not adopt GAS during version 0.01 or the early version 0.1
survival foundation. The current project already has focused replicated
components for survival, inventory, crafting, resources, building placement,
time, weather, interaction, and early movement modifiers. Those systems are
small, readable, and directly aligned with the immediate playable MVP.

GAS is useful for games with many networked abilities, buffs, cooldowns,
attribute effects, prediction needs, tags, and reusable gameplay effects. That
will probably matter later for Agrarian when character skills, injuries,
illnesses, professions, equipment, medicine, combat, aging, and long-term
condition effects become more complex.

For now, adding GAS would increase setup cost, content complexity, debugging
surface, and onboarding burden before the project has enough gameplay variety
to benefit from it.

Guideline:

- Keep MVP survival systems implemented through explicit C++ components and
  Blueprint assets.
- Keep future stat/effect code modular enough that it can migrate into GAS if
  the need becomes clear.
- Revisit GAS after version 0.1 once combat, skills, injuries, medicine,
  profession bonuses, equipment effects, and replicated long-term status
  modifiers are better defined.

Revisit trigger:

- The project has many recurring timed effects, buffs, debuffs, cooldowns, or
  ability activations that are becoming duplicated across systems.
- Multiplayer prediction for ability-style actions becomes important.
- Designers need data-driven effect stacking, gameplay tags, and reusable
  effect authoring more than hand-coded component behavior.
