Define practical experience growth
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@@ -880,7 +880,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Define the MVP separation between knowledge, practical experience, physical stats, tools, and infrastructure. Added `Docs/KnowledgeAndSkillFoundation.md` with a five-part MVP model separating knowledge, practical experience, physical stats, tools, and infrastructure so basic survival remains possible but outcomes improve through understanding, practice, equipment, and durable world improvements.
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- [x] Add a first-pass skill taxonomy for survival, gathering, tool use, crafting, fire, shelter, navigation, first aid, food safety, and weather awareness. Added the first MVP taxonomy to `Docs/KnowledgeAndSkillFoundation.md`, covering survival, gathering, tool use, crafting, fire, shelter, navigation, first aid, food safety, and weather awareness as non-lockout skill domains that modify risk, quality, speed, yield, readability, and confidence.
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- [x] Define how knowledge affects survival actions: fewer mistakes, safer attempts, better yields, lower injury risk, and more reliable outcomes. Added the knowledge action-effects model to `Docs/KnowledgeAndSkillFoundation.md`, defining how knowledge changes warnings, failed-action reasons, safety, yield/waste, injury risk, and outcome reliability without silently guaranteeing success or replacing practical experience.
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- [ ] Define how practical experience grows through use, repetition, mistakes, and recovery from failure.
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- [x] Define how practical experience grows through use, repetition, mistakes, and recovery from failure. Added practical experience growth rules to `Docs/KnowledgeAndSkillFoundation.md`, defining gain from meaningful use, diminishing returns for rote repetition, learning from readable mistakes, and extra credit for recovering well from failure.
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- [ ] Add first contextual learning prompts for fire safety, potable water, exposure, shelter placement, injury care, and resource identification.
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- [ ] Design optional knowledge checks that appear when relevant to the action instead of interrupting basic play.
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- [ ] Add player-facing feedback that explains why an action failed or produced poor results.
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