Settings

Edit tabs/settings.json.

Power Level Framework

Characters progress through four power levels based on skill proficiency:

Power Level Skill Range Experience
I 1-10 Fails almost every roll - training arc
II 10-30 Fails most rolls - underdog experience
III 30-40 Succeeds most rolls - capable hero
IV 40-60 Succeeds almost always - master

The balanced values below support this progression curve.

Required Fields by Category

Attribute Settings

Field Balanced Value Notes
startingAttributeValue 0 Traits determine attributes, not point-buy
startingAttributePoints 0 No point allocation
maxStartingAttribute 0 No hard cap (traits handle limits)
attributeBonusModifier 2.5 Each attribute point = +2.5 to checks
lowAttributeThreshold 8 Below this grants weakness traits

Skill Settings

Field Balanced Value Notes
trainingCooldown 10 Ticks between training opportunities
skillBonusModifier 1 Each skill level = +1 to checks
maxSkillLevel 999 Effectively uncapped
maxSkillSuccessLevel 999 Cap on the absolute contribution any single skill, attribute, ability, random roll, or context modifier can make to a success check
startingXPToLevelUpSkill 50 Fast early progression
additionalXPRequiredPerSkillLevel 50 Consistent XP increase per level
baseXPFromSkillUpgrade 100 Bonus XP when skills level up
charXPPerSkillLevel 100 Character XP from skill progression
baseChanceToLearnNewSkill 1 Use 1 if world allows learning new skills, 0 if fixed
skillLearningBonusModifier 1 Use 1 if world allows learning new skills, 0 if fixed
xpFromNewSkill 200 Character XP when learning a new skill

Skill XP Rewards

Field Balanced Value
skillXPRewards.small 50
skillXPRewards.medium 100
skillXPRewards.large 150
skillXPRewards.huge 200

Location Settings

Field Balanced Value Notes
regionSize 100 100km regions
simpleRadius 5 5km simple interaction radius
complexRadius 10 10km complex interaction radius
avgTravelDistance 40 40km average between locations
minTravelDistance 20 20km minimum between locations
regionLocationCount 0 Designer defines per world
regionFactionCount 0 Designer defines per world
encountersEnabled false Enable random wilderness encounters during travel

Item Settings

Field Balanced Value Notes
startingItems [] Starting items come from traits

Combat Settings

Field Balanced Value Notes
baseCombatXP 200 Combat is rewarding
minCombatXP 50 Trivial fights still meaningful
abilityCooldown 0 No cooldowns
abilityBonus 10 Abilities give +10 to checks
npcDailyHealingAmount 999 NPCs fully heal daily

Character Progression (otherSettings)

Field Balanced Value Notes
startingCharacterLevelUpRequirement 500 Base XP for first level
extraRequiredXPPerCharacterLevel 100 +100 XP per level
maxCharacterLevel 999 Effectively uncapped
npcHealthPerLevel 10 NPC HP per level
npcMinHealth 0 NPC base HP

Player HP scaling lives on the health resource (resourceSettings.health.maxValue and gainPerLevel), not in otherSettings. See the ai-instructions skill for the Resource schema.

World-Specific Fields

These must be configured per-world:

Field Guidance
attributeSettings.attributeNames Thematic attribute names for the world
attributeSettings.lowAttributeTraits See lowAttributeTraits format below
attributeSettings.attributeStatModifiers Only where narratively sensible (e.g., Constitution to Health)
skillSettings.skillTypeDifficultyBonus Always include "none": 0, others creative
itemSettings.currencyName Thematic currency name
itemSettings.itemCategories Always include "Armor", "Consumable", plus world-specific
itemSettings.itemSlots Always include 7 armor slots, plus world-specific
combatSettings.damageTypes Types that fit world theme

lowAttributeTraits Format

Each entry follows this structure: “You have a weak [domain]. [What skill types this affects]. [Effect on learning and usage].”

  • Sentence 1: State the weakness plainly (“You have a weak X”)
  • Sentence 2: Name the skill types powered by this attribute and state the consequence
  • Sentence 3: Describe the practical effect on learning and reliability
  • Reference skill/ability type names, not individual skill names
  • Not every attribute needs an entry; omit attributes where a low value doesn’t make narrative sense

Required Item Slots

Always include these 7 armor slots:

[
  { "slot": "head", "category": "Armor", "quantity": 1 },
  { "slot": "chest", "category": "Armor", "quantity": 1 },
  { "slot": "shoulders", "category": "Armor", "quantity": 1 },
  { "slot": "hands", "category": "Armor", "quantity": 1 },
  { "slot": "waist", "category": "Armor", "quantity": 1 },
  { "slot": "legs", "category": "Armor", "quantity": 1 },
  { "slot": "feet", "category": "Armor", "quantity": 1 }
]

Additional slots are world-specific.

Schema

interface Settings {
  attributeSettings: AttributeSettings
  skillSettings: SkillSettings
  locationSettings: LocationSettings
  itemSettings: ItemSettings
  combatSettings: CombatSettings
  otherSettings: OtherSettings
}

Reference

For detailed documentation, see settings-reference.md.


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