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Rpg Agent Skill

> and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill rpg

The instruction itself

12 sections, as written by the author

RPG

A playbook for role-playing games — stats and progression, inventory/equipment, quests,

dialogue, and combat. This is a compositional skill: it ties data-driven content,

dialogue, and saving together. It does not re-teach those primitives; it defines the systems

that make growth and choice feel meaningful, and points to the skills that implement each.

When to use

  • Use when building an RPG/JRPG/action-RPG: the player has stats that grow, an

inventory, quests, dialogue, and persistent progress.

  • Use when designing a leveling curve, a damage formula, an inventory/equipment model, or a

quest state machine.

When *not* to use: permadeath dungeon runs with no persistent character → roguelike.

Pure conversation/branching story → visual-novel. Open-world needs/crafting/base-building →

survival-crafting. For the dialogue engine itself, use dialogue-systems.

Core loop

**Explore → encounter (fight / talk / solve) → earn rewards (XP, loot, story) → grow

(level up, gear up, unlock) → take on harder content.** The fantasy is *getting stronger and

shaping who your character is*; every system should feed that growth-and-choice loop.

Must-have systems

  • Stats + leveling — base attributes, derived combat stats, XP curve, level-up gains.
  • Inventory + equipment — data-defined items, stacking, slots, stat modifiers.
  • Combat — turn-based or action; damage formula, status effects, win/loss.
  • Quests — objectives, state machine (available→active→complete→turned-in), rewards.
  • Dialogue — branching lines, conditions on game state, choices that matter.
  • Save/load — persist character, inventory, quest progress, world flags, with versioning.
  • Economy + progression gating — gold/shops; gate power behind level/quest/region.
  • UI — HUD, inventory, quest log, dialogue box, character sheet.

Design knobs

| Knob | Effect | Notes |

|------|--------|-------|

| XP curve shape | pacing of power | Fast early, slow late (see refs). |

| Stat→derived scaling | build diversity | One attribute shouldn't dominate. |

| Damage formula | tactical feel | Subtractive vs. ratio mitigation (refs). |

| Random variance / crit | swinginess | ±10% and ~1.5× crit are safe defaults. |

| Drop rates / economy | reward cadence | Avoid trivializing shops with loot. |

| Power gating | difficulty gating | Level/region/quest locks. |

| Reversible modifiers | buff/gear correctness | Layer mods; never edit base stats. |

| Choice consequence | role-play weight | Quest/dialogue flags should branch outcomes. |

Patterns

1. Derived stats from base attributes (recompute, never store as truth)

# Pseudocode. Base attributes are the only "truth"; combat stats are derived each time.
def derive(base, mods):
    s = apply_modifiers(base, mods)          # base + flat adds + percent, then clamp
    return {
        "max_hp":  20 + s["VIT"] * 8,
        "attack":  s["STR"] * 2,
        "defense": s["VIT"] + s["AGI"] * 0.5,
    }
# Equipping pushes a modifier; unequipping pops it. HP/attack recompute automatically.

2. XP curve + level-up

# Pseudocode. Quadratic curve: fast early levels, long late ones.
def xp_to_next(level, base=100): return base * level * level

def gain_xp(actor, amount):
    actor.xp += amount
    while actor.xp >= xp_to_next(actor.level):
        actor.xp -= xp_to_next(actor.level)
        actor.level += 1
        actor.base["STR"] += 2; actor.base["VIT"] += 2   # grant gains / skill points
        on_level_up(actor)                                # heal, unlock, notify

3. Quest objective update driven by game events

# Pseudocode. Game events advance matching objectives; completion grants rewards.
def on_event(kind, data):
    for q in active_quests:
        for obj in q.objectives:
            if obj.event == kind and matches(obj, data) and not obj.done:
                obj.count += 1
                if obj.count >= obj.needed: obj.done = True
        if all(o.done for o in q.objectives):
            q.state = "complete"                # turn-in grants xp/gold/items

Pitfalls / failure modes

  • Editing base stats for buffs/gear → values drift and corrupt on save/reload. Keep a

modifier layer; push/pop it (Pattern 1).

  • Storing derived stats as truth → desync after a stat change. Recompute from base.
  • Runaway XP/damage numbers → either an exponential curve with no cap or a subtractive

formula at huge values. Pick a curve and a formula family deliberately (refs).

  • Content as code → every item/quest hardcoded. Define items, enemies, and quests as

data (godot-resources / unity-scriptableobjects).

  • Save format with no version field → old saves break on update. Add a version and a

migration path from day one (see save-systems).

  • Choices without consequences → dialogue branches that reconverge immediately feel hollow.

Set flags that actually change later quests/world state.

  • Quest progress not persisted → reloading loses mid-quest state. Save quest state, not

just completion.

Composition (build it from these skills)

  • Dialogue: dialogue-systems (Yarn Spinner / Ink) — branching lines, conditions, variables.
  • Persistence: save-systems — character, inventory, quest flags, world state, versioning.
  • Content data: godot-resources / unity-scriptableobjects — items, enemies, quests, skills as assets.
  • Combat AI: game-ai for enemy behavior; for turn order reuse the scheduler idea in roguelike.
  • UI: game-ui-ux for HUD/menu layout, resolution scaling, and controller/keyboard nav; godot-ui-control for the concrete inventory, quest log, character sheet, and dialogue box.
  • World: level-design plus your engine's tilemap/3D skill (godot-tilemap, godot-3d-essentials).

References

  • For stat/damage formulas, leveling curves, turn-vs-action combat timelines, inventory/equipment

data shapes, and the quest state model, read references/stats-combat-quests.md.

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How to use it

Copy the folder

Take gamedev-skills/rpg from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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