rpg

Implement reusable RPG gameplay architecture for progression, quests, and combat.

Updated May 6, 2026
One-click install
npx skills add https://github.com/BasarEkinci/memory-card-game --skill rpg-basarekinci
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: rpg
Source: https://github.com/BasarEkinci/memory-card-game/tree/main/.claude/skills/genre/rpg
Command: npx skills add https://github.com/BasarEkinci/memory-card-game --skill rpg-basarekinci

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It solves the complexity of designing interconnected RPG mechanics—stats with stacked modifiers, leveling/XP progression, quest tracking, skill trees, and combat patterns—so they work together consistently in both turn-based and real-time gameplay.

Core Features & Use Cases

  • Stacked stat modifiers with deterministic ordering (flat, additive percent, multiplicative percent) for equipment, skills, and status effects.
  • Level and XP progression with events on level-up and an exponential XP curve for smooth difficulty scaling.
  • Quest system with objectives, rewards, and prerequisites to support branching NPC dialogue and gated content.
  • Skill tree design approach using node prerequisites, unlock costs, and applying/removing stat modifiers on unlock or respec.
  • Combat framework patterns for action/ability casting and real-time status effects with tick damage/heal and stacking rules.
  • NPC interaction integration that selects dialogue branches based on quest state and triggers outcomes like rewards and shop opening.

Quick Start

Use the rpg skill to generate a cohesive RPG backend outline for stats, XP/levels, quests, skills, abilities, status effects, and NPC branching dialogue.

Frequently Asked Questions about rpg

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement deterministic stat modifier ordering for RPG combat calculations?

RPG stat modifier ordering applies flat, percent-additive, and percent-multiplicative calculations sequentially to ensure consistent combat outcomes. This deterministic ordering prevents calculation conflicts when equipment, skills, and status effects stack on a single character stat.

What is the best way to structure an XP leveling system with exponential difficulty scaling?

An XP leveling system uses an exponential curve for smooth difficulty scaling and triggers event-based state updates upon level up. This architecture decouples progression logic via message-publishing patterns, allowing separate systems to react dynamically to character growth.

How do I build a skill tree architecture with node prerequisites and respec functionality?

Skill tree architecture uses data-driven definitions to manage node prerequisites, unlock costs, and stat modifier application. Respec functionality is handled by reversing modifier applications through message-publishing patterns, ensuring character stats remain synchronized when nodes are locked or unlocked.

Can I use ScriptableObject definitions to decouple RPG quest tracking and NPC dialogue systems?

ScriptableObject definitions support decoupled quest tracking and NPC dialogue systems by storing branching dialogue, objectives, and prerequisites as data. Message-publishing patterns evaluate quest states at runtime to select dialogue branches and trigger outcomes like rewards without hardcoding logic.

How do tick-based status effects handle stacking rules in real-time combat scenarios?

Tick-based status effects process damage or healing over time using defined stacking rules and cooldown checks during real-time combat. They integrate with the combat framework by applying modifiers per tick, ensuring mana, range, and stacking behaviors are evaluated consistently each update cycle.