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.