Combat and Skills Integration¶
Purpose¶
This document defines how skills and crafted gear feed into the combat quality band used by the expedition resolver.
See combat-resolution-and-party-logic.md for the full resolver steps, matchup table, and success probability tables.
See combat-encounter-templates.md for encounter examples built on this model.
See loadouts-and-safety-rules.md for the loadout preset list.
Core Rule¶
Role comes from the loadout. Quality band comes from skills and gear. Neither comes from a class or archetype. Archetypes from character creation bias early skill gains toward certain loadout types but place no restriction on what the character learns and equips later.
Skills That Feed Each Role¶
| Role | Primary skills | Secondary skills |
|---|---|---|
| Tank | Shielding, Heavy Armor, Endurance | Combat Judgment, Leadership |
| Support | Restoration, Field Medicine, Herbalism | Campcraft, Endurance |
| Ranged damage | Archery, Tracking, Hunting and Trapping | Routefinding, Light Armor |
| Melee damage | Blades, Evasion, Light Armor | Endurance, Combat Judgment |
| Arcane damage | Elementalism, Arcane Theory, Warding | Ritualism, Restoration |
| Utility / flex | Tinkering, Salvage Recovery, Pack Handling | Campcraft, Field Medicine |
The resolver pulls the primary skills for the equipped role and reads the character's current band in each.
Gear Quality Tiers¶
Gear quality feeds directly into the quality band alongside skills:
| Gear quality | Effect |
|---|---|
| Starter or worn | Pulls toward Weak |
| Standard crafted or purchased | Neutral baseline |
| Fine (skilled craftwork) | Pulls toward Strong |
| Masterwork (expert craftwork) | Pulls toward Elite |
A character with Skilled Shielding and Fine-quality plate is a Strong tank. Full Elite requires high skill AND high gear quality together — neither alone reaches the ceiling.
How Crafting Connects¶
Every craft profession that produces weapons, armor, or field supplies feeds directly into combat outcomes:
- Smithing: weapons and armor quality → damage or tank quality band
- Leatherworking: leather armor → ranged and melee damage quality band
- Alchemy: healing salves, antidotes → support quality band
- Tinkering: traps, repair kits → utility quality band and expedition sustainability
- Cooking: quality rations → reduces supply burn across all roles on long runs
- Clothworking, Carpentry: padded armor, shields → tank and support gear inputs
Gatherers who supply the raw materials are part of the same chain. The combat quality band is the downstream output of the entire gathering and crafting economy.
Skill Gain From Combat¶
Combat advances the primary skills for the role the character played:
- Tank fight → Shielding, Heavy Armor, Endurance
- Support run → Restoration, Field Medicine
- Ranged hunt → Archery, Tracking
- Melee skirmish → Blades, Evasion
- Arcane fight → Elementalism, Arcane Theory
Varied targets, higher difficulty, and non-trivial conditions give better gains than repeating the same easy content.
Logging Rule¶
The resolver stores the full computation internally for debugging, but the player-facing expedition summary exposes only the top two or three reasons:
- “Damage output limited — bow loadout poor matchup vs. undead”
- “Tank held the line — Strong coverage with Fine-quality plate”
- “Support stretched — only Decent medicine supplies on a long run”
The player should always be able to read why the fight went the way it did.
Non-Combat Skills as Expedition Modifiers¶
These skills do not feed the combat quality band but shape how expensive and clean the overall expedition is:
Routefinding,Tracking: reduce ambush chance and improve approach positionCampcraft,Waterfinding: reduce supply burn and fatigue on long expeditionsWeather Sense: reduce route risk on weather-affected segmentsAnimal Handling,Mount Riding: affect travel time and retreat qualityPack Handling,Caravan Handling: protect cargo during escort and extraction
How Quality Band Is Computed¶
The resolver derives role quality from the primary skills for the character's equipped role and the gear quality tier of the weapons and armor they are bringing. It does not use a multi-channel formula. The output is a single quality band (Weak / Decent / Strong / Elite) fed into the success probability step in combat-resolution-and-party-logic.md.
Monster Knowledge Integration¶
Monster knowledge adds a flat bonus to success probability (up to +10% at Mastered). It also unlocks pre-departure tag visibility — knowing the family you are fighting lets the player confirm their loadout matchup before committing.
Knowledge builds through fighting, scouting, codex reading, and buying reports.
Related Systems¶
- combat resolution and party logic
- combat encounter templates
- loadouts and safety rules
- skill catalog
- gathering and resource ecology
- economy, crafting, and survival