xiaohongshu
xiaohongshu
gd-design-character
Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems.
Full skill instructions
## [Character Name/Class]
### Role
[What this character does in the game]
### Fantasy
[The player fantasy this fulfills]
### Base Stats
| Stat | Value | Description |
|------|-------|-------------|
| Health | [X] | Hit points |
| Speed | [Y] | Movement speed |
| Damage | [Z] | Base damage |
| [Etc] | [...] | [...] |
### Abilities
#### Ability 1: [Name]
**Type:** Passive | Active | Ultimate
**Description:** [What it does]
**Trigger:** [How to activate]
**Effect:** [Detailed mechanics]
**Duration:** [How long it lasts]
**Cooldown:** [Between uses]
**Damage/Healing:** [Numbers]
**Visual:** [What player sees]
**Audio:** [What player hears]
### Equipment
- **Primary:** [Weapon/Tool]
- **Secondary:** [Weapon/Tool]
- **Armor:** [Protection]
- **Consumables:** [Items]
### Strengths
- [What this character excels at]
### Weaknesses
- [What this character struggles with]
### Counters
- [Who/what beats this character]
### Synergies
- [Works well with...]
### Progression
| Level | Unlock |
|-------|--------|
| 1 | [Base ability] |
| 5 | [Upgrade 1] |
| 10 | [Upgrade 2] |
Every character should have:
Each character should embody:
Characters should be:
Focused on dealing damage:
Focused on protection and support:
Focused on helping team:
Mixed capabilities:
Ensure characters are numerically balanced:
| Aspect | Considerations |
|---|---|
| DPS | Damage per second across time |
| TTK | Time to kill average opponent |
| Survivability | Time to die under fire |
| Utility | Value added to team |
Ensure skill matters:
For team-based games:
Before finalizing a character:
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