system

Use when

Progression should let the player CHOOSE a shape — a build, a specialization — not just accumulate the same power everyone gets.

Skill Trees — Branching Unlocks & Builds

What it is. A graph of unlocks the player buys with a progression currency (points, cells, essence). The graph’s branches — and the fact that you can’t afford all of them — turn “get stronger” into “become a kind of strong.”

Player fantasy / why it’s fun. “This build is mine.” The tree is a canvas; the player paints a strategy and then gets to test it. The pull is the road not taken — every point spent is a small identity claim.

When to use / when NOT

Use it whenSkip it when
You want players to express strategy through pre-commitmentThere’s no meaningful choice — every node is strictly good
Replay value comes from “try a different build”One optimal path exists; the tree is a formality
Power is horizontal (system-progression) and needs structureA flat list of upgrades reads clearer (small games)

A tree with no exclusivity is just a shopping list. If the player will eventually own every node, the branches are decoration — either add scarcity (can’t afford all) or opposition (this node locks that one).

Variants

VariantStructureThe choice isExample
Prerequisite webNodes gate deeper nodesOrder & reachPath of Exile’s lattice
Point-buy, no gatesFlat pool, scarce pointsWhat to skipClassic RPG stat spend
Mutually-exclusive forksPick A xor B at each forkIdentity”Fire OR frost, never both”
Class/archetype treesSeparate trees per roleWhich fantasyDiablo class trees
Draft-as-treeThe run’s picks form an implicit buildEmergent shapeHades boons; StS deck

The fork variant carries the most meaning per node and the most respec pressure — see levers.

Tuning levers

LeverWhat it controlsHealthy range / rule
Point scarcityHow much you must skipYou should afford ~40–70% of a tree per playthrough — enough to specialise, not complete
Branch exclusivityWhether a choice costs anotherAt least the capstones should be exclusive, or builds converge
Node granularityFewer big nodes vs many smallBig nodes = legible builds; tiny nodes = fiddly filler
CapstonesThe payoff that defines a buildEach branch needs a “this is why you went here” node
Respec costReversibilityFree in experimental games; costed where commitment is the point
Gating depthPrereqs before the good stuffShallow — burying power behind 8 filler nodes reads as grind

Respec is grace ([[FUN.md law 5]], the anti-frustration mindset). A tree the player is afraid to touch is a tree they don’t engage with. Default to generous respec unless permanent commitment is an explicit pillar.

How it wires to Hayao

Fails when…

Verify

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.