Action Profiles (Ammann Framework)
Action Profiles (Ammann Framework)
Each monster type gets an action profile: a combat archetype (brawler, sniper, support, skirmisher, ...) plus a ranked list of actions with trigger conditions.
Profile structure
- Archetype from inherent physical and mental stats.
- Ranked list: e.g. "first round do X, second round do Y, if HP drops below X then Z". In tick terms: "while caster in prep, if interrupt available and reachable in 3 ticks, use it".
- Trigger axes: timing/windowing, health thresholds, knowledge, opponent phase state (the readable-intent system gives profiles a new axis no turn-based game has).
Evaluation model
- Profiles are data, evaluated in code - a decision table over game state. Deterministic, instant, free, testable.
- The decision model (Jev/Kev class) is optional garnish for non-computable judgments - see Knowledge State and Decision Models.
- The LLM is for narration only (what the goblin snarls), never for deciding what it does.
Difficulty curve
- Profile complexity is the difficulty knob, not stat inflation. Floor 1 monsters get 2-3 pattern profiles; deep floors get 6-8 plus reactions and profiles that read the party.
- First monsters are characterful: goblins (cowardly, pack-savvy, learnable) are the iconic early enemy. No boring rats/flies.
- Knowledge-gated competence: monsters act optimally against what they know, not omnisciently. They observe, spend actions to Recall, and get sharper mid-fight.
Source material
PF2e stat blocks are almost directly convertible into profiles (combat roles, special actions, tactics are built into the monster design). Machine-readable statblock JSON may be available (FoundryVTT pf2e repo - verify license before use) or hand-authored in the game's own format.
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