EQUIPMENT SLOTS
A fixed schema of body and gear positions — head, chest, weapon, ring — each holding one item, defining the skeleton of character equipment.
- SOLO-DEV COST LOW
- TIMING REAL-TIME / TURN
- COMMON IN RPG · ARPG · MMO · SOULSLIKE
Diablo's paper-doll layout became the ARPG standard, MMOs stretched to a dozen-plus slots to multiply itemization surface, and minimal designs like Souls games (armor, two hands, rings) show the schema itself is a difficulty and identity choice. Designers use slots because they convert loot from a pile into a portfolio: each slot is a parallel upgrade track, drops are exciting in proportion to slot relevance, and set bonuses and slot-specific affix pools give itemization structure. Slot count is a core tuning lever — more slots mean smoother incremental progression but diluted individual upgrades; fewer slots make each piece dramatic. Key decisions: how many slots and which (does an amulet slot earn its existence with interesting items?), whether slots unlock progressively, whether two-handed weapons consume multiple slots (creating build trade-offs), and how slot-restricted affixes distribute power. Pitfall: slots that only ever hold stat-stick filler — if no one remembers a single belt they've equipped, the belt slot is inventory bookkeeping wearing itemization's clothes.