Well we got good and bad days, why don't we have a good and bad "moments", changes in the attributs for a few moments, maybe one whole rotcycle or untill another "moment" happens.
So what happens, instead of getting the constant "you stop the work because of xyz" lets combine it with something else, lets say for example someone smiths an armor, the work stops because you either fail or the natural stop system sets in you have a certaint chance of getting a good or bad chance, so lets say the said smiths work stops and he get the message "You seem to notice that the material you work with has a good quality and thus you can perfom excellent work with it" thus the smiths gets a temporary +1 on dex so he can create better work for a short time.
The other way around would be to decrease secondary "not as important" attributs.
You hit your finger(-1 Constitution)
A spark flies from the hot metal in your eye (-1 on perception)
You feel how your muscles ache, form the continously hard work (-1 on stength).
Obviously this idea is just something small and not as important, but it might lighten up the rather boring work.
Good and Bad moments
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- Pellandria
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Re: Good and Bad moments
Ouch.. :/Pellandria wrote:A spark flies from the hot metal in your eye (-1 on perception)
- Pellandria
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Well as far as I know, the craftingsystem is purely based upon Dex. thus I just wanted to increase Dex, if you are lucky and just reduce not as important Attributs like Strength or Perception, constitution, Speed and so on.
Maybe at one point we could bring in something like "You suddendly have a new Idea, about producing new xyz" thus a small amount of mp, mindpoints that build up to the Skillcap, get reduced.
Maybe at one point we could bring in something like "You suddendly have a new Idea, about producing new xyz" thus a small amount of mp, mindpoints that build up to the Skillcap, get reduced.
- Djironnyma
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