FEP system

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: FEP system

Postby Blaze » Thu Aug 06, 2009 2:21 am

If possible PLEASE let us specialize with 2 stats, I've wanted to be a bard or medic since I heard there were plans in store for said skills, but my duties always pushed me to take strength - which I do not regret completely - but I still want a chance to "Multiclass" as one of those.
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Re: FEP system

Postby loftar » Thu Aug 06, 2009 2:37 am

Oh, to be sure, I don't want to force specialization at all, to begin with; I merely wish to encourage it. If I were to do something with the FEP system, I would try to get it so that it becomes harder the more stats you try to balance, not so that exactly one or two stats are easier than all numbers above. I'm not sure yet anyway, though; and in a way, it may well be argued that the current system also encourages specialization, seeing how you have to eat six times any many foods when trying to level all skills than when focusing on a few.
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Re: FEP system

Postby SynthesisAlpha » Thu Aug 06, 2009 3:17 am

Seriously, I already suggested a system that does all that. Go read the thread I linked in my previous post.
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Re: FEP system

Postby theTrav » Thu Aug 06, 2009 3:30 am

SynthesisAlpha wrote:Seriously, I already suggested a system that does all that. Go read the thread I linked in my previous post.

Dev's read all posts, stop winging that you're not getting attention and be grateful that the problem is being looked at and thought about and may be resolved
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Re: FEP system

Postby Jackard » Thu Aug 06, 2009 3:39 am

theTrav wrote: winging/whinging/whingeing

why do people spell it like this

is it british or something? theres no g sound in whining
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Re: FEP system

Postby theTrav » Thu Aug 06, 2009 3:51 am

Jackard wrote:
theTrav wrote: winging/whinging/whingeing

why do people spell it like this

is it british or something? theres no g sound in whining


Australian has the word winge, which is pronounced win-je, it's a lower pitched form of whining, also known as grissling(some people spell that with z's) ;)
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Re: FEP system

Postby SynthesisAlpha » Thu Aug 06, 2009 2:34 pm

This isn't the sarcasm detector, it's the frog exaggerator!
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Re: FEP system

Postby Junkfist2 » Thu Aug 06, 2009 3:38 pm

theTrav wrote:it's a lower pitched form of whining


We people not of the prison colony call that grumbling.

Also: Yes only two stats are useful AND hunger needs to be reworked so Hearthlings don't have stomachs and appetites the size of Texas, it's hard to have a conversation about the FEP system while that's the case.

However, even when people are trying to raise useless stats, it's indicative to a problem that noooooooooobody really eats multistat foods, because they get entirely focused on buffing that one stat and think everything else is an unnecessary gamble.

I know that multistat foods tend to give more FEP on average, but still I'd *consider* making them give even more, at least twice as much. That way the "gambling" aspect of the FEP system actually works: Get to the finish line TWICE as fast, have HALF the chance of getting what you want.
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Re: FEP system

Postby Thursday » Thu Aug 06, 2009 4:12 pm

My recommendation would be to have every stat have a bar.

FEPs fill these bars.

When you do tasks, stamina reduces your hunger, and "burns" FEPs, fueling a stat up.

Which FEPs are burned depends on the stamina reducing task.

Physical tasks burn FEPs toward Strength, Agility, and Constitution increases.

Mental Tasks, like unravelling cocoons, or pottery, improve your Intelligence, Perception and Charisma.

Optionally, just having a stat burns FEPs, and if they get too low, you can stat down.

That last bit makes all around food good for fighting decay. Additionally, higher grade foods with a better FEP to hunger ratio allow you to store more FEPs, since you can eat more of them before be full.
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Re: FEP system

Postby ArPharazon » Thu Aug 06, 2009 4:39 pm

Actually, since H&H has already taken a few steps down the realist take on the food thing (with most games, we have meat=instant STR potion while in H&H eating meat slightly increases the chance that your str might go up), so why not just go along with it?

What happens when you eat nothing but sausages all day? Vitamin deficiencies. Although scurvy doesn't seem close to implementation yet, why doesn't food give negative FEP? Why don't we have overall "bad" foods which essentially end up being a junk food stomach filler to keep you from starving, at the price of your health (certain chains of fast food restaurants come to mind)?

If you drank tankard after tankard of beer all day, you'd get one heck of a belly wouldn't you? So why not have beer give negative agi, which naturally means that eventually one of your alcoholic binges might result in you losing agi instead of gaining str.

Although fat=!agile is at least a little shaky in believeability, and that brings us to the next point: The stat system doesn't work very well for H&H. The 6-stat "DnD system" (not that it's unique to DnD, but DnD is a great model) was conceived to, essentially, describe a spectrum of badass mofos whose thing is viciously killing you in many different ways- for a game that was a bout a gang of badass mofos waltzing in a dungeon and viciously killing the things in it. DnD (and the 6-stat system) is, in a nutshell, about killing stuff in lots of different ways. Sure, H&H has combat, but it is neither central nor diverse (at least not as diverse as DnD and similar systems *points to PHB's classes section*) and since we're not focused on combat, why have stats so heavily biased towards describing combat? If you've ever tried running a business in DnD you'll know how hopelessly lopsided the game perspective is- any combat style easily is influenced by 4-5 attributes, around a dozen skills, countless feats and all sorts of class features, not to mention the spells. But if you want to run a business, you just roll Wisdom+"Profession" skill. Doesn't matter what kind of business, what size, what strategy, what organization style, what sector, it's all down to the stat that's essentially for spotting ambushes.

Even something based on how the Olympics are organized would work better than the DnD stats. I mean, speed (sprinting), endurance (long distance running), strength (for lifting/carrying) are all very important and distinct skills you use in a wilderness survival context. DnD would just lump all of that into a "Speed" stat, which is influenced by your height, some class features, carry weight (armor=20', no armor=30') and some obscure magic effects. That's like 3 very important, "attributes" all rolled into not one, but zero stat. Likewise, the intricacies of the DnD combat paradigm are mostly lost on H&H: There's no weapon class (light/heavy), no two handed fighting penalties, no sneak attacks, no weapon finesse, tumbling, no attacks of opportunity, no composite-stat AC and attack bonuses. There probably won't be anytime soon and I wouldn't mind at all if there wasn't any of that ever, so I think we really need new stats with meaningful connections to industry/commerce activities.

Also, you might say that negative FEP is terrible because it caps stats, and even getting to those caps take incredible diet discipline. But why should we have ordinary, pre industrial, non cybernetically enhanced human populations whose strength varies across orders of magnitude? Being in top physical condition *does* take a lot of attention to diet.

I don't think combat skill would be capped, on the other hand, or should be. Just because you can't fight better by sending your STR through the roof doesn't mean you can't buy combat skills, and really skill, training and technique have much more to do with combat ability than raw strength.
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