This is why good ideas take the current system and improve upon it, while bad ideas try to overhaul the system completely and make it incredibly complicated.
The FEP system is a great idea and really helps to make the game unique. Some of us feel, though, that it could be improved and adjusted, rather than radically changed.
Sure, disease, aging, and mortality are fine. Especially if we're allowed to use the tradition slider to carry over at least a large percentage of our character development to the next incarnation. However, that should not be based on whether I eat sausages or cheese all day. I mean hell, there really aren't enough different foods in the game to institute a nutrition and diet system. I mean, hell, more than half the foods in the game are either sausage or cheese.
Oh, and yes, let's have all the stats actually do something before we worry about whether or not my character has high cholesterol from his sausage-and-more-sausage diet.
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Jackard
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Re: FEP system
I also like this one best. Simple, elegant, not crazy. While having stats constantly in flux due to drain might be interesting to see, simpler is better.Peter wrote:I myself still have trouble when someone who wants a balanced character finds that the most efficient way to get this is to eat one food and only one food for a while, then switch to the next one in turn. Only bear meat and cheese, then only fish, then only honey buns...
That's what I like about having separate bars for each. This makes multi-use foods far more worthwhile, and allows you to eat a full meal at once (a slice of rabbit, some bread, a glass of wine, and carrot cake for dessert) without having most of it being wasted.
Now, I'm ok with the largest current attribute being the triggering level for each attribute.