I don't mind the point system, but I think the simple the better. Credos should be almost 'auto completed' by doing what the credo is for.
Forager? Forage broad categories of stuff (same categories barter stands use, like herbs, mushrooms, bugs, etc)
Hunter? Kill / flay / butcher a bunch of stuff (would divide in small / medium / large animals, with small being inventory-carried, medium anything that gives up to a 1x2 hide, and large anything that gives a 2x2)
And so on. For crafting related credos, similar approach:
Cook? Cook broad categories of food (sausages, breads, salads, fish, etc)
Tailor? Equipment slots (shirts, pants, shoes, etc...) or gild items
Blacksmith? Craft a bunch of items made with X metal (any item will do as long as u use that metal)
It's very simple, would solve the "my quest sucks compared to yours" issue... hell, quests could even be always the same, so everyone has the same in the same order
jock wrote:
This is how credos should be and they should be modular with many many buffs in each credo all about consuming experience and objects so that they are a good sink of objects and a personalised benefit for each player. individual buffs, especially quality buffs on items that lack later-game potential e.g. 5% per level on grey clay
Way too complex, would be yet another feature where people use 1-2 OP buffs and ignore all the rest. Lots of work for little benefit to the gameplay.