Jackard wrote:obviously, anyone with a stockpile, an entire village funneling food into them is going to want the Fast metabolism.
This might be best regulated by tweaking teh FEp value of foods themselves to adjust the cost of character development directly. Also, imho, if a village exerts that level of cooperation toward the mutual benefit of an individual I see no reason why such displays of teamwork are a bad thing.
-20% FEP isnt going to slow them down.
'%20' is an examplar value. Not an actualy proposition itself. As I said elsewhere, actual values can be tweaked for balance. As much as %50 for the far end of the slider might be required for balance.
everyone else would have full Slow for the +20 and because its not a pain in the ass.
so how is that interesting?
Again, a display of teamwork. The village is sacrificing itself own growth for the creation of a hero/villain. That sort of thing takes a lot of trust, teamwork and cooperation. I don't see why such things should be discouraged in the first place? Moreover there are inherent drawbacks to doing this. That one character can obviously only be in one place at a time and is naturally subject to the same laws of permadeath as everyone else. The critical factor here being that the village, in sacrificing their own development for this imba scenario leaves such consituant vulnerable to an attack by a village that has balanced their own development more evenly and have built somewhat less strong characters that can, cooperatively defeat such a hero and mercilessly slaughter the weak villagers of this scenario.
Yet another village might choose to develop two to three such heros of slightly less power for group benefits. But you see, I don't think this slider creates poor gameplay even in the scenarios your describe. Most of the rest of the hearthlands will find themselves somewhere in the middle because even mooner types need stat development.
I think the scenario you describe is a bit rarer than you might think because of the amount of trust, teamwork, sacrifice and inherent flaws required to use such a model.
lithos wrote:Chakravanti wrote:Shits on nubs: Making them stay 'very hungry' to maximize the hunger gain and survivability, thus nerfing their ability to gain FEPs and character development.
I'd love to hear how this is different than a metabolism slider.
As a matter of fact by making it into a slider you're likely taking a bigger shit on newbies because of how long it would take to repair the damages.
On the contrary, the slider directly penalizes stat pushers by making the cost of their development rise according to their rates of their consumption. Where as having the FEP value adjusted by hunger level does nothing to deter their progression. As for newbies, their difficulty is betwixt hunger
and crucial moments of development. Yours gives them a trade off that benefits pushers and hurts the development of those newbies who need it most by making them choose between hunger or FEPs.
Furthermore no one goes from newb to mass production overnight. Production rates are soemthing that grow incrementally as your character and your city or settlement develop in capacity for production. As such, you are able to slowly adjust toward a more rapid development in a time frame that matches your production development. I would highly doubt you would develop the capacity for mass production from nubdom in the 10-15 hours of game play it would take to adjust your slider toward a higher metabolism at full change.
Don't give me a trad argument because if you're nub playing at trad well...there is another slider that suffers much in the form Jackard detailed a few posts ago...but as it stands, you'de be a fucking idiot.
In fact, it is exactly trad that makes this slider so beautiful imho. Someone who plays full trad would not be able to sustain a high metabolism. It should give hunger so damn fast that a trad person couldn't even consider playing it for fear of death or need to take the several weeks of IRL time to switch before they could do any work using their pushed stats (e.g. raid, break walls, fight, etc.)