Cycle 14/Ruleset: Difference between revisions

Implement Proposal **🍃❄️🌕 Patch 🤦‍♀️**
Implement Proposal **numbers and experience and things**
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Tasks are Actions that cost ⚡ to perform. A player must have at least 1⚡ to perform a Task, and when a player performs a Task, they automatically lose 1⚡.
Tasks are Actions that cost ⚡ to perform. A player must have at least 1⚡ to perform a Task, and when a player performs a Task, they automatically lose 1⚡.


For Tasks that use Effectiveness to determine the result, Effectiveness is 1dN, where N is 24 plus the sum of all applicable Task Modifiers.
Each Player has an Experience value in each Task, which is initially 0. Whenever a Player is performing a Task they have a Task Modifier equal to their Experience in that Task. After a Player performs a Task their Experience in that Task is incremented by 1.
Any non-integer quantities of items that would result from players performing a Task are instead rounded up.
===Mining===
===Mining===
As a Task, a player can enter the Crystal Quarries to mine for 💎. That player gains 1d3 - 1💎.
As a Task, a player can enter the Crystal Quarries to mine for 💎. That player gains (Effectiveness/8)-1💎.


> Winter: During winter, the cold Crystal Quarries make for hazardous mining conditions, entering the Quarries gains 1d2 - 1 instead.
Players have a Task Modifier of -8 when Mining in winter.


===Herbalism===
===Herbalism===
As a Task, a player can cultivate Herbs from the Greenhouse Botania. That players gains 1d6🌿.
As a Task, a player can cultivate Herbs from the Greenhouse Botania. That players gains Effectiveness/4🌿.


===Alchemy===
===Alchemy===