User:Nyhilo/Cycle 14 XP Rework: Difference between revisions
Foreword |
Befriend a Grebe is supposed to be an odds thing |
||
Line 86: | Line 86: | ||
===Update rule **Befriend a Grebe** by replacing its contents with the following:=== | ===Update rule **Befriend a Grebe** by replacing its contents with the following:=== | ||
As a Task, a Banished player who currently has no Grebe aiding them can attempt to get to know and befriend a specified Grebe currently aiding the Obelisk. If the player | As a Task, a Banished player who currently has no Grebe aiding them can attempt to get to know and befriend a specified Grebe currently aiding the Obelisk. If the player gets at least 1 6+ on 1d10, the specified Grebe ceases to aid the Obelisk and instead begins to aid that Player. | ||
The following conditions add or subtract dice from the above roll: | |||
{| class="wikitable" | |||
!Dice | |||
!Condition | |||
|- | |||
| +Nd6 | |||
|Where N is the Experience the Player has in this Task. | |||
|} | |||
=== If proposal **grebe behaviors** passed, additionally update rule **Befriend a Grebe** by appending the following: === | === If proposal **grebe behaviors** passed, additionally update rule **Befriend a Grebe** by appending the following: === | ||
If a player who has befriended a Grebe has Ended their Banishment and has not become Banished again for 7 phases, it becomes Wild, and stops aiding the player but does not begin aiding the Obelisk again. | If a player who has befriended a Grebe has Ended their Banishment and has not become Banished again for 7 phases, it becomes Wild, and stops aiding the player but does not begin aiding the Obelisk again. |
Revision as of 22:56, 5 July 2023
Foreword:
This proposal primarily does these things:
- It removes "Effectiveness" as a concept and replaces it with direct references to Experience instead.
- It adjusts the odds on some Tasks to work with the "X+" system of rolling dice, in a way that tries to be spiritually similar to how the odds were affected previously.
- It adds a small chance of failure to Alchemy, but also adds Experience considerations to Blood Acquisition (those good at hunting the obelisk get reliably better)
Update rule **Tasks** by replacing its text with the following:
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⚡.
Each Player has an Experience value in each Task, which is initially 0. Whenever a Player is performing a Task that utilizes Experience, that Player should substitute their Experience value in that Task as appropriate. After a Player performs a Task their Experience in that Task is incremented by 1.
Subsections immediately under this rule describe Tasks.
Update rule **Mining** by replacing its contents with the following:
A player can enter the Crystal Quarries to mine for 💎. That player gains 1💎 for each 4+ rolled on 1d6.
The following conditions add or subtract dice from the above roll:
Dice | Condition |
---|---|
+1d6 | If the Gains are Boosted. |
-1d6 | If the current Season is Winter. |
+1d6 | If the current Season is not Winter. |
+Nd4 | Where N is the Experience the Player has in this Task. |
Update rule **Herbalism** by replacing its contents with the following:
A player can cultivate Herbs from the Greenhouse Botania. That players gains 1🌿 for each 4+ on 6d6. The following conditions add or subtract dice from the above roll:
Dice | Condition |
---|---|
+2d6 | If the Gains are Boosted. |
+4d6 | If the current Season is Calm Spring. |
-4d6 | If the current Season is Winter or the Long Night. |
+Nd4 | Where N is the Experience the Player has in this Task. |
Update rule **Alchemy** by replacing its contents with the following:
A player with sufficient items can combine 1💎 and 5🌿 in their possession to perform alchemy. That player gains 1⚗️ for each 4+ on 1d12.
The following conditions add or subtract dice from the above roll:
Dice | Condition |
---|---|
+Nd4 | Where N is the Experience the Player has in this Task. |
Update rule **Beating of the Infernal Heart** by replacing its contents with the following:
A player with sufficient items can combine 1🩸, 1⚗️, and 1⚡ in their possession to create 1❤️🔥.
Update rule **Blood Acquisition** by replacing its contents with the following:
A player can approach the Obelisk to try to collect its essence. That player rolls a number of K-sided dice where K is the integer number of Kilometers the Obelisk is from the Gates and gains 1🩸 for each K+ rolled this way.
The following conditions add or subtract dice from the above roll:
Dice | Condition |
---|---|
+NdK | Where N is the number of Cuts the Obelisk has (see Rituals, below). |
+NdK | Where N is the Experience the Player has in this Task. |
(For example. If the obelisk had 2 Cuts, the player had 3 Experience, and the obelisk was 8 kilometers away, the player would roll 5d8 and gain 1🩸 for each 8 rolled.)
Update rule **Befriend a Grebe** by replacing its contents with the following:
As a Task, a Banished player who currently has no Grebe aiding them can attempt to get to know and befriend a specified Grebe currently aiding the Obelisk. If the player gets at least 1 6+ on 1d10, the specified Grebe ceases to aid the Obelisk and instead begins to aid that Player.
The following conditions add or subtract dice from the above roll:
Dice | Condition |
---|---|
+Nd6 | Where N is the Experience the Player has in this Task. |
If proposal **grebe behaviors** passed, additionally update rule **Befriend a Grebe** by appending the following:
If a player who has befriended a Grebe has Ended their Banishment and has not become Banished again for 7 phases, it becomes Wild, and stops aiding the player but does not begin aiding the Obelisk again.
If proposal **grebe behaviors** passed, update rule **Instructing a Grebe** by replacing its contents with the following:
A player that has a Grebe aiding them can attempt to have the Grebe aiding them collect materials from the wastes outside of the gates. That player rolls 6d6 and gains (or suffers) the following effects:
- +1💎 for each 5+ rolled
- +1🌿 for each 3+ rolled (this is additive with the former).
- If the Player got 3 or more 1s on the above roll, the Grebe aiding them becomes Wild and flees into the wastes, no longer aiding the player who befriended them or the Obelisk.
The following conditions add or subtract dice from the above roll:
Dice | Condition |
---|---|
+Nd6 | Where N is the Experience the Player has in this Task. |
Update rule **Start a Gathering** by replacing its contents with the following:
A player can Start a Gathering by posting their intent to do so in #rituals, specifying its associated ritual type.