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Drunkenness and maybe a vague duration in "effects"
Posted: Tue Nov 28, 2017 8:35 pm
by Marauder
Honestly this is something I think would be neat and it'd be fun if it were a more vague duration descriptor instead of exact length in seconds. Why not make it at least tell you a different message based on how drunk you are?
There are other things that don't show up in "effects" that may be necessary to put there, but I'm sick and my head's clouded because of it. Can't remember the others.
Re: Drunkenness and maybe a vague duration in "effects"
Posted: Wed Nov 29, 2017 5:19 am
by Lun
Drunkness, cold duration are two things off the top of my head that aren't displayed with a timer.
Rpas and depart penalties, too.
Re: Drunkenness and maybe a vague duration in "effects"
Posted: Wed Nov 29, 2017 5:25 am
by Marauder
I don't think RPAs HAVE a duration. They're based on skill gain, last I recall.
The depart reduction to your current skills does have a duration, but the learning penalty is not time-based at all. It will stay until you work it off as far as I've seen, kind of like a reverse RPA.
Re: Drunkenness and maybe a vague duration in "effects"
Posted: Wed Nov 29, 2017 6:44 pm
by Jirato
Like RPAs, drunkenness doesn't have a duration either. It's all based on how much alcohol you consume and how long it takes your body to filter it out.
Some effects are intentionally left ambiguous.
Re: Drunkenness and maybe a vague duration in "effects"
Posted: Wed Nov 29, 2017 6:50 pm
by Marauder
Can we get a brief line in effects that says "You feel drunk." or something similar then? I usually tell by speech or what kind of alcohol the character just drank.
Re: Drunkenness and maybe a vague duration in "effects"
Posted: Wed Nov 29, 2017 7:44 pm
by Hakon
Marauder wrote:Can we get a brief line in effects that says "You feel drunk."
I approve of this message.
(along with a "You are pantsless" line for Kent. even if he has pants on)