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Cleanlyness is close to morale bonus
Posted: Tue Feb 25, 2020 9:53 pm
by Sneaky
The idea is pretty simple, you get a small morale bonus for being clean. No dirt, no sweat, no blood, no gore, no cold, no freezing, no drenched. Most activities will cause you to become one of these, so when you do you lose the morale bonus until you clean yourself. I might be forgetting a status or two. Oh, confetti poppers, if you get confetti on you, it should also give a slight bonus.
Many of my characters strive to maintain clean status when possible, and it makes sense that it would grant a small morale boost.
Re: Cleanlyness is close to morale bonus
Posted: Wed Feb 26, 2020 4:53 am
by Nobody
I think this would actually make for a fun pair of abilities
cleanliness: +2% morale always on when not dirty, smelly, bloody, gory, snow covered, muddy, or cold. Ups to 3% when wearing a scent.
requires: not rugged
rugged: +2% morale always on when smelly and two of (dirty, bloody, gory, muddy) and not wearing a scent and not cold. Ups to 3% when dirty, bloody, gory and muddy?
requires: not cleanliness
It let's you invest an ability point in declaring an aspect of who you are, and reap a mechanical benefit for it when you do.
Some thoughts: I put cold on the naughty list for both, because who likes being cold? Cleanliness, as noted, will frequently be disrupted by adventuring activities, while rugged would be disrupted by rain storms and needing to interact with NPCs who value cleanliness. Also note that muddy is hard to get without the help of an elemancer and is very temporary. It'd be good if there were a better fit for that effect. Having an injury of moderate or worse severity would be an interesting alternative (look at this wicked scar!).
Re: Cleanlyness is close to morale bonus
Posted: Wed Feb 26, 2020 5:16 am
by Jirato
It's a cool idea, but I'm not really looking to add abilities to the morale system. It's primarily meant to encourage optional activities and IC actions that everyone has access to and help bring life and realism to the world rather than focusing in the same loop of kill, loot, heal, repeat. It's not really meant as a major game mechanic though and I don't feel tying it into the ability system is appropriate.
I forget if I implemented it yet or not, but using the public bathhouse is definitely on the list for morale boosts.
"Sleeping" (logging out for > 6 hours) in an inn room or player home is another one that I plan to add but haven't gotten around to yet.