Tuesday, April 08, 2025

Proposal: A Very Particular Set of Skills

Reached quorum 7 votes to 2. Enacted by Kevan.

Adminned at 09 Apr 2025 16:25:57 UTC

Add a new rule named “Skills and Flaws” with the following text:

Each Agent has a publicly tracked Skill and Flaw, both of which default to empty.

The set of valid Skills are the following, with the Flaw considered Opposite of that Skill indicated in brackets below:
* Quiet (Noisy)
* Dexterous (Clumsy)
* Quick (Slow)
* Cunning (Dim)
* Observant (Inattentive)
* Strong (Weak)

The set of valid Flaws are the following, with the Skill considered Opposite of that Flaw indicated in brackets below:
* Noisy (Quiet)
* Clumsy (Dextrous)
* Slow (Quick)
* Dim (Cunning)
* Inattentive (Observant)
* Weak (Strong)

If an Agent has not done so since the beginning of this dynasty, they may set their Skill and Flaw to non-empty legal values as an atomic action, as long as the Skill and Flaw chosen are not considered Opposites of each other.

An idea to allow interaction between Guards and Burglars to vary depending on the Skills and Flaws that meet up with each other. This also leads to strategic routes for both Guards and Burglars depending on their specific Skill and Flaw.

Comments

Trapdoorspyder: he/him

08-04-2025 20:34:16 UTC

for

DoomedIdeas: he/him

08-04-2025 21:12:41 UTC

for

Darknight: he/him

08-04-2025 22:55:09 UTC

for

ais523:

09-04-2025 02:15:35 UTC

imperial I’m not really sure where this is going, and want to have more of an idea of what this would be used for before I become enthusiastic about voting for it (we frequently end up proposing something like this and then end up not doing anything interesting with it).

JonathanDark: he/him

09-04-2025 04:18:18 UTC

That’s fair. I wanted to fit it into other mechanics being proposed, but since I wasn’t sure at the time what would succeed or fail, I didn’t want to tie it to any one thing just yet. I intend to have a follow-up Proposal for just that, if someone else doesn’t beat me to it.

SingularByte: he/him

09-04-2025 05:31:06 UTC

imperial  I’ve got a similar view to ais here. It might also be better to allow changing skills so that there’s less of a feeling that you have to lock into one skillset before you even know if it’ll benefit you.

Josh: he/they

09-04-2025 08:04:21 UTC

against My impulse is to prefer dynastic rules that is more mechanically crunchy for this theme

Kevan: Concierge he/him

09-04-2025 08:38:58 UTC

for I’d agree with all the reservations expressed, but a starting point of “two things, one good and one bad” seems fruitful enough. Making them a bit more narratively specific (“can pick locks but is afraid of heights”) would probably be easier to build on.

qenya: she/they

09-04-2025 10:00:04 UTC

I’ve gone back and forth on this, but I think I’m with Josh:  against. It feels like a kind of generic mechanic that doesn’t fit the theme very well.

(I realise this has already reached quorum so it’s just a symbolic vote.)