Friday, October 08, 2021

Proposal: Toolbox Fatigue

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 09 Oct 2021 07:59:56 UTC

To the second paragraph of “Electrical”, add:-

A Floor is Lit if it is a Breaker, otherwise it is operating on minimal emergency lighting and is Dark.

In “The Clock”, replace “For each Citizen in a Zone which has a Cache, if that player has a Flashlight or is on a Floor which is a Breaker, take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache. Otherwise, reduce the upper limit of the Range of each Item in the Cache by 5 for the purposes of applying the results of the next die roll corresponding to that Citizen, then take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache, if there is one. If reducing the upper limit of an Item in that Cache would place the upper limit below or equal to the lower limit for that Item, then instead remove that Item from the Cache for the purposes of applying the results of the corresponding die roll.” with:-

For each Citizen in a Zone which has a Cache, take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache, unless they already have an instance of that Item, in which case they gain the earliest-listed Item from the Cache that they do not already have (if any such items exist). If a Citizen is on a Dark Floor and does not have their own Flashlight, however, a roll which is a multiple of 10 yields no Item here.

Reducing the randomness of cache searches, so that they become more predictable over time: if you find something you’ve already got, you instead get an item you haven’t.

Also swapping the “-5% for each Cache chunk” darkness penalty for “-10% to all searches”, and defining Lit/Dark keywords for the breaker effects.

Comments

Brendan: he/him

08-10-2021 13:18:06 UTC

for

Trapdoorspyder:

08-10-2021 14:31:41 UTC

for This kind of means that any item that doesn’t have a multiple of 10 in its range is unaffected, while items with larger ranges (and therefore more multiples of 10) are more affected. Correct me if my math is wrong there but it seems a little lopsided: the most common stuff is then going to be the most affected, while the uncommon stuff is the least.

SupernovaStarbright: she/they

08-10-2021 15:20:47 UTC

for

Kevan: Drone he/him

08-10-2021 15:33:20 UTC

[Trapdoor] You’re right, but the existing system is lopsided the other way, to the point where players have a 0% chance of finding a Tinfoil Hat in the dark, even if they search forever. I’m mostly just aiming for a simpler rule that’s less likely to be misread or misapplied.

TyGuy6:

08-10-2021 16:16:54 UTC

for Because some people are toolbox magnets.

Cuddlebeam:

08-10-2021 18:07:15 UTC

for

Chiiika: she/her

08-10-2021 23:26:36 UTC

for

Raven1207: he/him

08-10-2021 23:39:58 UTC

for

lemon: she/her

09-10-2021 00:40:26 UTC

for