Friday, April 11, 2025

Proposal: Training Montage

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 12 Apr 2025 18:43:08 UTC

Remove the step “Set all Agents’ Skills and Flaws to empty” from “The Break-In”.

In “Skills and Flaws”, replace the paragraph beginning “While an Agent’s Route is empty” with:-

If an Agent has no Skill or Flaw, they may, as a virtual action, set their Skill and Flaw to non-empty legal values which are not Opposites of each other.

Add a subrule to “Preparation Actions” called “Training”:-

“Training” is a virtual Preparation Action that any Agent can perform, and a Skill and a Flaw (which are not Opposites of each other) must be specified in order to perform it. When this action is performed, the Agent’s Skill and Flaw are set to that Skill and Flaw.

Narratively and mechanically Skills and Flaws seem like they’d be more interesting with a longer arc, rather than something that everyone changes freely as part of their plan each round.

Comments

ais523:

11-04-2025 20:54:58 UTC

for I actually missed that it was resetting every round, and assumed it was permanent. I agree that having it hard to change is better.

JonathanDark: he/him

11-04-2025 21:49:04 UTC

I had made it changeable based on the comments in A Very Particular Set of Skills, but looking back I see it was just SingularByte that asked for that, and probably only because it wasn’t clear how the Skills and Flaws were going to work at the time.

for

Darknight: he/him

12-04-2025 02:14:58 UTC

for

SingularByte: he/him

12-04-2025 04:42:16 UTC

I don’t view it as useful to make it so expensive to change skills. It’ll essentially mean that only a few people a round can swap, which means there’s going to be little point in adding new subsystems that sit on top of new skills. They’ll either be unused due to the cost, or overpowered to make up for it (especially when counterplay will likely involve new skills too which will again be expensive to swap to), and so it’ll be unlikely to be voted for.

Maybe once we have a variety of skills then it’ll be more palatable, but it’s too early to lock things down right now.
against

ais523:

12-04-2025 07:23:41 UTC

The main reason it’s desirable for changing skills to be expensive is so that players don’t just take the best short-term option every time. In particular, some skills are likely to be better for Guards and some better for Burglars, and if you can switch for free it means that you can always pick the skill that’s best for whichever side you’re on at the time.

lendunistus: he/him

12-04-2025 07:50:46 UTC

for

re SingularByte: I do think that actually doing preparation actions is a bit hard right now, but we can always rework that

Kevan: Concierge he/him

12-04-2025 07:54:03 UTC

I think a difficult decision (“I could take a Skill now for free and start using it, or stay Skill-less and use my free pick later”) is more interesting than an easy one (“I can just pick anything, maybe another player will tell me what to pick”), and it’s a good thing if the proposal play on new Skills and effects is partly guided by the decisions people have already made.

If you think taking an early Skill would be a suboptimal choice, don’t take it and leave your opponents to.

SingularByte: he/him

12-04-2025 11:40:41 UTC

I’d missed that the first skill was free. CoV imperial

Josh: he/they

12-04-2025 15:33:45 UTC

imperial

Raven1207: he/they

12-04-2025 16:31:55 UTC

for