various: visuals, examples, rolls

Gameplay:
- changed "Boost" section to "Roll", including necessary detail

Page:
- background gradient fades more gradually
- extended character sheet example
- added an "important" aside format

some more minor changes not listed here
This commit is contained in:
2025-05-03 08:15:42 +01:00
parent 5e6b978385
commit effffc56a5
2 changed files with 148 additions and 29 deletions

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@@ -229,3 +229,24 @@ health
- some principled way to prevent acquiring this must exist, or at least a clear special case
- the word "health", given its wide use in other contexts, may imply death at zero
- perhaps it's time to bring back "vigor"?
2025-04-27
over-flexible repetition of checks
- players can try a check once to see if they can succeed without the boost, then if not, try it again
- this is only applicable to some checks, but it is a problem
- sometimes the character would be able to determine to difficulty in these cases, but not always
when rating things, eg. modifiers
- three scales to consider:
- as proportion of this character's total pool
- for comparing to other characters of the same type
- for comparing on a universal scale.
- all 3 of these have to be factored in, with the third one being the most vital as its what checks are compared with
positive/negative modifiers, features
- it is very rare that a modifier needs both, where they are not equal
- besides which, whether some rating is positive or negative is context-dependant
- thus, perhaps modifiers should just use a single number to determine how strongly the term applies as a description
- ! main problem with this is that it makes it harder to reward players for taking negative modifiers, though the current method to do that is not accurate
- by this schema, modifiers become more "features", since they are simply words used to describe the character, instead of directly defining its strengths and weaknesses