Search found 116 matches

by BlackSoul566
Sun Mar 17, 2024 8:18 am
Forum: General Discussion
Topic: Covens
Replies: 6
Views: 315

Re: Covens

I think this might not need to be mechanically a thing? You can do this through roleplay. Just like forming gangs, perhaps.
by BlackSoul566
Sun Feb 25, 2024 4:23 pm
Forum: Ideas and Requests
Topic: Butcher's Favor
Replies: 0
Views: 158

Butcher's Favor

During one of the OOC Meetings, it was mentioned that the hunter/gather concept is somewhat lacking in economic impact and interdependence. One of my suggestions to help alleviate that somewhat was moving the Preserved Meat recipes into the Husbandry skill. Additionally, it was mentioned that there ...
by BlackSoul566
Mon Feb 19, 2024 7:40 am
Forum: Ideas and Requests
Topic: Craftable Yeast
Replies: 6
Views: 785

Re: Craftable Yeast

PCow wrote:
Sun Feb 18, 2024 9:57 pm
One problem with this is that whichever Craft gets it, the other lacks it.
Not necessarily. Both jeweling and smithing have lockpicks. I don't see a reason that both brewing and cooking couldn't both have craftable yeast.
by BlackSoul566
Sat Feb 17, 2024 10:59 pm
Forum: Ideas and Requests
Topic: Craftable Yeast
Replies: 6
Views: 785

Craftable Yeast

Baker's Yeast can be made with equal parts water and flour, covered and cooked at a certain temperature. I think this process could be replicated in game as a brewing or cooking craft.
by BlackSoul566
Tue Feb 13, 2024 2:43 am
Forum: Ideas and Requests
Topic: Economy and Assets
Replies: 7
Views: 3599

Re: Economy and Assets

Perhaps also different cuts of meat, preserved meat and sausage. These are all things that should/could fall under husbandry rather than cooking. Edit: I think that just two, per different type of meat would be fine. You could have common and premium cuts, and then failure during the craft would mak...
by BlackSoul566
Tue Feb 13, 2024 1:06 am
Forum: Ideas and Requests
Topic: Economy and Assets
Replies: 7
Views: 3599

Re: Economy and Assets

Probably what would be more ideal is if merchants had had some more financial incentives. This however is not the solution I'm my books. In regards to lumber, there could be a lumberjack skill, which would have a percent chance based on your skill in it to not consume a charge with your axe, when ga...
by BlackSoul566
Sun Feb 04, 2024 12:51 am
Forum: Ideas and Requests
Topic: Padded Armor
Replies: 1
Views: 314

Padded Armor

In traditional medieval culture, padded armor is one of the most common armor types as heavy plate or chain armor requires quite a lot of craftsmanship and skill to make. Not to mention the material. So, I propose giving tailors an armor craft, that is weaker than leather armor, but uses material th...
by BlackSoul566
Sat Feb 03, 2024 10:52 am
Forum: Ideas and Requests
Topic: Learn Display
Replies: 1
Views: 2954

Re: Learn Display

Bump, because I think this is still a good idea. >.>
by BlackSoul566
Thu Feb 16, 2023 5:10 pm
Forum: General Discussion
Topic: Power Creep and Rebalancing the Game
Replies: 7
Views: 23948

Re: Power Creep and Rebalancing the Game

The learn system should help at least a little with this, assuming it's still in the game? By making people really max out in the skills they can have above 25, you should have a very hard cap on the amount of XP you can realistically invest in a character in a way that gives you meaningful benefit...
by BlackSoul566
Thu Feb 16, 2023 9:27 am
Forum: General Discussion
Topic: Power Creep and Rebalancing the Game
Replies: 7
Views: 23948

Re: Power Creep and Rebalancing the Game

We already have that to an extent, but the ramp up could be made steeper. Would that just give an edge to folks with large pools of XP though who can pay the penalty? It would just slow down those who are already powerful, from getting more powerful while giving those who are less powerful, more op...