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Re: Colonizing the New World (Open to all)

Posted: Tue Aug 08, 2017 6:24 am
by BadgeAddict
So, in somewhat answering Mort's breakdown of my job skills, I am attempting to go about this with as much common sense as possible.
1 man, with 1 axe could, in 1 season (3 months), easily job down a lot of trees. 1 man, with something like a saw, could somewhat easily make a lot of raw lumber from those trees, in 3 months. But when it comes to building things, it could take you a whole season just to build 1 house.

In thinking about things more and more, I'm thinking about separating "Resource Production" and "Building Production" into two categories.
Resource production is as mentioned and explained in details above. Buildings will require both resources and "time" to complete. And it will most likely be me (and you if you would like) doing some research into about how much of a resource is required to build various buildings.

Unless one of you has a good idea that you would like to share.

Re: Colonizing the New World (Open to all)

Posted: Tue Aug 08, 2017 6:42 am
by M0rtimer
Yeah, I was thinking something along the same line- Put a reasonable "cost" on a building which we need to work towards if we want to see it built, coupled together with time- Which some structures might decrease, or potentially like you mentioned, a carpenter/masonry helps construction directly...

Also I was thinking about the "Profession bonus" and I have a potential suggestion for you- Rather than make it a "fixed" bonus, why not make it a percentage bonus? Say for example you'd cut wood, and gain ten wood, with a profession of 2 in lumberjacking... Say we relate each proficiency point to 10%- So I got ten logs by default from my roll, and I take another extra 20% from my skill, making 12 logs total.

That'd leave to decide what you do in a "round up" scenario, my personal leanings that we'd either do a percentage roll (So say I gained an additional 0.2 of a resource, a dice is rolled with 20% chance of getting that +1) or simply round either half up/half down if that'd be too much extra rolls. Also, considering how easy it will be to gain new skills/skill points, and how influential we want those to be? Similar to how your skill would be a % increase, having no skill at all or no ToT could similarly be a % decrease? For example lacking one would be 50%, lacking both 75%- Making it rather inefficient until you "learn" the skill...

Just throwing out ideas here- Feel free to take what you like, throw in the trash can what you hate... :P

Re: Colonizing the New World (Open to all)

Posted: Tue Aug 08, 2017 7:12 am
by BadgeAddict
the other option would be that your "mastery" in a skill increases your minimum amount earned.
Example:
Basic task:
2d10 (Skill level = minimum success)
No Skill = 1d5
1 Skill = 2d10 (No less than 3)
2 skill = 2d10 (No less than 4)
3 skill = 2d10 (No less than 5)
etc

So, you have a skill of 1, I roll 2d10,
On one roll you get a 5 and you keep it.
On another roll you get a 2 and you get your base of 3.

Re: Colonizing the New World (Open to all)

Posted: Tue Aug 08, 2017 7:17 am
by Theis2
That's pretty much what it already does except it also improves the outcome on a high roll now

Re: Colonizing the New World (Open to all)

Posted: Tue Aug 08, 2017 7:21 am
by BadgeAddict
^That's a good point, this would eliminate that "bonus" so to say.
Okay, the only other thing I'm willing to consider is a "proficiency bonus"

It appears I need to think about this some more.

Re: Colonizing the New World (Open to all)

Posted: Tue Aug 08, 2017 11:22 am
by BadgeAddict
Mort, I think this kind of does what your suggesting, and also makes job skills make sense. In addition, I've edited how ToTs add into resource production.
Job Skill bonus Explanation: Your level of Job Skill adds a % bonus to your production amount. Each level adds an additional 5% of bonus resource created. When dealing with rounding, Basic & Medium tasks are rounded down to the next whole number. Complex tasks create "unfinished" goods, which can be completed during the next season of using that Job Skill.

ToT bonus's result in an additional die roll for resource production.
With a basic ax, a lumberjack with a skill level of 1 can cut down 2d10 + 1d5 trees.

Re: Colonizing the New World (Open to all)

Posted: Tue Aug 08, 2017 11:29 am
by spiderwrangler
BadgeAddict wrote: ToT bonus's result in an additional die roll for resource production.
With a basic ax, a lumberjack with a skill level of 1 can cut down 2d10 + 1d5 trees.
How will this example change with no skills? More skill? Better tools?

Re: Colonizing the New World (Open to all)

Posted: Tue Aug 08, 2017 11:35 am
by BadgeAddict
With no skills, a lumberjack using an ax (which is needed to chop down a tree...or a saw) can cut down 1d5 trees per season. That 1 skill level helps bump you up to "knowledgeable about axes"
The current example should be amended to show: Lumberjack lvl 1 + Ax = 2d10 (Base) + 1d5 (base quality ToT) + 5% (Skill)
So, as tool quality increases, ToT bonus rises by 1d5 per quality level.
As Skill increases, % raises by 5% per skill level, topping off at 10 for 50%. (If enough of you disagree with that, I'm willing to make it increments of 10% topping off at 100%)

But, please understand that some advancements will destroy this.

A lumbermill is a building that can very quickly create lumber from logs, and other than having some men working there, creation amount will need to be decided at that time.

Re: Colonizing the New World (Open to all)

Posted: Tue Aug 08, 2017 4:39 pm
by M0rtimer
Hey, I'm not saying my method is the method to "end all methods"- I just think percentual approach is the easiest "variable output" solution- And I put 10% as an example, "nerfing" it down to 5 is completely acceptable. Seems like it'd work fine.

...I should probably get around to actually getting my skills in, huh. :shifty:

Re: Colonizing the New World (Open to all)

Posted: Tue Aug 08, 2017 11:51 pm
by GathersIngredients
How about you take lumberjack (to gain wood), m0rt and I take carpenter (to process the wood) and mason (to get and process stone)?

I could imagine job skills like:
carpenter 2
stonemason 3

And hope that spider makes me some carpenter tools asap...

If we go with the Vikings as native culture, I could name my char Bjorn Cloudhammer or some such. ^^

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 7:41 am
by BadgeAddict
just got back from my vacation, need a few days to figure out what I was doing at work before I left, once I'm there, we'll get this started.

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 8:50 am
by GathersIngredients
yay. :)

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 1:51 pm
by M0rtimer
I suppose this is a good excuse as any to FINALLY get around to finalizing my character. Roughly, at least.

So now to consider if I go for my hermit idea... Or take something like "leadership" and become the local dictator governor. Or clan leader, if we are to be vikings..?

Anyways...

Lumbering: 3
Fishing: 1
Soldier: 1

His name will be Groff. I do have a simple background for him as well, but it'd be better to have it found fluidly rather than just outright stating it.

Equipment brought from the home land: Trusty axe (ToT), silver locket, small bag of licorice... Or some Surstr├Âmming if we're going for vikings.

(Might still switch out soldier for mining, but figure that just 1 a skill won't be worth much...)

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 2:00 pm
by spiderwrangler
Starting to picture something akin to Floki on Vikings show, but more lumbering than boat building.

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 2:29 pm
by BadgeAddict
Based on the feedback, unless we have any other suggestions, we'll go with vikings.

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 2:34 pm
by M0rtimer
Not familiar with the show, so won't make comment on it, but like I said- He's mostly a hermit sticking to himself. First order of business will probably be to chop trees and construct himself a small hut, maybe (regrettably) ask for some aid in return for the lumber with the latter... After that, he'd probably still be selling wood and the occasional fish in trade for other stuff he wants/needs, but I'd not consider him a social animal. :P

Boat building might also be interesting... Although to be honest, I'm not sure if that should fall under carpentry or be it's own skill- On one hand putting everything wood related under carpentry might make it too generic, while splitting everything up might make it a bit hard to get all skills we "need"... Depending on how hard Badge will make it to "train" stuff and obtain the relevant ToT, at least.

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 2:36 pm
by thinkslogically
Being governor improves the output of the populace for the governance period so it'll probably make sense to rotate as we need different things. Lumber for early building sounds good.

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 2:42 pm
by spiderwrangler
Hi hermit, how do you feel about leading us?

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 2:52 pm
by M0rtimer
He'd never offer himself to be governor, but if we're going with the "needing to draw straws" thing and say he lost, he'd begrudgingly accept the position... Just be prepared for him to pull something stupid so they'll want a replacement sooner rather than later. :shifty:

If you want lumber, though, recruiting him is the last thing you want to do- From what I understand, at least..? The governor controls the people, so can basically do anything that other players couldn't take care off... So Groff (his name... For now, at least, but probably going to become permanent as I can't make decisions) could just be working on his own, and the governor could just have people do their own woodcutting on top of that if necessary.

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 2:56 pm
by Theis2
But the governor gives a bonus to the slaves people based on his own skills, so if we are in dire need of lumber it would be beneficial to pick a lumberjack since all the people we put to chopping lumber would be more efficient

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 2:59 pm
by thinkslogically
For sure. You don't have to do anything except tell the plebs to chop down trees :)

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 3:10 pm
by M0rtimer
So this is how it's going to be, huh...

Very well.

This shall be... Interesting.

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 3:15 pm
by spiderwrangler
Unless smithing gives a bonus to mining ore, I'm unlikely to be called on to serve... Having a bunch of people swinging hammers about doesn't help if there is only one forge and anvil. Perhaps sharpening and handle attachment can be outsourced?

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 3:22 pm
by thinkslogically
Could be. I can see farming being helpful; also hunting and that kind of thing

Re: Colonizing the New World (Open to all)

Posted: Mon Aug 21, 2017 3:30 pm
by spiderwrangler
Badge, what will governors be able to work on during their term? Will it have to be the they are directing the peons in? Just wondering in terms of folks being able to learn other stuff.