bring back my drink suppy cup addiction

Started by Pandip, November 19, 2024, 02:54:17 PM

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Pandip

We went from having -999 strength to having -0 strength. It'd be neat to find a happy medium. -4 strength for a little bit? Even -2 would be nice.

Thematically, I want to feel the burn of no longer seeing the Valley of Paradise and having to rely on the Sisters for my fix. The bite to the Drink seems to have been lost here; I don't even pay attention to when the addiction hits anymore because it seemingly doesn't matter.

NeedForGreed

As an outside observer, the effects of the Drink were compelling and scary. I miss that.

Sunburst

The way withdrawal mechanics currently work, I think that it's all or nothing. Either the addiction check will crush you completely or it will barely inconvenience you.

I'm surprised that the lead player of the Balladeers would request that the Drink go back to being an orbital elbow drop.

Are you sure you want that?

Pandip

Given the two extremes (assuming it's too much of a hassle to rework the system in any meaningful way), I prefer the oribtal elbow drop of being a crippled addict over having the Drink washed away as irrelevant.

It was cool. It was thematic. It generated drama. I do not think it's good for the faction if the Drink becomes a thing that nobody interacts with or cares about.


caesaropapist

As someone who was permanently at like -98% movement speed from it I think you people are evil

Vegan_Snickerdoodles

The penalty being that devastating was a negative to the roleplay, especially since it was not intended. The Drink remains one of the most controversial in-character topics without it needing to have the mechanics of a glitched doom-poison that reduces bones to jello.

The roleplay was not made more interesting by bugged effects making it appear cripplingly harmful. That was boring if anything, because it stripped the topic of any nuance and made it too heavily gamified for purposes of opposition. This is better. Let things be good.



cmenden

As a counterpoint here:

if it's good with minor downsides, that makes it much harder for PCs to resist, and I think reps the idea better than having it be something that's kinda terrifying that PCs would have good reason not to touch

A lot of "drugs" in efu are deeply unpleasant, and I just avoid them on every pc, because I hate withdrawal even when it's doing relatively small things like like -1 to saves or -5% move speed

I think I just don't know why the Sisters would make a Drink that is really harmful to people!

Egon the Monkey

Yeah,
Quote from: cmenden on November 19, 2024, 10:34:40 PMif it's good with minor downsides, that makes it much harder for PCs to resist

Yeah, the EfU drugs generally kind of read like an early '90s Just Say No campaign, rather than a controversy generator. If something's downsides so vastly outweigh the benefits, you look like either a cultist or a chump for choosing to use it. It's terrible, why not ban it? On the other hand, look at all the fantastic items with downsides, where PCs will happily trade off skills for saves or vice versa. Because the risk is, perhaps, worth it. And then it really might get you into trouble based on what was not, originally, a bad bet.

Drug addiction checks are a save-or-suck effect where the first failed save sucks really hard, then it scales up each time you do more. So the absolutely critical thing is to never, ever fail that first check or you're in for a world of pain until you acquire a ton of saves gear. Also unless you've got the meta knowledge of what the DCs and effects are, you better be ready to RP out the hangover from Hell if you so much as try one dose.

QuoteCurrent Mechanics
  • (Pass Will save) Not Addicted, No Problem
  • (Fail Will save) L1 Addiction, Horrible Penalties
  • (Fail Will save while at L1 Addiction) L2 Addiction, It's Even Worse

If that first level of addiction gave you the nag messages but no penalty, people would have the chance to back out or push their luck. To go 'whoops I'd better take a break from this stuff'. Rather than the three options of "Refuse", "Be a Saves Build With Primary Will Save" or "Penalties forever". And even for the saves build, those pure will DCs are rough.

QuoteCompare to:
  • (Pass Will save) Not Addicted, No Problem
  • (Fail Will save) Slight Craving You get the Will saves and nag message of 'You need your X fix!' but no mechanical penalty
  • (Fail Will save while Craving) L1 Addiction, It's Shit
If a failed save resulted in a 'danger zone' level I think we'd see PCs going 'might be useful' and arguing over whether mysterious hallucinogenic nunwine is a good or bad idea.  As it is your character concepts are 'straight edge' or 'Byron off his face on laudanum again'