I like the idea of having a set of abilities to "choose" from, as it might make it easier for people to use their general knowledge. (it's hard to use.) As long as we still get to be creative outside that system, cause that's fun.Talvieno wrote: I need to work on general knowledge rules so you can only have a limited number of boosts per character, with the number dependent on your GK. Don't want it to be too many, but don't want it to be too limiting either. GK's primary strength is in giving extra boosts. I may even pre-define a ton of "abilities" you can unlock with general knowledge, depending on your level... but that would be an absolute ton of work, even if the idea itself sounds very cool. We'll see. Depends on if people like the idea. If people do, it may be the start of a major addition to the game.
Don't agree at all with the cap on boosts though, for several reasons.
- GK is already hardly used by the people that have it and hard to use, it doesn't exactly need what amounts to a nerf. If it ain't broken, don't fix it
- Most of the boosts we gain are very situational (weak points on a HAMMER, morse code, piloting a frigate) and capping the amount of boosts would prevent people for using GK for specific situations out of fear of reaching their cap, which takes away a lot of the fun of using it.
- I tried to "abuse" the system the latter half of last mission by using it each turn, and I don't really think it made me OP.
- Your fear is that people will get OP by eventually getting boosts for all the things. I think there are better ways of preventing that, without capping:
- Boosts cannot stack. Knowing 50 martial arts doesn't help you more than knowing one, except that you're awesome (flavour), since you can only use one at a time.
- Be careful with the kind of boost you assign if it's not a situation-specific one. You've done that very well so far - my parkour only work if I play in my own, Dino-y way, and only for unarmed combat or traversal. Foreigner's Tatketsai only works in unarmed combat and if he didn't initiate the fight. If you do it that way (instead of "+1 to all rifle rolls" or something) the GK abilities are more "extra tools" for the player than they are flat boosts. i.e. you don't become OP, you just have more ways of doing things, but they require some creativity.
Thoughts?