Tuesday, July 16, 2024

V5 general beneficial attribute & skill intensity

Copyright Carl Janssen 2024

This will not longer be used

See this link instead

https://worldofjobcreation.blogspot.com/2024/07/v5-second-version-attribute-skill.html

Version 5 Section general beneficial attribute & skill intensity


Potential Typos and notes

If the phrase attribute is used by itself then perhaps it should say attribute or skill and that is a typo except for the comment about possibly not having attributes and only having skills

If the phrase skill is used by itself then perhaps it should say attribute or skill and that is a typo except for the comment about possibly not having attributes and only having skills

He means - He or she a player of any gender

What these rules might not apply to or limitations of rules 

Detrimental skills & attributes shall have different rules to be determined

These rules shall be different because the player does not choose to use them so can not select a intensity for detrimental skills & attributes

Specialty skills & attributes are supposed to add on to the general skills or attribute but only in the more narrow conditions for which they qualify apply.  These rules will ignore specialty skills & attributes & only apply to situations for which they do not apply.  Rules for specialty skills & attributes shall be determined later

Intensity might also not apply to beneficial alignment related attributes or skills such as "Self Concern" and "Compassion"

Alignment can be potentially composed of corruption, self care, compassion, blind faith attributes for groups and different degrees of hedonism or it's opposite stoicism although what skills and attributes or types of quantities or qualities it is composed of may very from character to character


Components of a attribute or skill in short

There shall be two stable components of each attribute or skill if that attribute or skill let's the player choose an intensity

Max Intensity

Endurance

The rest of the components in the long list either are derived from them or used to track how much they can be used or how much progress they have towards gaining or losing a attribute or skill or how much they have been used towards their limit


Long list of  Components of each intensity based general attribute or general skill

Max Intensity - Avatar sheet

Current Selected Intensity - Declared in game play for each time period - Avatar sheet sort of but often verbally declared and not written down on the character sheet

Max Burst Pool - Avatar sheet

Current Remaining Burst Pool - Avatar sheet

Endurance - Avatar sheet

Current Remaining Endurance Pool - Avatar sheet

Max Endurance Pool - Avatar sheet

High intensity Eustress or distress - Advocate sheet

Low intensity Eustress or Distress - Advocate Sheet


What is intensity

Intensity is the number they use towards skill or attribute checks for the time period that they select the intensity

Selecting a intensity

When using a beneficial attribute or beneficial skill the player must select a intensity.  They can not select a intensity above the max intensity unless under the influence of special effects to be determined or perhaps they simply can not select above the max intensity at all.

Selecting an intensity below 4 allows replenishing of endurance pool points and burst pool points as discussed in a later section

Selecting an intensity above 4 and no more than 16 uses endurance pool points but does not use burst pool points

Selecting an intensity below 4 allows to replenish burst pool and endurance pool points

Maintaining an intensity of 8 for 10 seconds costs 1 endurance pool points

Maintaining an intensity of 12 for 10 seconds costs 2.5 endurance pool points

Maintaining an intensity of 16 for 10 seconds costs 4 endurance pool points

An intensity between 4 and 8 costs 0.25 endurance pool points per point above 4

An intensity between 8 and 16 costs 1 endurance pool point plus 0.375 additional endurance pool points per point above 8 

Selecting an intensity above 16 uses burst pool points but does not use endurance pool points

The percent of the attributes max intensity is chosen and the number of burst pool points it costs to use that attribute at that intensity is based on the percent of the attributes max intensity chosen.  If a attribute has a max intensity of 24 and the percent of max intensity chosen is 75% then that attribute will be used with an intensity of 18 but the number of burst pool points used will be based on a number to be determined for 75% of max intensity.

Selecting a percent of the attributes max intensity that would drop the attribute below 16 using burst pool points either is not permissible or will be an alternative option instead of using endurance pool points that a player can choose.  However he can not choose to spend both burst pool points and endurance pool points at the same time to keep the rules simple.

Current Pool vs Max pool

The current Pool is the current quantity in the pool

The Max pool is the maximum quantity the current Pool can have

Points from the current Pool gradually replenish after they are spent until they reach the Max pool

This principle is the same for both the Endurance pool & the Burst pool


Possible ideas for the percent of the max burst pool that different percents of the max intensity for a attribute cost in burst pool points

Based on 1 rep max charts

Using 100% of max attribute for 10 seconds costs 100% of max burst pool points from the burst pool

Using 90% of Max attribute for 10 seconds costs 1 / 4 of max burst pool points from the burst pool

Using 80% of Max attribute for 10 seconds costs 1 / 8 ...

70% ... 1 / 12 ...

60% ... 1 / 16 ...

50% ... 1 / 20 ...

40% ... 1 / 24 ...

30% ... 1 / 28 ...

20% ... 1 / 32 ...

10% ... 1 / 36 ...


The above are based on the pattern here but will likely change as I do not think it is realistic

4 reps 90% 8 reps 80% 12 reps 70%

4x reps 100% - 10x%

https://www.nsca.com/contentassets/61d813865e264c6e852cadfe247eae52/nsca_training_load_chart.pdf


Based on sprinting world record charts

Might be better to look at time for world record at different speeds for distances less than two miles

Another possibility for burst pool point allocation that might make more sense especially on account of the short duration of the weight lifting method above compared to the longer duration of sprint running events

Take world record speed for 20 second running distance divided by world record speed for 10 second running distance and set that fraction as the percent of max intensity that uses 50% of burst pool when that percent of the intensity is used for 10 seconds

Do the same for each duration up to at least about 8 minutes

Look at this

https://runhive.com/running/world-records


Combining skills & attributes at different intensities

The player can select a different intensity for the skill & the attribute

The intensity of the skill & the attribute are added together to do a skill check

The type of attribute used for the skill check is not always the same for the same skill but is situational

Logic or memory might be used to evaluate or remember how to build something with invention before the process is started but strength or motor control might be used together with a manufacturing skill to do the process of actually building the thing

Perhaps there will only be skills & no attributes to be determined



What intensity numbers might mean for running and walking as an example

If for a 10 second period someone choose a intensity of 16 for their run / walk skill and an intensity of 16 for their strength attribute the two would up to 32 for that 10 second period and 4 endurance points would be spent from their strength endurance pool and 4 endurance points would be spent from their run / walk endurance pool

If they choose not to use points from their endurance pool for both attributes and skills but not to exercise slow enough to replenish endurance pool points either they would set the intensity of both skills and attributes to 4 adding to a total of 8

If they choose to use both attributes and skills at 2 each so that they could replenish some endurance pool points as will be explained in another section and would total 4 between them


72 - Running at 28 miles per hour - Usain bolt was about 27.8 mph for about 9.58 seconds

https://www.eurosport.com/athletics/how-fast-does-usain-bolt-run-in-mph-km-per-hour-is-he-the-fastest-recorded-human-ever-100m-record_sto5988142/story.shtml

64 - Running at 24 miles per hour

32 - Running, jogging or walking at 12 miles per hour - Slightly slower than 2018 marathon world records of about 13 miles per hour at about 2 hours  and 1 minute for a 26.21675 mile marathon

https://en.wikipedia.org/wiki/Marathon_world_record_progression


16 - Running, jogging or walking at 6 miles per hour

8 - Walking at 3 miles per hour

4 Waling at 1.5 miles per hour

2 Walking at 0.76 miles per hour


General beneficial skills & General beneficial attributes derived quantities and minimums

All beneficial general skills and attributes must have a max intensity of at least 5

Max Endurance Pool = 4 * 1.1 ^ ( Endurance / 7 )

Max Burst Pool = Same number for all player characters to be determined


Rate at which Endurance Pool & Burst Pool Replenish

If someone has had at least 8 hours of sleep in the last 24 hours and at least 3 meals of sufficient quality in the last 24 hours the following applies 

If is using their attribute or skill at 0 intensity or in other words refraining from using it & the meal & sleep requirements are met

The amount of time to replenish one endurance pool point = Max Endurance Pool / 24 hours

The amount of time to replenish one burst pool point = Max Burst Pool / 72 hours

If using their attribute or skill at 1 intensity the rate shall be 3 / 4 that of 0 intensity

If using their attribute or skill at 2 intensity the rate shall be 1 / 2 that of 0 intensity

If using their attribute or skill at 3 intensity the rate shall be 1 / 3 that of 0 intensity

If using their attribute or skill at 4 intensity they shall not recover but shall not lose points from the endurance or burst pool either

If using their attribute or skill at a intensity of 16 or less they shall not use points from the burst pool ( possible exception to be determined where using a fraction of the max burst pool would end up with a intensity below 16 which might be forbidden or which can be used as an alternative to using the endurance pool on a to be determined basis )


Eustress - Improving attribute or skill max intensity or endurance through attribute or skill use

Eustress points are a way to keep track of how much a character practiced using an attribute or skill in order to see when they will gain the next point of an attribute or skill

Characters start with 0 Eustress points and 0 distress points upon the first character creation when their character has never died or spawned.  A positive number of distress point is the same as a opposite but equal negative number of Eustress points.  To gain a distress point is another way to say to lose a Eustress point.  Distress points will be in the next section pool debt, draining the pool below empty.

Each attribute or skill has both high intensity and low Eustress points

If the burst pool is not drained below empty then High intensity Eustress points are earned when the burst pool is used and the number of high intensity Eustress points earned are equal to the number of burst pool points spent.

If the endurance pool is not drained below empty then Low intensity Eustress points are earned when the endurance pool is used and the number of low intensity Eustress points earned are equal the the number of endurance pool points spent.

If the max intensity of an attribute or skill is less than or equal to 16 then low intensity Eustress points can be used to progress toward increasing an attribute or skill.  The cost to increase the max intensity for an attribute or skill this way is to be determined.

If the max intensity of an attribute or skill is above 16 then only high intensity Eustress points can be used to make progress toward increasing the max intensity of an attribute or skill.

No matter what the max intensity of the attribute is low intensity Eustress points can go toward increasing the Endurance for that attribute

High intensity Eustress points do not go toward increasing endurance but instead go toward increasing the max intensity of the attribute or skill they are for

The cost to increase the Endurance by 1 point is 4 * 1.1 ^ ( Endurance / 7 ) low intensity Eustress points

If the max intensity of an attribute or skill is less than or equal to 16 then low intensity Eustress points can be used to increase the max intensity for an attribute or skill but if it is higher than 16 then they can not.  The cost in low intensity Eustress points to increase the max intensity for a skill or attribute less than or equal to 16 is to be determined.


The cost to increase the max intensity by 1 point is a number of high intensity Eustress points that is to be determined

As long as your endurance pool is not empty spending a point from the Endurance pool produces 1 low intensity Eustress point.  

The number of Eustress points is put on the character's advocate sheet and not their avatar sheet.

Eustress points do not instantly boost attributes or skills.  When the person replenishes 1 point in the Endurance pool then 1 low intensity Eustrace point from their advocate sheet is used toward progress toward boosting their attribute or skill on their avatar sheet.  When the person replenishes 1 point in the burst pool then 1 high intensity Eustress point from their advocate sheet is used toward progress toward increasing their attribute or skill max intensity on their avatar sheet.  When it is used to increase the attribute or skill's endurance or max intensity then it is not removed nor subtracted from the advocate sheet because if the person spawns it will be used to increase attributes on the avatar sheet in the next spawn.  Rather all the low intensity and high  intensity Eustress points they have earned in all the sessions of the entire game are tracked on their advocate sheet sheet for each skill or attribute


When the person replenishes 1 point in the burst pool then they spend the 1 high intensity Endurance point toward progress toward boosting their Max intensity for their attribute or skill

Keep track of every Eustress or distress point they can on their advocate sheet and do not erase them when they spend them to increase attributes because the Eustress points on their advocate sheet will be spent to increase their attributes in their next spawn's avatar sheet or their distress point's will be spend to lower it


Pools can be used even when empty in exchange for either distress points resulting in a loss of skills or attributes or a loss of Eustress points resulting in a decreased gain of skills or attributes

Someone who has an empty endurance or burst pool can choose to spend points they do not have from the endurance or burst pool for a skill or attribute but doing so will create 1 distress point for every point they spend that they do not have

Spending a point from the endurance pool creates a low intensity distress point

Spending a point from the burst pool creates a high intensity distress point

If they have more than 0 high intensity Eustress points then instead of gaining a distress point they will subtract 1 point from the high intensity Eustress points for each 1 high intensity distress point they would have gained

If they have more than 0 low intensity Eustress points then instead of gaining a distress point they will subtract 1 point from the low intensity Eustress points for each 1 low intensity distress point they would have gained

When they have accumulated enough high intensity distress points to be the same as it would have took to increase their attribute or skill's max intensity from a value one lower than their current value to their current value then they will lose 1 point of that attribute or skill's max intensity

When they have accumulated enough low intensity distress points to be the same as it would have took to increase their attribute or skill's endurance from a value one lower than their current value to their current value then they will lose 1 point of that attribute or skill's endurance

If a attribute or skill is 16 or lower than low intensity distress points can reduce the attribute or skill's maximum intensity but not below 5

If the endurance for the attribute would go below 0 then that person shall become disabled or unable to use a skill or have some consequence to be determined


Advocates

They will have two character sheets an advocate sheet and an avatar sheet

The advocate sheet tracks what they learned from practicing using skills & attributes from past lives before spawning and so far in the current life

The avatar is new material they can add to that every time a character is spawned

All the Eustress or Distress points a character gains are tracked on their advocate sheet and will effect their skills and attributes upon spawning again adding them to the profession archetype templates they select and the base archetype template they select for their avatar sheet

The avatar sheet is created when they respawn after death or the first time a character is created or when a new character is created because a previous character has been sent to rehabilitation which comes with some penalties to be determined until the previous character is freed from rehabilitation

Archetype templates in avatar creation

When a player character is first created he selects a total of up to 3 combined levels in 1 to 3 different professions at the creation of the game and every time they spawn.  The game master can change the number of levels but 3 shall be the usual default.  

They may be able to gain levels through completing quests related to professional organizations that only apply to the type of profession they gained a level through a quest in which they add on in addition to this each time they spawn.  Each level requires additional time and task commitment to the organization unless they choose to get it Emeritus in which case they will lose some but not all of the benefits of that level but not have the time commitment.  Deactivating emeritus status to regain those privileges requires a demonstration of time commitment.  They must commit to at least 1 level of work for at least 1 profession and can not be Emeritus on everything. 

Each 1 level in a profession contains a certain list of attribute and skill component values

If they are level 2 in that profession the numbers are doubled

If they are level 3 in that profession the numbers are tripled

If they select multiple professions then they add the attributes or skills for the level of each profession they have together

The archetype templates for each profession and it's level are added to a base archetype which is the same for all characters regardless of which they pick so that the difference doubling the level from 1 to 2 would not double the attributes because the levels add on a smaller value to a bigger base value

Instead of adding in a normal way the number of discretionary points it would cost toward getting that attribute or skill from each template might be added instead because it costs more to increase max intensity or endurance from 4 to 5 than from 5 to 6 for example

NPC levels

For random NPCs without advocates

80% of NPCs might be level one

20% of NPCs might be above level one

4% of NPCs might be above level two

( 20% ) ^ X of NPCS might be above level X 

For NPCs with advocates usually add 1 level to the numbers above

An NPC with an advocate is usually at least level 2 unless they just earned an advocate in this life through actions of the player character's influence and never respawned before the first time they met the player character


Discretionary Points

They additionally get a number of Discretionary Points each time they spawn

Losing sleep or quality food might reduce the number of discretionary character points they have on the next spawn

Gaining extra sleep might increase the number of discretionary character points they have on the next spawn


Exceptions in which using a skill might not improve it and other ways to learn skills through listening to propaganda

First gaining certain professions unique skills may require joining their meetings in which you learn their doctrine and develop detrimental skills of blind faith as a price

Gaining doctrine of a group might be taught through either researching it or listening to propaganda and not through using the doctrine skill to tell other people about the group doctrine

Memory Implantation regarding group doctrine for Spies, Cinematic Illusionists and Rehabilitationists

Memory implantation regarding outside group skills for Spies

Cinematic Illusionists ( Media Directors ), Spies ( Actors ), and Rehabilitationists can get special memory implants to learn other groups doctrine or skills for special missions.  These implants enable someone to gain skills as though they spent character points on them.  They can put someone into negative discretionary points without losing attributes but this prevents them from using these discretionary points until they get above 0 discretionary points by paying off the debt.  When the mission is over if they choose to do so they can or perhaps must negate or undo the memory implantation and gain the total value of discretionary points back.

Memory implantations are a plot specific device

To enable rehabilitaionists to do Trauma Based Mind Control to achieve the goal of the organization recruiting them

To enable Spies to impersonate the group they need to impersonate which has certain skills or doctrine

To enable Cinematic Illusionists ( media directors ) to understand the doctrine of the group they intend to impersonate

Ministers ( Clergy, Bureaucrats ) do not need doctrine implantation, their special power is to be permitted to be given the right to learn the doctrine of all other professional organizations and one of their missions and purposes is to oversee other organizations they are not a part of to ensure they are in line with the core doctrine shared by all groups.  Pure Ministers are generally extremely unskilled in everything other than doctrine and social skills / attributes and simply use doctrine and their social skills / attributes to get people from other professions to do activities that they want which require practical physical and mental skills and attributes that are less socially focused.  Pure ministers do however have a great deal of knowledge about how to create or remove information phobia through special skills if you want to call that a skill or ability other than a social skill or not.


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