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 Post subject: Resting enhancements
PostPosted: Sat Oct 10, 2009 11:43 am 
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The resting page has been enhanced. Rather than just assuming you want to rest a certain way, it now give you all of the options and lets you choose. It specifically lists options for using remotes, drowsing, or resting normally, and lists the effects of each. It also mentions if you own one of the Furrier's Den chairs, and lists their effects. And finally, it will tell you if you're wearing sleep-enhancing gear (currently only the night cap, but will be more in the future).

As part of this change, the sleeping draught has also been altered a touch -- it now always requires 5 minutes to rest when using it, no matter what other benefits may apply.

This does open the door for more advanced resting options. Either faster resting, or a hideout-based improved rester, or the like.

Oh, and the Furrier's Den chairs now apply their bonus to all forms of resting, including drowsing and the remotes, and anything else that comes out in the future.


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 Post subject: Re: Resting enhancements
PostPosted: Sat Oct 10, 2009 12:38 pm 
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Nice enhancement. Now at last I can take all the remotes from the hiding place, resting kept using them when I didn't want to.
The only thing I'm going to miss is the one click resting (through the very simple GM script that adds the rest link) . It now takes at least one more click. I suppose it could be done with some more scripting. Or maybe a simple interface for "Just Chill" can be added?


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 Post subject: Re: Resting enhancements
PostPosted: Sat Oct 10, 2009 1:31 pm 
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I considered including a default where, if nothing else applied, it would automatically do the basic rest for you. The main reason I didn't do that is, I fear that once people get used to having a choice in the resting process, they might get taken by surprise if it charges ahead with the default. Particularly if they're wanting to use a sleeping draught, or forgot to pull a remote from the display case. As it is, they'll be able to see "hey, the option I wanted isn't up there" while if it steamrolls on through, they've lost their minutes and then have to go find/use the item. It also gives them a chance to notice if they're not wearing sleep-enhancing gear.


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 Post subject: Re: Resting enhancements
PostPosted: Sat Oct 10, 2009 6:44 pm 
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Hmm--interesting. I'll probably never use it though since I have my Lifeblood Manipulation, but it's still a cool option.

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 Post subject: Re: Resting enhancements
PostPosted: Sat Oct 10, 2009 8:08 pm 
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Interesting info, I can't wait to see it in action myself.
:idea: 8) :wink:

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 Post subject: Re: Resting enhancements
PostPosted: Sat Oct 10, 2009 8:18 pm 
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Ryme wrote:
It specifically lists options for using remotes, drowsing, or resting normally
Drowsing rods are used in combat. Unless you're planning on adding a resting bonus?

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 Post subject: Re: Resting enhancements
PostPosted: Sat Oct 10, 2009 8:34 pm 
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Drowsing as in the "drowsiness" effect from sleeping draughts.


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 Post subject: Re: Resting enhancements
PostPosted: Sun Oct 11, 2009 8:18 am 
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Ryme wrote:
I considered including a default where, if nothing else applied, it would automatically do the basic rest for you. The main reason I didn't do that is, I fear that once people get used to having a choice in the resting process, they might get taken by surprise if it charges ahead with the default. Particularly if they're wanting to use a sleeping draught, or forgot to pull a remote from the display case. As it is, they'll be able to see "hey, the option I wanted isn't up there" while if it steamrolls on through, they've lost their minutes and then have to go find/use the item. It also gives them a chance to notice if they're not wearing sleep-enhancing gear.

This makes sense. I guess a GM script is a way to go if you are the kind of person who wants to skip a step and is willing to blame only himself if this was detrimental.


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