feat: weak narcolepsy trait#870
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KoboldCatgirl
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Hmm. I do really think a less disruptive narcolepsy would be nice, but I feel like the surprise is what makes narcolepsy so disruptive, rather than the frequency/length of the delay. Getting interrupted mid-action or mid-sentence can severely mess with the flow of a scene, which isn't always what the player wants. So, my instinct for a "softer narcolepsy" would be a version that provides a warning prior to passing out.
A less frequent narcolepsy also makes the medication less useful, right? Since a single pill will effectively prevent fewer faintings.
The warning would be more work to code, though, and it's not like the frequency/length of delay isn't a part of the disruption.
I'm sure people will take this, so I think it's fair to add! It might be nice to revisit it in the future, but no need to let perfect be the enemy of good here. This is a good addition.
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warning is something i'm looking into! i think both versions will have the warning when that is done. narcolepsy medicine works by resetting the timer that determines when the person next passes out, as if they did pass out. so depending on when you take it, base narcolepsy gives you 5-10 minutes of extra time while weaker narcolepsy gives you 10-20. |
Adds a variant of narcolepsy with twice the average interval between incidents compared to base, and half the duration.
Why / Balance
People have complained in the past that narcolepsy is a bit too disruptive to RP to feel nice, but the comedic timing achieved by the current version's frequency may be desirable. Plus, it lets people simulate having better/worse days of it.
Technical details
A new section is added to restrict people to one trait.
Changelog
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