Temp Attributes and Non-Linear Effects

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This article is a repository for ideas about non-linear effects of Attribute values, e.g. intended for use in cases where there must be a positive effect of an Attribute between -3 and 1, acting as a divisor or multiplier, such as for the Recover sub-Attribute of Constitution, which determines how fast the character's Wounds heal. Or for that matter how many Luck Points characters get from Faith.

The idea is that for relatively "normal" values, between 2 and 6, the effect is linear, so that a Faith Attribute of 6 simply gives you twice as many Luck Points as an Attribute of 3, and a Recovery Attribute of 6 simply means that you heal twice as fast as with Recovery 3. But outside that range, the effect is non-linear.

LS is given for comparison only. It is still calculated as it has always been, square then divide by 9 (to "normalize" to 1), and LS always nvolves a weighted average of several Attributes, never just one. NLE is a fairly subdued non-Linear Effect. Heal times are for Minor Wounds, Major Wounds and Incapacitating Wounds, and are derived from the NLE value but may be "rounded" somewhat for ease ot use.

Attri-
bute
LS NLE Minor
Wound
Major
Wound
Incapaci-
tating
Wound
Base
Luck
Points
Food/
Day
Water/
Day
Oxygen/
Day
-4 no ability, can't learn or have Luck, and never heals, has no Metabolic needs
-3 0.1 140 Days 420 D 1400 D 1 0.3 EU 0.3 L 0.1 kg
-2 0.25 56 Days 168 D 560 D 2.5 0.8 EU 0.8 L 0.25 kg
-1 0.4 35 Days 105 D 350 D 4 1.2 EU 1.2 L 0.4 kg
0 0.5 28 Days 70 D 280 D 5 1.5 EU 1.5 L 0.5 kg
1 0.11 0.6 23 Days 69 D 230 D 6 2 EU 2 L 0.6 kg
2 0.44 0.8 17 Days 51 D 170 D 8 2.5 EU 2.5 L 0.8 kg
3 1 1 14 Days 42 D 140 D 10 3 EU 3 L 1 kg
4 1.8 1.3 11 Days 33 D 110 D 13 4 EU 4 L 1.3 kg
5 2.8 1.6 9 Days 27 D 90 D 16 5 EU 5 L 1.6 kg
6 4 2 7 Days 21 D 70 D 20 6 EU 6 L 2 kg
7 5.4 2.5 5.5 Days 17 D 55 D 25 7.5 EU 7.5 L 2.5 kg
8 7.1 3 4.5 Days 14 D 45 D 30 9 EU 9 L 3 kg
9 9 3.7 4 Days 12 D 40 D 37 11 EU 11 L 3.7 kg
10 11.1 4.5 3 Days 9 D 30 D 45 14 EU 14 L 4.5 kg
11 13.4 5.5 2.5 Days 7.5 D 25 D 55 17 EU 17 L 5.5 kg
12 16 7 2 Days 6 D 20 D 70 21 EU 21 L 7 kg

This also means that Recovery should no longer function like a normal CF-based sub-Attribute, because then it becomes way too easy to get Recovery 8 or 9 or even 10. Rather its base value should equal (Con+3)/2, and be increasable at a rapidly escalating cost.

The "heal units" are always accounted for in Days, rather than sometimes using Weeks or Moons (or Hours), because powerful magic may go in and act upon thees figures, and if they dn't all use the exact same unit (the exact same Time Scale Unit) then results will become inconsistent.

A fairly weak magic that speeds up healing might halve the heal time of Minor Wounds but do nothing for worse Wounds. In such a case, a Recovery 4 character's Minor Wound would heal in 5.5 Days instead of 11 Days. More powerful magic might halve the heal time of Major Wounds, and reduce the heal time of Minor Wounds by 1 TSS, thus a Recovery 3 character's Minor Wound would heal not in 14 x 1 Days but rather in 14 x 4 Hours = 56 Hours = 2.33 Days. Basically you divide by 6. If such a character had a Major Wound and was subject to this more powerful healing magic, it'd heal in 21 Days (3 Weeks) instead of 42 Days.

Mundane medicine may let a character heal as if his Recovery was 1 higher, at least for Minor Wounds. This means tht a Recovery 2 character would heal in 14 Days instead of 17 Days.

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