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Showing results for tags 'Occuption'.
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It doesn't make sense to me that a police officer could be illiterate, or a doctor be afraid of blood... You'd be hard-pressed to find an obese lumberjack. That is to say, some traits are incongruous with some occupations. Frankly, there aren't many traits which DO clash like this, and most of the occupations work pretty well with all traits, but some don't seem to work at all. This is sort of already present, with how some occupations automatically add a trait which is mutually exclusive with another (Veterans can't be cowardly for instance). This WOULD only remove the ability to add negative traits (as far as I can tell) but this wouldn't be a benefit, as it could make the player pick negative traits they would have avoided otherwise, or multiple traits instead of one bad one, if they wanted to pick a powerful occupation AND have a number of good traits along with it.
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Okay, so I suggest better occupational traits. For example I had this idea of a survivalist occupation. But the survivalist would have access to certain building materials that other occupations wouldn't. Like specialized survival stuff, like being able to craft a primitive bow using wilderness things or being able to navigate better using nature or tell the time using the sun which others wouldn't be able to do (possibly having to find watches and in game maps.) But why not do it for all occupations? Like construction worker gets a better trait that gives him options to better buildings right off the bat. Something not too OP but that lets him get a foot up in that area more so than someone who is of a different occupation? What does everyone think?