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Aging
*sam*
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Just to let you know that I'm now implementing aging. This is something that has always been in the rules but which it wasn't important to implement until a few characters passed 30 years of age..

Every 12 weeks of real-world time, the characters of Darkwind will gain 1 year of age. As characters reach about 30 years of age, their abilities (strength, dexterity, speed) start to drop. Beyond about 40, their skills start to drop too.

A character with zero strength, dex or speed will die. This will typically be around the age of 45, but could vary a lot. A few might be capable of reaching 60, and a few (especially those who started with low abilities) only reach 35.

Certain skills (e.g. mechanic, first aid, leadership, courage) do not drop at all.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 16, 2009, 11:19 am Last edited Feb 16, 2009, 11:21 am by *sam*
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Hooray !

Now your talking my kinda language.

COCO
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vet wv

Posted Feb 16, 2009, 11:49 am
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Maybe you could let leadership go up with age.
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vet wv zom0,3,0

Posted Feb 16, 2009, 12:43 pm
*sam*
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Well.. leadership will go up thru use as the character gets older, but I guess it makes sense that it would go up independently as well.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 16, 2009, 12:54 pm
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can we please be allowed to add drugs to help extend characters like putting them on steroids, or maybe a gang medic rating kinda like a camp mr to help extend life, like a herbalist reserch center? :thinking:ill have alot of high skill guys hitting 30 soon, most ive had from my first few weeks in dw. would really suck to have em all die of old age at 35, maybe we can turn em into a lich or zombie if gang medic rating was high enouph, with like a 50 percent reduction ib skills gives em maybe 10 more years?:p

was there any rules committee discussion?
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vet paintball wv1,0,1

Posted Feb 16, 2009, 1:41 pm Last edited Feb 16, 2009, 1:53 pm by darthspanky
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*sam* said:
Well.. leadership will go up thru use as the character gets older, but I guess it makes sense that it would go up independently as well.


I disagree.  Age does not automatically confer leadership ability, wisdom, etc.  Experience is where these things are earned.  Thus, a 20-something that has spent their life at the sharp end will develop leadership whereas a 40-something that has lived a sheltered life in the rear areas will not.
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vet wv

Posted Feb 16, 2009, 2:13 pm
*sam*
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darthspanky said:
would really suck to have em all die of old age at 35


*Sam* said:
This will typically be around the age of 45, but could vary a lot. A few might be capable of reaching 60, and a few (especially those who started with low abilities) only reach 35.


Quote:
was there any rules committee discussion?


Ongoing
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 16, 2009, 2:41 pm Last edited Feb 16, 2009, 2:43 pm by *sam*
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darthspanky said:
can we please be allowed to add drugs to help extend characters like putting them on steroids


steroids.... so you want your gangers to have small penises :-p
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vet wv zom0,3,0

Posted Feb 16, 2009, 2:51 pm





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Posted Today, 2:01 pm
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im dead early with a bunch cause there in the teens on speed and dex :(, with no way to raise those they may only live to 35 and there like the top gang leaders, but if we could somehow drug em up might give us more years, if they survive that long. or make it 2 skills at 0 to die maybe?
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vet paintball wv1,0,1

Posted Feb 16, 2009, 3:38 pm Last edited Feb 16, 2009, 3:39 pm by darthspanky
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Sam,

Way-back-when, I put the following in the wiki:

Quote:

At the age of 30, a character's skills (driving, gunnery, mechanic, ect.) will begin to degrade. At 40, their base stats (Strength, Dexterity, Speed, Leadership, Courage(?)) will begin to degrade as well.


This is directly opposite to what has been implemented (abilities drop at 30 and skill at 40):

Quote:

Every 12 weeks of real-world time, the characters of Darkwind will gain 1 year of age. As characters reach about 30 years of age, their abilities (strength, dexterity, speed) start to drop. Beyond about 40, their skills start to drop too.


Is this an intended reversal, or did I get it backwards when I put it on the wiki?  I'm sure I didn't make it up, so it must be on the site somewhere.


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vet wv community

Posted Feb 16, 2009, 4:11 pm
*sam*
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I think you must have gotten it mixed up when you put it in the wiki. I was possibly ambiguous as well. The intention however was always to have physical abilities drop before skills (which seems correct to me).

The rules page which was written in 2006 puts it like this: "As characters reach about 30 years of age, their abilities start to drop. Beyond about 40, their skills start to drop too." -- see Game Info / Characters

The ambiguity is probably that I didn't specify exactly what 'skills' and 'abilities' meant (although they are actually identified elsewhere in the Characters rules document).
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 16, 2009, 4:28 pm Last edited Feb 16, 2009, 4:31 pm by *sam*
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cHRIST MY BEST GUNNER IS 31 ALready.
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vet wv raceL1 pvp2 combatL1

Posted Feb 16, 2009, 4:32 pm
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I think it would also be a great theme for a new NPC gang.

"The Walker Brigade"
Only consists of NPC's 30 and over.
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vet wv0,3,0

Posted Feb 16, 2009, 5:11 pm
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Over 30 and they become runners. Then the Sandmen can hunt them down. Oh wait, that's what happened to Logan....
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marshal vet gateautumn wv e2g0,1,0

*Posted Feb 16, 2009, 6:24 pm
*DoubleTap*
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TKWPrime said:
*sam* said:
Well.. leadership will go up thru use as the character gets older, but I guess it makes sense that it would go up independently as well.


I disagree.  Age does not automatically confer leadership ability, wisdom, etc.  Experience is where these things are earned.  Thus, a 20-something that has spent their life at the sharp end will develop leadership whereas a 40-something that has lived a sheltered life in the rear areas will not.


Of course, most DW gang leaders tend to spend a fair amount of time on the sharp end. We're talking about gang members' leadership going up, not comparing a 20 year old seargent in, say, the Israeli Defense Force to a 40 year old couch potato.

And if we really get into an age argument, I am 40, and am physically stronger and a better fighter than I was at 20 (when I was on a college team) and 30.  Luckily, I am not currently suffering the ill effects of living after a solar apocalypse!
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vet marshal wv

Posted Feb 16, 2009, 6:28 pm
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*DoubleTap* said:
And if we really get into an age argument, I am 40, and am physically stronger and a better fighter than I was at 20 (when I was on a college team) and 30.  Luckily, I am not currently suffering the ill effects of living after a solar apocalypse!


Well, I am 52 and while I know a lot more dirty tricks now than I did when I was 26, my 52 year old self would still think twice about taking on my 26 year old self.

Old age and know how will beat youth and enthusiasm on most days; but not everytime.
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vet wv

Posted Feb 16, 2009, 6:53 pm
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I would think as they got older and have spent much more time in the harsh world of dark-wind they would get an innate "respect" bonus if you will.

If someone 60+ gives me life advice I'm a lot more likely to seriously consider what they have to say then what one of my (18-22) year old friends have to say.

I think this could be reflected by a leadership bonus with age.
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vet wv

Posted Feb 16, 2009, 6:55 pm
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Not sure if I like the death based on the physical attributes, because that becomes another uber character attribute bonus (see I like the RP of having defective chars, I'm not one to play D&D with a char with all 18s...).  I'd rather see a random hidden "Health" value with each character, that decreases with age, as well as extreme injury. 

Everyone should start out with a random hidden value, say my 20 year old character I just got has a health of 30, which means that if NOTHING happens to him he'll live to 40-50. (see below)

If he receives any major injury, a point or two get ticked off (getting holes blown in your stomach, for example).  If he gets a limb blown off, 5-10 points get taken off.  Every time he's rad exposed over 10% take a point off, etc....

And of course everyone loses a point when the year rolls over.

When a character drops below 10 health points, there is a chance every month that he'll die.  I say 10% for each point below 10, so at health of 8, there's a 20% chance, 5 there's 50%, etc.

Giving an arbitrary "your stats fall off to 0 till you die" makes character loss from age way too predictable, and another thing people can easily recruit against.
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vet deathrceL1 wv

Posted Feb 16, 2009, 8:06 pm Last edited Feb 16, 2009, 8:09 pm by Seiler
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Seiler, I like the way you think.

Make the hidden health stat a percentage number. It starts at some value above 100%. Young people start out with health scores over 100% and don't suffer aging. Every game year (12 weeks), the hidden health stat loses a few points. Repeated exposure to radiation, severe injuries, etc, etc all knock a few points off the health stat.

Every game year (12 weeks) the system generates a random number. If it is less than the current hidden health stat, your ganger suffers no aging effects. If it is more than the current hidden health stat, your ganger suffers aging effects (loss of stats, loss of skills, etc). So, as they get older, injured, radiation burned, etc, their health number gets lower and the chance of suffering aging increases.
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vet wv

Posted Feb 16, 2009, 8:28 pm
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