Hey again. I know I wanted to get "Food & Hunger" out relatively soon after the last one. It's short but no less important to what it means for the project, course adjustments may still be in its future. First thing that came to mind while writing it: I may have to tweak all the food item descriptions I already made to conform to this new mechanic. There will likely be more food options that will become available, and I'll have to determine whether "slightly" and "amply" from the games will be good enough descriptors in the end. For all I know, maybe having them correspond to "+1" and "+2" respectively will be just fine because everything to come will use them.[hr] [indent][hider=Food & Hunger] [h3][u]Food & Hunger [/u][/h3][list] [*]All characters (PCs and NPCs alike) will need a balanced supply of suitable food in order to carry on without disruption [*]7 total "Status Conditions" make up all possible stages that define a character's current level of hunger ○ [b]Example[/b] - Starving ─ Hungry ─ Peckish ─ Full[sup](Healthy)[/sup] ─ Stuffed ─ Overstuffed ─ Bloated ○ Certain penalties apply the closer characters near the "starving" and "bloated" statuses and the longer they stay there [*]"Hunger Checks" are set times when characters must eat food or be knocked down a stage of hunger ○ Occur 3 times a day: Mid Morning (Breakfast), Mid Afternoon (Lunch), Mid Evening (Dinner) ○ Even applies to teams within dungeons (10 turns = 1 subdivision of time) [*]The number of stages gained upon eating depends on what you eat and when you eat it ○ [b]Example[/b] - Food that raises only a single stage, eaten during a hunger check, will only keep you at your current stage [/list] [/hider][/indent] [hr]As annoying as it may be to tally, every in-game day, whether IC-relevant or not, will carry a toll on the settlement's stores of food. Some work will need to be done, but I believe that I may be able to streamline it to a certain degree. And just in case anyone's worried about worst case scenarios, I'll say right now that I'm not about to let things get so dire that everyone will wind up starving and scrounging for food to keep from fainting. For one thing, the outpost won't be without its outside support in the form of shipments. But even if all else fails, if the worst should happen (and no one else has the will to continue, more importantly), then the outpost will be abandoned and its game over, so it's not like anyone will have to live with the result of such failures for very long. But I'm getting ahead of myself. Until next time.