# Thoughts on Mutation

**URL:** <https://discourse.cataclysmdda.org/t/thoughts-on-mutation/3659>\
**Category:** The Drawing Board\
**Created:** [October 25, 2013, 6:08pm UTC](https://discourse.cataclysmdda.org/t/thoughts-on-mutation/3659 "2013-10-25T18:08:27Z")\
**Posts on this page:** 1\
**Showing post:** 22

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**Author:** ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)\
**Post date:** [October 28, 2013, 5:52pm UTC](https://discourse.cataclysmdda.org/t/thoughts-on-mutation/3659/22 "2013-10-28T17:52:49Z")

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I’m sympathetic to the desire to mitigate the drawbacks of mutations somewhat, but they are _intended_ to be drawbacks, so we’re talking about mitigation here, not removing all penalties for them.

Any solution for “mutation-fit” clothing needs to be relatively simple. An example would be a “mutation fit” flag, and a corresponding “minor” version of the mutation flag that makes a mutation incompatable with clothing. The main problem with that is the flag would necessarally reduce effectiveness of clothing as well, which either requires a ton of special case code, or the stats being pretty non-representative most of the time. also we could tag some clothes “mutation-friendly” by default, like with a wrap or turban, etc. The problem there is that wouldn’t apply to pretty much any armor, just clothes.

Frankly I don’t have a good and simple system to do this, in addition to a rationale for it, you need a way for it to work.

Some stuff, like webbed hands, curled horns, antlers, just aren’t going to be compatable with most clothes.

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