Things that seem to have no disagreement:
Add sanity to rust accumulation (my proposal for practice fending off rust regardless of xp availability) (no one said anything to disagree with this, I view it as a bug)
A rust mechanic that makes it much easier to recover from rusted skills.
xp and morale need a better description, they’re almost totally arbitrary now.
I think we can take #3 as a given, then again it’s not actionable, so rather pointless, let me know if you disagree strongly on #1 and/or #2, because I’ll probably be implementing these sooner rather than later, with full knowledge that it can be scrapped to go in a different direction almost immediately.
Other proposals:
Splitting skills into knowledge/experience, which probably synergize to give a composite skill level.
Re-theming morale/xp to mood/morale
Changing how morale and xp interact
Changing how xp is “expended” on skill gains.
Books as temporary buffs.
Skill books consuming or lowering accrual of xp.
Unless I’m wrong about the first group, discussion should focus on these (along with any I failed to list of course).
My stances on these:
Splitting skills into knowledge/experience, which probably synergize to give a composite skill level.
I’m sympathetic to this, thematically it’s a home-run IMO, and mechanically it’s nice in that it supplies an almost-dilemma between studying and doing. Unless this has massive problems that I’m not seeing or a conflicting proposal is some how much, much better, this is the way I’d like to go.
Re-theming morale/xp to mood/morale
I’ve been struggling to recast morale/xp in different terms for months, and this is it, regardless of HOW they work, I think these are the real candidates for the psychological stats.
Changing how morale and xp interact
Some form of this is definitely called for, it’s pretty rudimentary now, but there hasn’t been a specific enough suggestion to evaluate.
Changing how xp is “expended” on skill gains.
I was making proposals to alter this before I started coding on the game. My favored functionality is to have xp be expended by practice, but to just scale the rate of learning rather than act as a pool, the caveat is that even at 0 xp you’d have a (VERY) small chance of skill increase per practice.
Books as temporary buffs.
I’m not a fan of this concept thematically, books just don’t work this way, and temporary buffs in general are very game-y. I could see a totally different item packaged as a book used in this way for some skills, but it would be more along the lines of using it as a reference work for some long-term activity rather than giving a skill buff with a duration. Alternately if we had a system where you learned a multitude of techniques, I could see learning a technique from a book, but running the risk of forgetting it if you don’t go out and use it soon enough. That implies a major overhaul to how a lot of the game, so I think it’s a bit out of scope for the current discussion.
Skill books consuming or lowering accrual of xp.
Seems like a good plan given the existing system, skill books have a bit of a “have your cake and eat it too” thing going where if you have time to kill and low xp, it’s simply the best activity available.