As an alternative to think about, it would probably be feasible to make nexus apply temporary effects rather than permanent.
lets see:
1) You would need to ensure that the draining code would cope with boosts as well- need to check how its stored
2) You would need additional limits, so that boosted stats cant go (too?) far past maximized
3) Restoration effects would need to be tweaked to cope with the boosts. Something like: a !restoreN returns stat N to normal. For each point of draining it removes, 1 point will be taken from a boosted stat at random (if there are any). For each point of boost it removes, 1 point will be restored to a drained stat at random (if there are any)
I think that would do it. Then you just need to resolve the arguments floating around about stat draining. Oh, and a temporary nexus effect can probably afford to be more extreme- maybe 1d3 exclusive stat swaps (ie up to "all stats changed")
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If that all sounds too extreme, here's a simpler one: what if sustain on either target stat blocked nexus scrambling?
lets see:
1) You would need to ensure that the draining code would cope with boosts as well- need to check how its stored
2) You would need additional limits, so that boosted stats cant go (too?) far past maximized
3) Restoration effects would need to be tweaked to cope with the boosts. Something like: a !restoreN returns stat N to normal. For each point of draining it removes, 1 point will be taken from a boosted stat at random (if there are any). For each point of boost it removes, 1 point will be restored to a drained stat at random (if there are any)
I think that would do it. Then you just need to resolve the arguments floating around about stat draining. Oh, and a temporary nexus effect can probably afford to be more extreme- maybe 1d3 exclusive stat swaps (ie up to "all stats changed")
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If that all sounds too extreme, here's a simpler one: what if sustain on either target stat blocked nexus scrambling?
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