Potjeh wrote:IDK, maybe 2 with a simple belt and 4 with an advanced one. It really depends on how many different tools you implement. With a toolbelt there to avoid the annoyance of equipment juggling you could go crazy and implement all sorts of tools (sewing kits, rolling pins, hammers, etc.), but then we'd need a lot more than 2/4 slots.
But then it would be just the same right?
I mean, not needing a sewing kit now and needing one later but having it in a toolbelt...
Will it be
fun to have to worry about getting a tool belt because there is
that much tool juggling? I'm not saying it will or it won't, just wondering...
I think this kind of dilemma presents itself a lot when making additions to a game. Adding a thing and its contrary... like a disease and its cure for example. What we should ask ourselves is: When eventually someone catches the disease, will it be fun to work to get the cure? Will it be fun to work in order to avoid catching the disease altogether? Or will it just be another chore for new players until they can make elixir of cure-all?
Now just as a form of constructive provocation I'll say this:
Why not have the game checking for tools (not weapons, only tools) right in the backpack and remove the need for a toolbelt altogether? After all, its not like we aren't already working to get backpacks and pockets... then in your two hand slots you'll have any combination of weapons (one or two handed) and/or a torch.
I was lucky...