Howdy, folks. Want to talk through some of my plans on rewards going forward and figuring out things.
Weapons
Obviously Saraid is going to be the main benefactor of these, so we’ll get to them in a moment. The Trimaldis seem fairly tied to their Magitech Cannon, so anything that is Trimaldi-focused would either need to do something that the Cannon cannot do (like the Poison damage from the Microwave Longarm) or is just a useful Quality that they can incorporate into the Cannon viable Sublimation.
As for Mizzle, I expect him to primarily want Arcane-type weapons and won’t care about the damage too much, focusing more on the Qualities the weapon grants (like that +1 to Magic checks). That said, once Prisma is available, I’m going to be taking a peak at the rare weapon modules for them, but I want Bill to have a few sessions to work out how that looks at a baseline before we start throwing additional stuff into the mix.
Going back to Saraid, Margie has kind of collected all the excess weapons so far, which is fitting for a Weaponmaster. I’ve kind of played around with the variety of weapons handed out so far (spear, heavy, brawling, etc) but I kind of want to keep things a bit constrained to what Margie want to focus on with Saraid. I imagine them as a bit of a brawler, which makes me want to stick primarily to the overlap of weapons called out in the Fury and Dancer classes (brawling, dagger, flail, and thrown) but don’t know if that completely lines up with what Margie’s picturing.
Armor
I find this situation a little funny: the two characters who could best benefit from martial armor can’t use them, while the one person who can use them doesn’t really benefit from them (the Trimaldis and their d10 DEX, any DEX + 1 armor puts them on par with all but Steel Plate), which means if I continue handing out non-martial armors, everyone can freely trade between them. That’s a perfectly fine outcome as far as I’m concerned.
Adding the Desperado Coat to the Gachapon machine (along with a couple other options) was my attempt at seeing how folks would appreciate Skill-specific armor qualities, but then that quickly got overshadowed by the resistances. We’ll see how that continues to shake out as more armors become available.
Accessories
Another highly interchangeable piece of gear, I’m waiting to see how things shake out as more of them become available. Do folks enjoy the basic ones like immunity and resistance-granting accessories, or do things like Saraid’s accessory that combos with their Counterattack skill appeal to folks?
Spells
This one is for Margie alone at the moment, but now that she’s had time to see some of the options available to Saraid, I’m interested to hear what kind of spells she’s interested in Saraid being able to pick up using Spell Mimic? Currently, a lot of the spells focus on self-buffing, but are you interested in branching out into other options? Healing? Team buffs? Pure damage? Damage bonuses? What sounds good?
Arcanum
We’ve already talked about this a bit while working on the Great Arcanist Migration, so I don’t really think there’s much more to go over at the moment but if there’s anything Bill wants to bring up, I want to hear it. One or two per region was the expectation from the book and I think we’re hitting that well enough so far.
Other Stuff
I’ve been having fun with things outside the norm, like the Vehicle (which is going to become a bit less useful as soon as Prisma becomes a team-wide movement option) and the Gachapon prizes.
One thing I’ve been a little concerned about is “am I letting the team rest for free too often” has been assuaged by the creator of the game saying that their own games turn out the same way, with their party often being the beneficiaries of the hospitality of NPCs and only very rarely needing to pay to rest as inns.
(They also mentioned that Mizzle’s use of Resourceful to always have a Magic Tent on hand in the field is super common for Wayfarers and an expected use of the skill, so no concerns that I’m not making things “tough enough” to challenge the party. The game expects you to go into most combats at full HP/MP and with maybe only a smattering of status effects.)
Speaking of resting, I’ve been looking at the Camp Activities in the Natural Fantasy Atlas and pondering whether folks would be interested in using that optional system? In brief, in addition to adjusting Bonds when you rest, each character would have two camp activities (chosen from a list of 15 options) that they could perform one of, ranging from making basic gear, to regaining IP, to even being able to perform an additional action during your turn once between rests. It’s on pages 130-133 of the Atlas and curious to hear if folks are interested in engaging with that system.