Fractured Fantasy: A CK2 Style Final Fantasy quest

I am a little surprised that Turn 5 has been so contentious. Up until recently most of the big votes have been fairly one sided, though usually not unanimous.
 
@Laurent
congrats, seems like you're about to win? (not 100% sure since it's a bit weird, according to the vote tally I have 4 votes but one's from you, and @Shogeton 's one isn't counted? so may be an issue)
I'm guessing you didn't actually vote for me since if it's not necessary for you to get Consult The Planet, but I don't think it was ever clarified, what did you think of me replacing potion brewing in my plan with talking to the planet? bit awkward since potions could save us cash (and hopefully lead to better skill at them), but we've probably got funds+leftovers from last time to afford buying some for the adventure instead, and out of business-related actions they're the one that'd logically happen last, so is safest to be delay the most? sorry, i ideally want to setup the business as a route to faction actions so that's why i'm prioritising them so much.
there's also the Yevon thing with @Omegahugger but I'm not super enthused there

I am a little surprised that Turn 5 has been so contentious. Up until recently most of the big votes have been fairly one sided, though usually not unanimous.
maybe it's just a symptom of there now being more options/people around to be able to argue?
admittedly i'm being a bit pushy with my ideas here, so hopefully it's not obnoxious
 
Hm, plan The Planet has a bit more of what I like there, so if that is the case, I might want to change, even if that does cause a tie.

[X] Plan: The Planet
 
No, I didn't win. My plan has 4 votes, Your plan has 4 votes and @Doctor Elsewhere plan has 5 votes.
huh?
well in that case do you think it would work to add Consult to my plan? bit close to end of voting so idk really (and it might cause complications), but might as well if it means something people can be happy with overall?
 
Unrelated to the current conversation, and not something that requires a particularly immediate response:

Can we rent out chocobos to help with the adventuring? Or find some ourselves?
 
Vote closed New
Scheduled vote count started by griffinlw on Nov 15, 2024 at 3:32 PM, finished with 38 posts and 13 votes.

  • [X] plan: The Planet.
    -[X] Consult The Planet: You're not really sure how the ancient Cetra did it, or even how you are supposed to do it. But in times of need, the Planet has granted you insight before. Maybe if you tried meditating… [DC: 80 (Note: Uses Magic)].
    -[X] Find an Easy Hunt: One way to open the door to Clan Centurio would be to solve an official hunt for them. If you work smarter, not harder, you might be able to score an easy win by finding a monster you're suited for killing. [DC: 70]
    -[X] Home Brew Potions With Alfyn: Between yourself and Alfyn, you're sure you could make some good healing items for cheap. You can either sell them later or use them for an upcoming adventure. [DC: Auto Pass. D100 roll will decide the quantity and quality of items made]
    -[X] Partner With Alfyn: It just makes sense, doesn't it? A gardener and an apothecary will go great together, and he's a sweet guy. You don't have to broach the topic of Chaos yet, just a mutually beneficial agreement between friends. [DC: Auto Pass]
    -[X] Go On An Adventure: Ashe brought some interesting things to your attention. Sandstorms to the East, and a seaside town to the Northeast. Maybe you should visit one? Or both if you can? Basch will come along if you're headed to the seaside town, Freya if you're headed to the sandstorms. Alfyn will come along either way, and of course, you'd have to pay Shadow to come. [DC: None. Triggers "Adventure" phase at the end of the turn]
    [X] Plan: Information is the Key
    -[X] Go On An Adventure: Ashe brought some interesting things to your attention. Sandstorms to the East, and a seaside town to the Northeast. Maybe you should visit one? Or both if you can? Basch will come along if you're headed to the seaside town, Freya if you're headed to the sandstorms. Alfyn will come along either way, and of course, you'd have to pay Shadow to come. [DC: None. Triggers "Adventure" phase at the end of the turn]
    -[X] Indulge in Gossip: One of the best ways to keep an ear out is just to talk and listen. The whispers seem to have taken a much… darker tone now that Basch has been revealed. [DC: 30/70]
    -[X] Home Brew Potions With Alfyn: Between yourself and Alfyn, you're sure you could make some good healing items for cheap. You can either sell them later or use them for an upcoming adventure. [DC: Auto Pass. D100 roll will decide the quantity and quality of items made]
    -[X] Find an Easy Hunt: One way to open the door to Clan Centurio would be to solve an official hunt for them. If you work smarter, not harder, you might be able to score an easy win by finding a monster you're suited for killing. [DC: 70]
    -[X] Monster Research: Maybe it's due to the close proximity to the Hunter Clans, but you've heard Rabanastre has a lot of information on monsters. Maybe it'll help you prepare for your upcoming journey, maybe you'll find a hint about that monster in the Waterway, or maybe you'll find a good target to hunt for Clan Centurio. [DC: 40/80]
    [X] plan: so much to do, so let's be efficient
    -[X] Go On An Adventure:
    -[X] Partner With Alfyn:
    -[X] Consult The Planet:
    -[X] What Could You Make?:
    -[X] Get Alfyn's Help Picking Seeds:
 
Can we rent out chocobos to help with the adventuring? Or find some ourselves?
You know, to be honest. I completely forgot that you can rent them in FF 12. I know in some games you find them, in some you rent them, in a few you kinda sorta own them. Each game sorta has it's own spin on them.

I do have events in place for finding Chocobo herds and potentially taming, but I completely forgot Dalmasca should have plenty available for renting. Although it wouldn't have made a difference last time since you were going underground.

I'll add renting Chocobos to the list of stuff you can do to prepare for the adventure.
 
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Yesssssss! That should make things easier!... Maybe!

At the very least, I imagine heading to the seaside town would be within easy reach on chocobo-back. Of course, the concern then is cost and gyashal greens. And if the town has supplies we can restock with.

Edit: Wait yeah, that's also an important question. If we hit up both towns on the adventure, will we be allowed to rest and restock at one?
 
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Wait yeah, that's also an important question. If we hit up both towns on the adventure, will we be allowed to rest and restock at one?
Assuming the town is neutral or friendly to you and has an inn and an item shop, yes. If the settlement is unfriendly or doesn't have those things, you might be forced to make a camp instead.

Oh and for the record, I'm not going to keep track of stuff like food and water except in extraordinary circumstances. It just doesn't seem like it would add anything other than an extra layer of resource management for no reason.
 
Hmmmm... Most of the seaside towns I know in the FF-and-adjacent-verse are neutral at worst, but I'm probably missing a lot of towns from the games I don't know as well.
What does everyone else think? Should some bets be hedged on restocking there to make for a bigger push?
And where do we want to go exploring? The sandstorms, the seaside town, both?

@griffinlw, am I allowed to spend QP on adventuring? If so, I'd like to spend 3 QP on it, and if not, I'd like to spend the 3 QP on brewing potions with Alfyn.
 
am I allowed to spend QP on adventuring? If so, I'd like to spend 3 QP on it,
Initially I didn't have a plan on how that would work, but upon further consideration, yes. You can spend QP on a quest.

Spending QP on adventuring basically means I'll store that QP, and the first time it would improve the result of an action it will automatically be spent. Be warned: this time, I won't refund it.
 
Huh... In that case, how many rolls do you anticipate doing on an average adventure? I might bump that up to all 5 QP I have right now if there's going to be more than 30 total rolls to ensure...
Definitely less than last time, I'm working on new combat rules that should hopefully cut down on the rolls required. Since you'll be traveling overland instead of through the sewers, I also have an opportunity to introduce some more events and non-combat skill checks. Stuff like foraging, crossing certain obstacles, maybe a choice or two

That said, you should still expect a pretty high number of rolls. As a conservative estimate, I'd say somewhere between 10-20 per adventure. More if you go for both locations.
 
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Turn 5- Results & Adventure Prep New

Consult The Planet

D100= 18 +29= 47
DC: 80
Failure

The Ancient Cetra were supposedly capable of communicating directly with the planet, interpreting its will, and drawing knowledge from the Lifestream itself. This is the sacred talent and ability that separates Cetra from humans, and the one that Shinra hunted you for.

You've never been very good at it.

That's not to say that you can't do it, or that you haven't done it before, but you've never been able to communicate with the planet consistently. Maybe it would have been easier if you were 100% Cetra instead of half and half, or if you had someone to teach you.

No use thinking about what-ifs.

There was no specific area you had in mind to try to commune. Normally you would head for an area surrounded by vegetation, but you were in the desert. So you went for the next best thing, a place where you felt comfortable.

That's how you found yourself sitting in the middle of your living room, on the floor, with a cup of tea by your side (supposedly good for 'mental focus') trying to block out everything else so you could try to feel the flow of the lifestream. It wasn't quite a meditation, but it was something close to it.

With all that preamble out of the way, you sit down, drink your tea, and try to focus your mind not on yourself, but on the planet beneath your feet. Trying to sense the warm flow you associate with the lifestream.



You completely lose track of the time, but at the very edge of your senses, you can feel it.



'Why is it that when the planet has something to tell me, it can shove its way into my head, but when I want to talk to it, there's nothing but silence.'



'Don't ignore me.'



It feels a bit like you're trying to plunge your hand into warm water, reaching down into the depths. But the best you can do is reach out as far as you can.



'I want to help, but I don't know what to do. Please, give me a sign or a hint. Something.'

Fingertips manage to scrape the very top of the flow before it recedes out of your reach once more.

You felt… something. It is not quite a vision and not quite a word; it is a sensation. The flow of the lifestream here is weak and shallow, but somewhere nearby is a place where it is closer to the surface. Where your connection would be stronger.

When you open your eyes, hours have passed and you have terrible cramps from kneeling down for that long. After standing up and stretching out your stiff and sore limbs, you come to 2 realizations.
  1. You need to get pillows the next time that you try this
  2. You're still not very good at talking to the planet.
[There is a place you could communicate with the planet nearby, but you would have to reach Rabanstre to reach it]

Find An Easy Hunt

D100= 68+ 16= 84
DC: 70
Success!

"So I'm allowed to just take one of these?" You ask the bartender, showing him one of the bounties posted on the notice board. Each bar and tavern in Rabanstre had a notice board, containing everything from news to business dealings, and of course, hunting requests.

The bartender nodded, flashing a few copies of the bounty. You thank him and quietly take a few bounties off the board.

Public bounties are available to everyone, these are the ones that can be found in any bar, inn, tavern, and meeting spot in Rabanstre. Some hunts are taken directly to Hunter Clans instead, usually the dangerous ones with extra large rewards.

After gathering a few bounties you head to the nearest library, find a bestiary, and start trying to find a monster that you can see yourself defeating easily. It's… much harder than you expected.

One Hunt is aimed at a Wraith in the waterway, a haunting specter that leaves a chill in the air wherever it goes. The chill sounds like ice magic, and you're not sure if your own ice could hurt it. Plus if it's actually a ghost you wouldn't be able to poison it. If most of your magic is called into question… not a good idea.

Ghosts in the Waterway was apparently a common problem. According to rumor, there was also a fearsome flame spirit known as the Firemane which would run across the water, turning it to steam as it rampaged through the waterway—considering your newfound intolerance to flame trying to take it out would be a huge risk.

Another target was a creature called Greeden, a mutated Wooly Gator (Yes, it was an alligator with a shaggy wool coat, though it's mouth appeared to open sideways instead of up and down which was. Ick) that had left the Giza Plains to occupy the Nebra river east of Rabanstre. Compared to normal Wooly Gators it was stronger and more territorial, dangerous too.

That one seemed worth some consideration. It might have been dangerous on land and had no particular weakness to ice, but if you managed to attack with blizzard while it was in the water…

Speaking of Giza Plains, another one of your potential targets was a Sleiphner called Nazaran. Nazaran was larger and stronger than the rest of the Sleiphner herd, and more aggressive too. The reason that one caught your eye, is that according to the bestiary Sleiphner are weak to ice. Even if Nazaran is a stronger breed, that weakness should hold true.

The last target you seriously considered was a fish called a Razorfin. Despite its small size, it was known for ravenously attacking anyone who entered the water in the Garamsythe Waterways. You considered this one for the same reason you picked out Greeden. Water and ice.

'I wonder if Cloud ever put this much thought into his monster hunts?' The errant thought made you stop and consider. You've never seen Cloud stop and study monsters before, but he usually seemed to know what he was doing anyway. Maybe it was just a SOLDIER thing?

Shaking your head and getting back on track, you slide the hunts into a "yes" pile and a "no" pile. At the end, you have a stack of three good targets,

[Potential Hunting Targets: Nazaran, Greeden, Razorfin.]

Partner With Alfyn

Autopass

Getting Alfyn to show up at your house was as easy as inviting him to look at your garden. Alfyn, as an apothecary and former resident of a small farming town, loved greenery of all kinds and eagerly accepted your invitation.

The hard part was deciding what you wanted to say. With Cloud it was easy, he introduced himself as a mercenary so you hired him on the spot. After hanging around him for a bit it seemed like fate itself conspired to bring you together with him and AVALANCHE. But Alfyn is a pretty direct guy, so you decide your best option is to be direct with him.

"Hey Alfyn, would you be opposed to the idea of working together long term?."

"Not at all. To be honest I don't have much of a plan, other than plying my trade and helping everyone I can." Alfyn admitted sheepishly. "Why do you ask? Got something in mind?"

"I was just thinking… we're both a long way from home, we worked well together on that trip into the Waterway and you seem like a trustworthy guy so let's work together."

"Sure."

"... I didn't expect you to agree so easily. I was trying to prepare this big speech in my head to convince you." You complain, even though it's a huge relief really.

"Well, like I said I don't have much of a plan. Honestly, I was going to wander aimlessly like a Hedge Knight looking for good deeds to do. That plan didn't really change, even after the world got all… twisted. So I'd be happy to work with you more often."

"That's not the smartest plan I've ever heard of, but it does sound like something you'd do. Seriously though, thank you Alfyn. You're a treasure."

Alfyn chuckled and scratched the back of his head, seeming equal parts flattered and embarrassed by your complement. "So, do you have anything particular in mind?"

"Ashe shared a little info with me on what the cartographers found. There's a big sandstorm to the east, which might be what Freya was looking for. And there's a seaside town to the north that Ashe wants us to visit. Could I ask you to come with us?"

"Of course! New places and new people are half the reason I wanted to start traveling. When are we going?"

"Soon, but not quite yet. I've still got to tell everyone else and start making plans. Sometime between then and now I was hoping you could help me make some medicine for the trip?"

Alfyn agreed on the spot.

[Alfyn has officially joined your party!]

Home Brew Potions With Alfyn

D100= 60+ 16= 76

"I've been enjoying learning about Dalmascan medicine." Alfyn rambles as he grinds another leaf with his mortar and pestle. "Medicine to heal wounds and restore vitality are all called Potions, medicine to restore mental focus and magic are all called Ethers."

"And higher grade medicine gets 'high' or 'mega' put in front of it." You add, fairly familiar with the concept from your travels. "It's about the same thing where I come from. Which is odd, since they're so different otherwise."

"I think it was done to make it easier for normal buying stuff off the shelf. It's easier to say something is a potion or a pain killer than try to explain exactly what it is and what went into making it." Alfyn guessed

"It's weird to think that two completely different mixtures can have the same name isn't it?"

"A little. Back home we named most of ours after fruit." He said as he carefully started adding ingredients to the hot water on your stove

"Fruit?" You ask, gently stirring the mixture.

"Yup! Essence of Grape, and essence of Plum," Alfyn explained with a laugh. "It helps that the fruits themselves were good for people's health. Not as good as a proper tincture, but plenty for normal scrapes."

"I want to try one of your grapes now."

"Maybe we'll get lucky and find some." Alfyn took the mixture from the stove and examined it closely before nodding in satisfaction. "Back home we would call this essence of Plum, or Plum extract. But here in Dalmasca..."

He poured the mixture through a strainer, removing all the solid pieces and leaving behind only a bright blue liquid. He dropped in a small chunk of ice to cool it, and capped the bottle. "We would call this an Ether. I've heard these are good for mages, so it's yours to keep. "

[Gained 1 Potion and 1 Ether]

Adventure Preparation

You expect your upcoming journey to be different from the one you undertook before. The Garmasythe Waterway is a tight, cramped location with a lot of monsters. Traveling the countryside is a bit different—less of a sprint and more of an endurance match. Your party probably won't be at risk of getting taken out by any individual attacker, but getting tired and sloppy is the real killer.

So… what's your plan?

Goal

[ ] Explore the Seaside Town
Journey Length: Medium
Expected Difficulty: Easy-Difficult

[ ] Explore the Sandstorm to the East
Journey Length: Short-Medium
Expected Difficulty: Easy-Difficult

[ ] Do Both
Journey Length: Long (4-6 Days)
Difficulty: Difficult

Party Composition (Pick Up To 5)

[ ] Alfyn will accompany you no matter what.
[ ] Freya will accompany you if you decide to explore the Sandstorm, or both locations
[ ] Basch will accompany you if you decide to explore the Seaside town or both locations
[ ] Shadow can be hired for 1 Funds
[ ] Wakka may accompany you if you decide to explore the Seaside Town, or both locations

Supplies

Current Supplies: 2 Potions, 2 Antidotes, 2 Smelling Salts, 1 Ether, 1 Phoenix Down, 7 Shuriken
Current Funds: 3

Note: Your plan may include as many, or as few items as you wish, as long as the cost stays within your budget. It's up to you to decide how much you're willing to/need to spend.

Costs 1/4 Funds

Potion: Restores 5 HP.
Antidote: Cures Poison.
Eye Drops: Cures Blind
Smelling Salts: Cures Confusion
Gyshal Green: The preferred foodstuffs of Chocobo. Each Gyshal Green allows you to keep a rented chocobo for a day longer.

Costs 1/2 Funds

Shuriken x5: Throwing weapon used by Ninja
Onion Bomb: A hand-held bomb that can be used by Mechanists and Ninja.
Hi-Potion: Restores 10 HP
Phoenix Down: A magical feather that can revive a KOed party member, albeit in critical condition.
Tent: A tent imbued with magic that prevents the user from being attacked by monsters while inside. Although the tent can be reused, the magic is only good for a single use.
Rent A Chocobo: Trained Chocobo can carry riders long distances without complaint. Adventuring on Chocobo back will let the party cover ground about 50% faster and easily pass some obstructions. For each day after the first, the Chocobo must be provided with Gyshal Greens, or they will quickly run home.

Costs 1 Fund

Ether: Specially made magical medicine that restores 5 MP
Remedy: A miracle cure that can heal all status effects

Strategy

Same as before, what is your party's plan for when it comes to a fight?

You are a Mage through and through, now packing a mix of poison and ice that can let you end a fight quickly, as well as some healing in a pinch.
Alfyn is an Apothecary. He fights with a hatchet, which he mostly uses as a tool, not a weapon. That said his medicine pouch is full of potential potions and poison.
Shadow is a Ninja. You've yet to see him use any magical talents like Yuffie, but the blade on his belt and his quiet movements mark him as quick and deadly.
Freya is a Dragoon. She's tough, nimble, and can jump ludicrous distances, only to crash back down with a savage spear thrust.
Basch is a Knight. When you saw him underground he looked pretty ragged, but even then the men down there continued to call him captain. Worn down or not, the man is a veteran of combat.
Wakka is a... Blitzer? He bragged about bagging 'fiends' with a killer blitzball throw, but that seems a little suspect right?

(Note: Strategy can be set separately for different members of the party.)

[ ] Go All Out: Attack relentlessly without care for the MP and HP cost. Focus on defeating your enemy as quickly as possible.

[ ] Fight Wisely: Think before you act. Heal when necessary, use special attacks when beneficial, and try to keep your MP high.

[ ] Conserve Supplies: Tighten your belt and try to keep your supplies high. That means not using attack items, and trying to conserve MP unless deemed necessary.

[ ] Focus On Support: Rather than fighting yourself, focus on the others. Protect them, keep their health high, cure their status effects, and so on.

I don't know why but writing has been like pulling teeth for the last few days. I'm a bit embarrassed it took me this long to scrape together a few thousand words. But I finally got there, and we're ready to begin. I do have some notes and questions though.

Those monsters in the 'Looking for a Hunt' segment you might remember as Hunts and Rare Game from FF12, though I've smoothed out the power balance a little bit. I can understand the Rare Game being stronger than their regular counterparts but some of them are like 50x times stronger which is. Hilarious, and makes no sense.

In more serious news, do you think I should keep the strategy tab? I know it's another thing for everyone to vote on, and it's a classic in certain games to have the ability to turn on your RPG companions as AI. But... I'm not 100% sure it adds anything. Like... will the voters get annoyed or angry if a character set to "Go All Out" refrains from healing the others even though that decision costs the party? What about if they break the script because I decide a move that goes against their strategy was better tactically? Part of me wants to remove the strategy tab and just assume everyone's on "Fight Wisely"

I also considered, for the first long-term adventure, allowing you to pick a "pace" for the traveling. Which would just be like. If you rush, you reach your destination sooner but are more at risk of ambushes. If you take a relaxed pace the HP drain from traveling is reduced, but you go through extra events because you have time to get into trouble. I axed it because it seemed like it didn't add very much.

Anywho, I'll get to the bookworm and cleaning up character sheets when I get a chance. I'm gonna pass out for the night.

Voting Will Close At 11:00 PM On Tuesday The 26th

 
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looking at results,
shame about the planet, is that the first action that we've had fail this quest? if so, it was a good run of surprisingly high luck at least
Alfyn formally being in our party is cool though, wonder if this will make anything look different next turn? will have to see
it's also a shame about "search for an easy target" not actually bagging us a target" :/ we met the DC at least, but looking back on it maybe it would have accomplished our goal to look more into monsters instead? ah well, hopefully doing things properly will have a benefit
going off their cost in adventure prep the potions we brewed were worth 1.25 funds, which isn't the worst i guess, though was hoping for more. possibly worth the action, but only if you count the value of practice with making potions leading to other possibilities

for the adventure, i think we settled on both places right? so i think the main question that should be asked is if we should bring wakka instead of shadow. even if we can pay 1 fund, i don't think it'd be nice to pay it in perpetuity, so swapping could be good. (i'm assuming we can bring a max of 5 heroes including us)

regarding potions, it'd make sense to restock what got used up last adventure, but i also think we need to put a stronger effort into keeping our mp/hp topped up to prevent attrition, which may be an issue? so an argument could be given for buying ether and hoping we don't get hit by debuffs we can't handle. it'd run out all our funds though, but better
maybe getting more of what alfyn can use for on the spot potion mixing would be wise, when he used that skill it was pretty powerful.

regarding strategy, i think this time we want to *not* take "go all out, but what we assign people specifically probably depends on their skills (if strong fight wisely, if weak focus on support so others can fight?) (giving the option to choose is probably for the best for the sake of giving choice even if "fight wisely" would probably always be the best, i guess sometimes what people think is the wisest would be different to optimal use? like saving resources to use elsewhere, making different heroes fill different roles in a party etc. i think the big issue for me is to not waste expensive skills on overkilling mobs when weak ones will work fine)
Aerith might make sense as fight wisely/focus on support, but she's also got passive MP regen so it may be for the best to not use any ether and save it for heroes that need it more?
 
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Geronimo! We're going adventuring!
At any rate--I'd like to spend 3 QP on the adventure if we're only going to one location, and all 5 if we're going to both.

Anyway, strategy talk!
My two cents is that, I think I value ethers and MP recovery a little more than I do HP right now. We have Cure, we have a free Cura for the day, we have a boost to HP regen when camping, we have two potions. With smart play, that should be enough healing for at least one of the trips, and ethers would also power other abilities besides, for versatility's sake.

What about if they break the script because I decide a move that goes against their strategy was better tactically? Part of me wants to remove the strategy tab and just assume everyone's on "Fight Wisely"
Mmm, probably would be better to just remove the "Fight Wisely" option and assume all party members are going to be making strategic decisions to keep the adventure going? Like "Shadow on "Full Offense" isn't going to keep fighting on the frontlines at 1 HP without healing, but will only use a potion when he does hit 1 HP."

... so an argument could be given for buying ether and hoping we don't get hit by debuffs we can't handle.
Alfyn more or less is locked-in, right? And he has a status cure in Rehabilitate, which also makes sure all our statuses go away at the end of each fight.
 
My two cents is that, I think I value ethers and MP recovery a little more than I do HP right now. We have Cure, we have a free Cura for the day, we have a boost to HP regen when camping, we have two potions. With smart play, that should be enough healing for at least one of the trips, and ethers would also power other abilities besides, for versatility's sake.
this, plus there's other sources of healing like alfyn, even if they're just making potion on the spot or something? good catch on them having debuff stripping, in that case we should probably only get some if we're rounding out fractions of spent funds

on that topic, do you want to spend all of the funds we have? that seems prudent because if the quest fails it'd suck, but it's also pretty resource intensive, and might make us have to spend more on getting more funds immediately/lock us out of doing some things until we can get more (which would suck, especially if we have to take inefficient courses of action to get/avoid needing funds for immediate use)

saving 2/all funds might be a bit too unsafe, but i could see an argument for making sure we have one fund in the case a action in the vein of those "get sunstones" or "investigate two things for one action" actions?
(hopefully it's possible to get either passive income or passive potions so there's less need to shake up funds/we can be looser with pursestrings)
 
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I'm thinking we pack along at least 1 Tent and 1 Ether. The other 1/2 fund can be either another Tent or a Phoenix Down, and that would leave us for 1 Fund if we want to either bring along Shadow or save for the future.

If the seaside town is friendly/neutral, I'd be more confident with only getting 1 Tent since we can probably rest there, but that's relying on an "if."
 
If the seaside town is friendly/neutral, I'd be more confident with only getting 1 Tent since we can probably rest there, but that's relying on an "if."
it might not be at the town but we could probably expect at least one chance to recuperate during the quest?
i don't think everyone in the town would be total jerks, but there's a chance that it for instance is suffering from some major issue we'd need to fix that might interfere with having a full chance to recuperate?

if we get the option, it might be best to do town first, because there's a chance of being able to recuperate after, which would be most useful midway through the quest? if that's the case, we'd be free to be a bit more aggressive when fighting a potential boss there too
 
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