Current thoughts: ( will be updated throughout the day )
The extra mechanics around using multiple resources doesn't add much benefit, and adds more complication than is optimal. Likely solution will be to either have no limit to medical use, or limit them to 1 per action, with costs for extra d6 XP being progressively more expensive and rate. Leaving to the second option.
Exploration was added to add more use to perception and stealth, but the discovery of such locations may become part of the story, instead of an actual mechanic.
Talent may be revamped to become a breakthrough mechanic, as currently, cultivation is as simple as accruing XP. Currently, cultivation is much faster than other skills, thanks to the talent multiplier, which will cause skills to stagnate, instead of being a major focus.
Arts and Techniques: I'm thinking the use of Art and Techique slots could use some change. I like the idea of being able to mix and match arts, but having technique slots might be superfluous. It might be better to change it to have only Art slots, and all techniques are unlocked. The problem I have with this is the lack of diversity of abilities until the next Stage. Thoughts?
Crafting: This needs a somewhat major overhaul. Cultivation Levels are no longer required, the focus instead is having a high enough skill to complete the item in time. Each recipe has a total success requirement, and a number of attempts, before it fails/is weakened.
Wraithbone crafting now doubles the required successes, but triples the number of attempts allowed, plus it allows for its level to be added to the roll. This makes it take more time, but is more certain of success, AND due to having more dice and attempts, can allow for the making of items that would normally be behind you.
Recipes for basic items will be forthcoming.
Due to the pending changes, I think we may extend the current ote to Saturday, or even Sunday, so things are fleshed out enough that everyone feels like their options are clear and understandable.
The extra mechanics around using multiple resources doesn't add much benefit, and adds more complication than is optimal. Likely solution will be to either have no limit to medical use, or limit them to 1 per action, with costs for extra d6 XP being progressively more expensive and rate. Leaving to the second option.
Exploration was added to add more use to perception and stealth, but the discovery of such locations may become part of the story, instead of an actual mechanic.
Talent may be revamped to become a breakthrough mechanic, as currently, cultivation is as simple as accruing XP. Currently, cultivation is much faster than other skills, thanks to the talent multiplier, which will cause skills to stagnate, instead of being a major focus.
Arts and Techniques: I'm thinking the use of Art and Techique slots could use some change. I like the idea of being able to mix and match arts, but having technique slots might be superfluous. It might be better to change it to have only Art slots, and all techniques are unlocked. The problem I have with this is the lack of diversity of abilities until the next Stage. Thoughts?
Crafting: This needs a somewhat major overhaul. Cultivation Levels are no longer required, the focus instead is having a high enough skill to complete the item in time. Each recipe has a total success requirement, and a number of attempts, before it fails/is weakened.
Wraithbone crafting now doubles the required successes, but triples the number of attempts allowed, plus it allows for its level to be added to the roll. This makes it take more time, but is more certain of success, AND due to having more dice and attempts, can allow for the making of items that would normally be behind you.
Recipes for basic items will be forthcoming.
Due to the pending changes, I think we may extend the current ote to Saturday, or even Sunday, so things are fleshed out enough that everyone feels like their options are clear and understandable.
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