DivineDragoonKain

Reclaim the Wild questions/notes

Jul 21st, 2018
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  1. Reclaim the Wild Questions/Notes
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  3. Page 16 - Probably not the most important thing on this list but it looks like you can start with two rank 0 tools instead of a rank 1 tool, which can then be traded for 6 bombs as opposed to trading for 5 for a rank 1. Not a huge deal, just be wary of people who are the type to abuse that, I guess??
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  5. Page 44 - Breathe underwater, not breath
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  7. Page 75 - Just a friendly reminder about weapon swaps! I think we all agreed that swapping for usable items should be generally free, but switching to a shield after benefiting from a different type of weapon that you weren't holding before? Probably a bit bad. As you remember, I believe the suggested fix was to keep swaps as free actions, but add 'can't swap items after using a Standard action' for the simplest words. I'd almost prefer 'can't swap out a weapon after using a standard action' because of usable items like bombs or caltrops that use standard actions and then free up that hand, but you do what you think is best!
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  9. Page 95 - It mentions eating dishes to restore Health, Magic and Stamina, but Magic and Stamina return at the end of a combat or scene anyway. Is this specifically referring to Burnt magic and stamina? Where does eating a dish to restore spent stamina or magic actually come into play? Makes sense for Elixirs at least.
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  11. 102 - Damage from weather, subject to defense or not? Probably not, but it doesn't say.
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  13. 103 - Rank 2 rain immediately extinguishes burning objects and no new fires can be started. Flint-fire kits specifically operate in this weather (with the right rank), but what does that bode for the fires they make exactly?
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  15. 105 - Damage from lava specifically can't be mitigated by defense. Doesn't say anything about Brushfire...
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  17. 127 - Rods and Staves apply bonus willpower for spell damage, but not for healing magic?
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  19. 145-145 - How does surveying for monster parts work? Are you scavenging bodies, or actively going hunting?
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  21. Page 162 - Shields are 1h weapons... You can technically dual wield them, but for no benefit, apart from they technically let you qualify for dual wielding techniques...
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  23. 164 - You didn't update the Lynel bit on the chart.
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  25. 166 - Enchantments of the same type can stack, but what about differing enchantments that boost the same thing? Perfect Balance is one of those that boosts like four different traits. If a weapon spirit had Attack Up, for instance, what would that mean?
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  27. I'll wait on commenting further on dishes and elixirs since you said you were taking a look at those already.
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  29. 193 - Inconsistency about weather cloth can be harvested with bare hands or not. On this page, it says it can. The harvesting page had other ideas I believe. Also, rank 0 butterfly nets, sickles, taxidermist's kits don't do anything?
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  31. 203 - I couldn't wrap my head around the durability regen table until I looked again. It's a little unusual to start left, head right, then check top for your result.
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  33. Suggestions
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  35. Buffs - The buffs could probably be organized a little better. If you're looking for the effect of Scholarly, for instance, you have to go to the food/elixir section and see that it boosts Arcana, Civilization, and Nature. If you search for how much it increases them by, by searching for Scholarly, you'd probably end up in the enchantments section where it tells you about Scholarly (Rank). You could probably make a guess that it increases those traits by a flat amount, but you'd have to go to the Status Effects section and find Boosted Trait (which isn't mentioned in the food/elixirs section, it's listed as a Skill Boost effect) to get confirmation on that. Similarly, in the food/elixir section, Mighty says it increases Attack. Someone might assume it gives a rank tier boost to the attack power of your weapon instead of Combat and Willpower if they didn't see Mighty under status effects. Maybe make an extra section in the appendix?
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  37. Lower rank materials - Sometimes you might want lower ranked materials instead of higher ranked. It's not super efficient to make a new building and all you have is tier 2 stone, or maybe you want to upgrade your pouch to its first five slot and have like 1 rank 0 monster part and 4 rank 1's. I have two suggestions though not necessarily both together:
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  39. 1. When player surveying happens and they discover a rank X node after their roll, allow them to voluntarily downgrade the node to any number below X before they roll their harvesting check.
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  41. 2. Allow transmutation downward. Transmutation isn't a super efficient process... I'd suggest being able to turn one Rank X material into two Rank X-1 materials, and no more than that. Why? Because after that, bomb/arrow crafting and similar stuff break down, and also at 15 enchanting (10 plus rank 5 buff), Efficient Transmuter lets you consume only two materials to upgrade to the next tier. So anything more than 2 pieces would be kind of broken at the highest tier or require you to change up that feat, which isn't great. On the other hand, for groups like ours at the point we're at, if we could turn each of those Soldier's Steels into two rank 1 metals, that'd be pretty helpful... Maybe a little too helpful. You could optionally hide this behind a feat if you like, but maybe let others spitball this too.
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