Ruin Explorer
Legend
I noticed this and am sure it's intentional. There's a common and well-evidenced theory of game design that basically people can only deal with 5 to 9 options (or thereabouts) at any given time if you want them to make quick and intentional choices they feel good about. This was why 4E capped out at 9 powers which you then started swapping out. As you have options beyond using abilities, the designers probably feel a cap of five is sensible and there's no particular need to allow people to modify it just because other things can be changed. All games have fixed points in their design and this seems like a reasonable one to me.So, my group and I have run several one-shots, and now started our first long-form campaign. I've gone through the rulebook a couple times now and am slowly but surely picking up all the different bits and bobs.
One thing that I didn't notice much the first few goes through was loadout, vault, and recall cost (since at the lowest levels, the don't come up). I finally noticed them looking over my School of Knowledge Wizard and extrapolating them over the levels.
Overall, I like the notion. One of the real issues with games having spells/'powers' (atomic blocks of rules text opening up new action options) is having a huge list of them can slow down what-to-do decision making, especially for newer players. Keeping the list of active options smaller (with a high-cost option to switch them out if needed) has clear and obvious benefits to a game (provided it is built with that assumption in mind). I did notice some things and some implications.
Firstly, I now realize that the School of Knowledge bonus ability (and option everyone has at level-up, once per tier) of getting an extra domain card is slightly less valuable than I thought, since you can have all the domain cards you want, but still will only have up to 5 readily available. I'm not a power-gamer, and I think the game works best with limitations, so I'm not upset. It does mean some more careful planning and some things being less valuable than I assumed. It will be interesting.
More notably, I realized that there were no level-up options, class features, spells, species, communities, etc. that modified your loadout limit. Given that you can get extra stress, hope, hp, domain cards, armor slots, damage thresholds, and even proficiency, it seems notable that this is left out as a number to tweak with various options. Has anyone else noticed this? Do you think it was intentional, and what the reasoning is ('we really thought limiting in-the-moment options to be super-important' being the most straight-forward)?
Edit: Also it is clearly used in the balance of certain Domains, particularly uh the pink one. The name of which escapes me, but it has a much higher number of long rest recharge (and similar) powers , and I have no doubt that the costs, including recall costs are set up on the basis of 5 cards max in hand. If you could increase that number that would potentially be much stronger for that Domain than many others, because you could potentially draft in more daily use cards without having to pay recall costs, which might be the equivalent of quite a significant amount of resources.
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