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<blockquote data-quote="Willie the Duck" data-source="post: 9747028" data-attributes="member: 6799660"><p>Okay. I was perhaps unclear. There are <u>no</u> options which increase your overall loadout limit, like you can pay to up your max Stress or Proficiency score. There <u>are </u>powers (<em>Vitality </em>is one, the level 10 Grace ability <em>Notorious </em>is another) that evade the loadout limit, either by granting their powers while not in your loadout (vitality), or explicitly saying they are excluded from the count (notorious). The 'actual class, subclass, species, etc.' abilities Reynard mention also being in that mix. </p><p></p><p><em>Vitality </em>is a pretty straightforward one. It's pretty much just getting some static boosts to some numeric scores and then <s>discarding</s>permanently placing the card in vault. It's kinda like just getting to use one resource (domain card acquired) as other resources (permanent upgrade to HP, stress, and damage potentials). Most importantly, it doesn't add things-to-do options to a character decision tree.</p><p></p><p><em>Notorious</em> is stranger. One, it just plain states that it doesn't count towards the character's loadout limit. Usually, I would expect the game to do some more fanciful workaround, rather than just pull a 'nuh-uh' on the base rules (maybe giving the character a new non-domain ability card and then being permanently vaulted like vitality). Second, it actually is a new thing a character can/has to actively choose to do (mark a stress to get a bonus under specific circumstances). Granted, it is a highly specific situation, and just offering an option to spend a resource for a bonus to an action you can already attempt. Still, it violates the notion we're suggesting as the reason for the otherwise hard-ish limit. I get the reason (few would take this if you had to have it in-loadout in-circumstance), but I'm surprised that they went this way (this once, and only once), rather than make the power lower-level or stronger or otherwise tweak away the need. </p><p></p><p></p><p>There are, and it is clear they have fun with the mechanic. Each domain also has a "{domain}-touched" power at level 7 that provides a boost of some kind so long as 4 of your powers in your loadout (including this one) are from the domain. That's an interesting notion, as I'm sure some classes/builds/character concepts can very easily lean super-hard into one of their two domains and some of them would find it very hard to do. I'm wondering if they thought of that, and if the abilities granted by said powers are weighted to match.</p><p></p><p>Yeah, I think we're all in agreement that it seems like the primary motivation. I do find it interesting that you can't buy up the option for another slot like you can with, say, proficiency. If it were opt-in only (and expensive), it would still allow people with analysis paralysis to avoid it without feeling left out. That's why I wonder if there's another factor (such as the fixed point in design to establish balance, as Ruin Explorer discusses). </p><p></p><p>I guess I wouldn't be surprised either way.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9747028, member: 6799660"] Okay. I was perhaps unclear. There are [U]no[/U] options which increase your overall loadout limit, like you can pay to up your max Stress or Proficiency score. There [U]are [/U]powers ([I]Vitality [/I]is one, the level 10 Grace ability [I]Notorious [/I]is another) that evade the loadout limit, either by granting their powers while not in your loadout (vitality), or explicitly saying they are excluded from the count (notorious). The 'actual class, subclass, species, etc.' abilities Reynard mention also being in that mix. [I]Vitality [/I]is a pretty straightforward one. It's pretty much just getting some static boosts to some numeric scores and then [S]discarding[/S]permanently placing the card in vault. It's kinda like just getting to use one resource (domain card acquired) as other resources (permanent upgrade to HP, stress, and damage potentials). Most importantly, it doesn't add things-to-do options to a character decision tree. [I]Notorious[/I] is stranger. One, it just plain states that it doesn't count towards the character's loadout limit. Usually, I would expect the game to do some more fanciful workaround, rather than just pull a 'nuh-uh' on the base rules (maybe giving the character a new non-domain ability card and then being permanently vaulted like vitality). Second, it actually is a new thing a character can/has to actively choose to do (mark a stress to get a bonus under specific circumstances). Granted, it is a highly specific situation, and just offering an option to spend a resource for a bonus to an action you can already attempt. Still, it violates the notion we're suggesting as the reason for the otherwise hard-ish limit. I get the reason (few would take this if you had to have it in-loadout in-circumstance), but I'm surprised that they went this way (this once, and only once), rather than make the power lower-level or stronger or otherwise tweak away the need. There are, and it is clear they have fun with the mechanic. Each domain also has a "{domain}-touched" power at level 7 that provides a boost of some kind so long as 4 of your powers in your loadout (including this one) are from the domain. That's an interesting notion, as I'm sure some classes/builds/character concepts can very easily lean super-hard into one of their two domains and some of them would find it very hard to do. I'm wondering if they thought of that, and if the abilities granted by said powers are weighted to match. Yeah, I think we're all in agreement that it seems like the primary motivation. I do find it interesting that you can't buy up the option for another slot like you can with, say, proficiency. If it were opt-in only (and expensive), it would still allow people with analysis paralysis to avoid it without feeling left out. That's why I wonder if there's another factor (such as the fixed point in design to establish balance, as Ruin Explorer discusses). I guess I wouldn't be surprised either way. [/QUOTE]
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