Well again, the tricky part is that my past experience of familiars in that other game have kind of soured me on them. I think I need to review the 2nd-circle spells again to see what options one of those would open up. And of course, get one of them!Its really as simple as this. The Familiar will give you more breadth of competency in terms of the groups' capability of positively resolving a variety of conflicts (more Help overall for and more cross-conflict competency). Your extra spell slot will give you a greater chance of having a specific answer to a specific problem and open up your move space a little bit when it comes to obstacle approach. Which of those two do you value more?
I had mixed feelings about reviving Jasper so quickly, but given the context, with the valkyrie just having been awakened, there was some juicy story stuff to motivate it. Mechanically, it's quite interesting. I had 1 advance in a couple of skills, so with Nature now reduced to 1, they bumped up to rank 2 right away. I'll be strongly motivated to use Beginner's Luck. I'll be motivated to use Nature, too, but only for the two descriptors I have left, and who knows how often those are likely to come up? In any case, it seems there's a strong argument to make for a near-death experience in this game.Any other thoughts on last night's session? On your PC Paying the Terrible Price and the consequences upon your play and play generally?