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Cormorants

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A member registered Jun 10, 2020 · View creator page →

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Thank you for the clarification; last I tried to use the wikidot the search function said it was "coming soon", so I perhaps preemptively assumed it was very vestigial.

With regards to assuming 'Break' might have a special condition to do damage, it was mainly that it seems an exceptionally powerful spell, rather than any particular quirk of phrasing. On the matter of armour expertise 2 'forcing' exploding dice, I did mistype, armour expertise 3 is required - the specific scenario in which this occurs is when a d8 damage dice, for a spell cast by a caster of 15th level or higher, is stepped down by both armour expertise 2 and 3, resulting in a d4 roll that explodes on a roll of 1+, unless I have missed something?

Having recently heard of your system & read the core rulebook, I have some questions & feedback.
1. The 'Core Mechanics' page, which is the only place in the entire document where boons and banes are defined, is not linked in the document outline. I will admit, when I got to the section of the prelude about the history of various editions of the game I assumed it was not going to contain useful information, which is partially on me.
2. On page 23: Advancement, it is claimed the table contains  two columns for 'damage dice' with the second being for 'warrior class advancement'. There is only one column dealing with damage dice, and the table itself calls it 'bonus damage'
3. Companions seem to be free action economy that can be traded for free survivability as needed. I assume companion classes are balanced around this, but it is still concerning given the potential for someone to have one as a 2-point 'class feature' enchantment on an item.
4. I assume 'Flurry' only multiplies your PCM bonus to damage, and you only take the rolled damage from one attack, but the wording is ambiguous - I initially read 'attacking the same target repeatedly[...]' as making multiple separate entire attack actions against the same target.
5. If 'Red Carpet''s permanent activation of a stage also bypasses the special activation requirements of foe down hoedown, adding some text to the effect of '[make a sustain] or meet any special activation conditions' could be wise.
6. 'Spell Flurry' has some similar ambiguity to flurry - I assume multiple hits just up-rank 1 spell and don't cast multiple spells. Other questions on 'Spell Flurry' and attendant features: are Innate Spells still capped at rank 6 when spell flurry would rank them up? if so, does pushing them past maximum rank cause an automatic critical success as it would for a spell that maxes out at rank 9, or is it simply wasted? What is the actual benefit of causing an automatic critical success with a spell attack that has hit anyway - the spellcasting chapter mentions nothing about e.g. extra damage on a critical success. Do all spell flurry attacks generate potential Extra Effort Dice?
7. While I think it is fine that many equipment feats are the potential effects of magic items, Open Binding feats should probably be forbidden for this purpose.
8. At high levels, Armor Expertise II can force certain tiers of spell to explode when targeting the user. This is perhaps undesirable.
9. Absent certain synergies, it is a higher increase in expected damage to cast a spell at its lowest available tier and convert any bonuses to the casting roll to extra effort dice than to raise it a tier.
10. As mentioned regarding 'spell flurry' it is unclear what the benefit of a spell critical actually is. The spell attack roll section could generally use more detail, not only on this but on other ways spells are similar to or differ from other attacks, e.g. is the character's MCM added as extra damage? Do they gain extra damage dice from leveling? (I assume not, but I also assume criticals are supposed to behave like attack rolls, and the lack of a feat or such to add the MCM as damage surprised me)
11. Absent synergies or luck with exploding dice, it seems 'Break', which does scale with MCM, outperforms most other damaging spells in the hands of a primary spellcaster. Additionally, it would be worth clarifying if 'Break' still does it's damage if a target cannot be petrified.
12. For enchantments specifying an element, is "non-elemental" a legal pick?
13. For enchantments specifying conditions, I assume only those in the 'conditions' segment of the combat rules are valid, not any bespoke conditions from spells or class features, but it is perhaps worth putting this in writing. Likewise, given the unequal nature of negative conditions, 'status strike' could perhaps have a limited pool of conditions by tier, rather than treating Stop & Bleed as equal in value.
14. Two NPC categories are listed as 'dragon'. I assume the second, with an icon resembling a person, is intended to be listed as 'humanoid' 
Apologies if this was dispiriting to read. I did enjoy reading your game & it is clear you have put a lot of thought into a number of things, and that you have a great deal of enthusiasm for this franchise.