Boo, I wanted to keep saving my daylight! Did not manage to get out of bed at any reasonable time, but whatever. Did manage to eventually get more gooshyfood for the cats. Sage is super yelly and demanding, which I guess is a good sign. She does not like the mouth squirts, though.
Watched (anime): Journal with Witch 10: This is so slice-of-life that it’s hard to say what an episode is about, but I was right about the best friend. Also yeah, once somebody’s their kid, they don’t stop being your kid.
Watched (anime): Roll Over and Die 9: Yikes, that is not what I expected to happen!
Watched (anime): Sentenced to be a Hero 9: That is pretty much what everybody should have expected to happen when they let fantasy PCs into their city.
Read (manga): My Dress-Up Darling vol 6 (Shinichi Fukuda): Back to cosplay techniques and fellow cosplayers, but also extremely fraught questions.
Written (game design): 260:
What about getting rid of conditions? Some disappear as soon as they
aren’t being maintained (psychokinetic grasp), some last until action is
taken to break them (frozen in carbonite), some naturally fade over time
and can possibly be removed faster or prolonged by action (poisoned,
wounded).
I’ve been rushing ahead with the FitD model of conditions, because it has
definite advantages. There’s no calculation, just find the lowest open slot to
put the new condition in, and if it’s on level 4, that’s a KO. It also
puts a limit on the number of conditions a character has to manage. It’s
not all good, though: as long as you can inflict any condition, you’re
guaranteed to be able to take someone down eventually. It also doesn’t
distinguish between types of conditions, so the regenerating werewolf
can’t take more physical conditions or whatever. Also also, even if your
buddies get rid of a condition for you, or you regenerate it, there’s
not an obvious way to recover from KO if it wasn’t the level 4
condition.