Not sure what to say about it, though.
No anime with Marith, she has to work a hundred days in a row.
Watched (anime): Sentenced to Be a Hero 3-4: More weirdos! I dunno, the convict heroes seem to be a lot better than the legitimate authorities. But, they’ve taken out roughly half a demon lord per episode, so it’s not surprising the legitimate authorities are terrified of them.
Read (manga): Tsumiki Ogami’s Not-So-Ordinary Life vol 2 (Miyu Morishita): After seeing werewolf culture in the first volume, the second is mostly just school stuff, with some other mythfolk being slightly weird.
Read (from the shelf): FAIL.
Written (game design): 156:
Are we back to figuring out what “damage” means? I still really like
conditions instead of hit points, but they definitely aren’t as simple
and therefore fair-seeming as a simple number or track. We can make it a
track by having conditions ranked (even if it’s just 0 or 1) and having
X ranks of conditions at one time knocks you out, but what is the effect
of the conditions? I guess we need a list of common conditions described
loosely enough they can cover most interactions of powers and special
effects, and then let the GM make judgement calls which one applies when
someone uses Hermetic magic on the alien slime monster.
What set of conditions will do this? How specific do we want to be? We
don’t want Sprained Hand and Sprained Elbow to be completely separate
conditions, but do we need to note which one it is when we mark the more
general condition? What is the more general condition for each?
“Temporarily injured limb”? “Sprain”? “Temporarily injured
manipulator limb” vs “…locomotor limb”? “Temporary physical damage”?
How do we divide up how permanent the damage is? Is two categories
(corresponding to Stun and Body) enough? Sprain is intermediate
between a bruise and a burn, do we make a third category, or tag every
condition with the step on the time chart you get to make a recovery
roll at? That last one probably has the most Hero DNA but is another
number to keep track of for each condition.
Do we have to have ranks on conditions? It’s probably easier to have
Clobbered:5 than five different clobbery conditions. Maybe the rank is
also the step on the time chart? That would be twice as simple. But then
how do we add up multiple instances of similar conditions? The usual
thing where it’s the new value if that’s higher, or increment the old
value by one if not is probably good enough. How similar do conditions
have to be to stack like that? Going around and around, we come back to
the huge variety of terrible things that can happen to a Hero character
being a good reason to abstract, but I don’t want to abstract
all the way to hit points, because bah.