Went to the office, ate a bowl of food, had a meeting, learned some Kubernetes.

Read (manga): The Apothecary Diaries vol 13 (Natsu Hyuuga, Nekokurage, Itsuki Nanao, Touco Shino): Bathhouse episode of appalling nakedness, and ice cream.

Written (game design): 280:

I had been thinking that inflicting a condition the target already has
but at a lower level would increment the level, so they can’t just tank
hits forever, but maybe we should limit that to only happening if the
difference in levels isn’t too great. That way, if the attacker can’t
up their game enough to get within X of a disabling level of the
condition, they can’t take the target down by spamming that attack.
Since we want conditions to be actual effects, not just colorful hit
points, a condition that doesn’t reach the level of disabling could
still open up possibilities for other conditions that could.

Which still leaves us trying to come up with either a set of generic
conditions that cover everything possible, or a set of usable guidelines
for making up new conditions on the spot without them seeming
ridiculous. Is what we need a list of possible ill effects, from the
smallest penalty to a skill roll through being taken out of the fight to
being turned to the enemy side, and how much effect (in the sense of
Body rolled on the dice minus appropriate defenses) it takes to get each
one? Earlier we considered what kind of penalties using a
maneuver might cause as a trade-off, and some of those might apply here
as useful things to force on an enemy, but that’s just a start.

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