This is not going to be a normal feature but something to keep from clogging up the game logs. This post like the title suggests is a look at what happened on days 68-75 and my though process on the events that happened. This post covers the exits of two party members. My reworking of the Golem idea and some misc thoughts.
Lisa
When you visit the doctor in a settlement there is a chance that he finds one of your party members (PM) to injured to continue on. A roll of 1 on a D6 determines this. The person forced to retire is picked at random but some party members are immune to force retirement. Any party member that has been with the party less than 5 days. Which made Brick immune. One PM chosen by the player. Which I chose Chad. Lisa was unfortunate person to be forced to retire.
Unlike when a PM dies ones that are forced to retire are able to give up all their items, spells and magic gems. Player also gets to add 5XP for every * by the PM name on the party sheet back to the party XP pool. Which for Lisa was 10. It does cost $50 to the doctor for this event. Now if you can’t pay this amount then your party is saddled with a debt until you do.
The difference between forced retirement and death is that the player is able to get a small potion of XP spent on upgrading the PM back. In a sudden death like the case with Gary the party was only able to recover half of the items he was carrying. (Hence why I had a random Glob drag his body away) This is done by a D6 roll with results being 1: none 2-4: half rounded up 5/6: all items. When the PM is maimed, bleeding or poisoned they have time to pass stuff to the other PMs. (These statuses have not made it into the game fully yet)
Now on to how I handled the log of events in game. You may have noticed I said Brick was immune but if you read the log for Day 69 you will notice that it is stated after Lisa seen the doctor the group went to find more PMs. During game play I recruited Brick first then went to the doctor and found out Lisa was leaving. Since it wasn’t game breaking to the log or gameplay I just said they went to the doctor first. I also added in the line about Lisa having trouble walking in day 68. The throw away line I added in Day 62 about Lisa being hit in the head was a happy accident. When I write the logs I try to tell a story some times I am successful.
Golems
In the original design they are meant to take up a party slot and act as a sponge for damage. Which Brick does very well. The problem is I noticed a fatal flaw in the design which is by the golem taking up a party slot when the golem is destroyed it leaves the team weaker. I foolishly did not realize how deadly dungeons have become since switching to the new monster generating rules. After the first room of the Key Dungeon (H8) Brick took 15pts of damage leaving it with 1 Armor for the rest of the dungeon.
The first band aid I tried was being able to use the toolkit to repair the Golem. With it repairing 3 pts of armor per use of toolkit. Also future ability to upgrade this ability to repair 5pts per use. The original idea was golems couldn’t recover damage.
The second band aid was what to do with the golem after destroyed. I came up with if the party carries the parts to a city the golem can be repaired for a fee. I decided to make the parts take up two item slots.
Finally made it so the golem doesn’t take up a party slot but only one golem can be with the party at a time.
Now with all this being said I just played out Brick’s first run with the party with the hopes of making back to the city where I could get the party back on track before moving on.
Mary
Much like Gary she died from a monster using it last gasp attack to inflict a final blow. Unlike Gary I was paying attention to monsters and what they were doing. Andy can only heal 3 targets per combat turn so I chose to focus on the others leaving Mary out in the cold. Mary filled the role Lisa left behind well. Though what made Lisa such a useful hero was the first strike skill which let her set up a more favorable battle for the party.
I thinking of nerfing the Last Gasp Attack by doing a check where on a D6 a 4+ result would cause the dying monster to miss. This would also allow items/spells that can change or cancel checks to be used.
Misc Stuff
The rushed nature of Days 72-75 is due to me being frustrated at how things were going and me trying to force myself to a posting schedule that maybe harmful to the project. Day 75 is a cop out but I needed a moment to get my head back into the game and try not to put to much pressure on myself when small or large game breaking bugs come up.