I'm back with more questions!
This is such a quick game to set up and play that it's become a big hit, and as a result I've been getting a match in just about every night. I've ran enough fights at this point that my players and I are finding the balance we like, but there are still things we aren't sure about.
In Zen stance. When you gain a new shield and choose to replace your current shield, does it go into reserve, or do you discard it? The level 7 Zen ability gives you a 2 shield, then a 4. Half my players think that means you take the 2 and keep the 4 in reserve, or you willingly give up your 2 to have the 4 active immediately. the other think it means you can replace the 2 with the 4 and put the 2 in reserve.
Are teachers able to spend Inspired tokens on themselves if they hoard them till their next turn?
Do copies replace fog tokens and vice versa? We've been playing it that copies/walls/traps can't normally exist together, but that fog can exist on anything.
This is more of a balance observation with a related question. Vigilance Form is really good. A heal or token drop, a 1+-4+ for weakness tokens, and a 1+-4+ line of sight heal has made it probably the most disruptive form in our group. We've been talking about different ways to tone it down, including limiting the heal to range, having fog block line of sight to friendlies, or making it a smaller heal, like a flat 1 or 2. I was curious if you find it to be that strong in your games, and if so, what you might propose. Or, if maybe there is something obvious we might be missing.
And finally, my second and last balance thought. Wild style is hard to use on bosses. At a glance I thought it would let them sneak in extra turns for healing themselves or spreading around damage. In practice it doesn't trigger extra dice very often, and when it does it can't quite seem to make up the difference in damage, healing, or action economy other forms manage. The group has proposed having bosses gain the bonus dice differently, with 1d6 after their first health bar is gone, and an additional 1d6 after half or more of their health bars are gone, with the bonus die for special tokens remaining unchanged. I'm curious for your thoughts here as well. Do you find solo bosses should avoid Wild form? Do you have a fix you prefer?
Looking forward to the Erata, and happy battling.