EDIT: Ninja'd royally... I've been working all afternoon answering your previous comments... First of all, Thanks for the kind praise! I was hoping it would work better at least across more vestige levels. But if the need arises, I won't be surprised if we made a few more templates by the time the 5e binder reaches playtesting
aka "encounter-abilities". I just realized we can also make some abilities at will by limiting their use to Rituals (I wanted to do that with disguise self, except you can't just decide an existing spell will be a ritual if it doesn't say so.)Originally Posted by Prince Zahn
you can write that down where you explain about how making a pact works. while we're at it, writing down the binder as capable of rituals may open some doors for us. :3 also. - base vestige features' DC should be there, if you haven't wrote it yet, as opposed to writing it on all the vestiges. (Disregard if you already did. I just can't see without refreshing the page and losing this post)That last point reminds me, I should probably clarify at some point whether a vestige's once-per-rest abilities reset when you re-bind them, thus allowing you to use a once-per-rest ability, expel, rebind, and use it again. In short: no, that doesn't work. Technically this is already covered because it says "you can't use this ability again until you complete a rest", but I'd still feel better if somewhere it added "...even if you bind this vestige a second time".
I don't know about you, but I would never let a friend who doesn't care about vestige legends play a binder in my vicinity. To me it's as bad as wanting to play an atheist cleric. it plays a huge role in our fondest pact-magic memories.Could I also ask that the paragraphs of vestige information keep a clean separation between flavour and mechanics? In other words, don't bury something in there about getting advantage on the check in certain conditions or whatever. 5e does a good job of making it fairly obvious what's flavour text and what's rules, so I'd like to follow that example. I'll probably keep all mechanical stuff at the end of that section, next to the bit about the influences on a poor pact. This would also make it easier to produce quick reference cards for players by simply dropping the vestige information part and just adding the influences table.
That being said, what is it exactly that bothers you, the fact that I wrote things you can do to get on a vestige's good/bad side, that I gave it mechanical support, or because I mixed it all together? I respect your request, I'm just not sure what you mean.
When this binder takes flight, I eagerly want to try out a lot of creatively variant things that I haven't brought up, because I'm almost convinced you guys would feel much differently about them than I do. Some of the details under Pact Information exist and are there with that in mind.