My erstwhile FF XIV group was able to regroup and play another session in the starter set scenario, The Crystal Caper, last night.

Avoiding any spoilers, I am happy to report that the game system continues to hold up very well!

Here’s a quick list of things that I learned from last night’s session:

– NPC dialog continues to be a hit, with pitch-perfect NPC lines being provided for notable NPCs. One particular NPC’S use of alliteration was especially nostalgic. 🙂

– With travel being so abstracted, the GM has to be consciously aware to avoid skipping immersive details about the surrounding landscape. (Playing the chocobo them while the party is traveling was a great reminder)

– An extended single-phase encounter can wear down a party’s resources and a well-timed limit break makes for a dramatic, well-earned shift.

– I have house ruled that limit breaks are fully charged every 3 rounds and keep limit break counters visible to the players.

A limit break meter is very helpful

– Ranged DPS enemies are the GM’s friend!

Max damage crit: the boon or bane of any encounter

The combat engine continues to inspire, and I have noticed that the warrior’s timing of instant abilities can be crucial to keeping the party on its feet long enough to rally.

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