14 - Charms
I'm trying to come up with systems that will encourage players to interact with the world instead of just trying to get XP. I like to have this because, on repeat playthroughs, I'll want players to target certain things that require them to complete quests. When you force players to do quests to get build-essential items, it adds something to the repeat playlist checklist besides just speedrunning the campaign and grinding XP. I think Grim Dawn does a nice job of this with the constellation system forcing players to map out specific routes through the campaign to grab constellation points from shrines - but I think it would be nice to take a replayability element like that and provide a little more freedom for the player to make their own route. To that end, I'm introducing a slot on the player's equipment called a "Charm". A charm is just a little trinket that can only be acquired from completing a world quest (optional content), and has some sort of bespoke effect.

In this example, the charm provides some cooldown reduction to the dash, and some flat damage when passing through enemies. I think this is not only nice as utility, but could potentially enable certain builds using some of the existing designed skills (more flat cooldown reduction on dodge from Footwork, more damage on the dash from Razor Dash).
I've been working on fleshing out the Western Forest zone, and that's probably where my attention will remain for a long while. This first zone is really important for grabbing the player's attention while they're early on in the game.

See you next time!
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