After getting some input on rewards for the players, the best idea seems to be collectable items or artifacts to sell or use for some kind of sidequest. I'm sure I'll get there eventually, but it really is tough to work out all the best rewards to give the player.
Trying to name a class that uses non-elemental/gravity spells. I prefer one word class names, so I don't really like 'Time Mage', but equally 'Chronomancer' (throw in some time spells) just sounds too much.
In looking over my items, I rename a few to bring me away from one franchise, and it just brings me closer to another. I don't particularly want to spend much time on stuff like this, so I hope people don't mind a healing item names not being original.
In a system where the more beasts the Beastmaster kills, the stronger his attacks are. Should he have to have attacked that monster (rather than just other party members)? If so, should he have to get the final blow?
You know, I sometimes ponder if working on the story and details is more necessary than the game itself. Its... technically work, just not direct.
Like for me specifically I never stop evolving the story based on what avenues I can approach in gameplay and then I get anxious thinking "hey good thing I thought about that now instead of later". Repeat ad nauseam.
So my office building has 8 individually rented offices in it; 3 of which are social workers and 2 are marriage therapists... Unsurprisingly it always sound very angry out there. Glad I have my own private entrance.