Rerolls, earned slowly
From the Galespun artbook

Q36 · Chapter 05 · Temporary builds

Rerolls, earned slowly

Do you want paid rerolls and the ability to lock an offer for later?

Selected direction

The direction

Allow rerolls, but make them limited at first and expandable through permanent progression. Early runs should leave the player more “at the whims of the winds”; later progression gives more tools to shape the offered power pool. More rerolls are one way to make high-end builds increasingly predictable enough to tackle very difficult dungeons. Locking offers for later was not separately selected.

Recorded as: Selected direction

The original question’s prompt

Tell us whether both are essential, optional, or too much shop management.

Examples in a prompt are not decisions unless the answer chooses them.

Still to decide in this chapter

Exact button count, the language that separates companion from party-wide powers, offer locking and healing amounts are unresolved. Challenging dungeons must keep a real chance of death.

Read “A build for this run” in the artbook

In this chapter