Can you make it clear when none of them apply, specifically if you're roleplaying correctly (ie. It would be unexpected for Zix to consciously choose a greataxe over a dagger. Wouldn't you always have a distinction helping you)? Or should they almost always be used, to promote that roleplay? 🤔
Maybe I should change my mind and encourage people to make their distinctions the way you did. In that case, if they're almost always relevant, we need to decide when would it make sense for the PCs to be hindered by one or more of them so they don't always cancel each other.
I think we should use mechanics with pride (D8) and problem (D4) and drop the distinctions altogether? They could also be used in every roll that you want.
Edit: Really liking this idea. What do you think?
Either way, let's keep this going while we talk about it =)
considered a universal prime set, so regardless of what
sets are used in your game, every character should have
three distinctions broad and varied enough that you can
narratively justify including one in almost any dice pool.
As for Distinctions hindering PCs, IIRC the usual idea is that the player can always decide to activate the SFX that turns the Distinction's d8 into a d8 in exchange for a Plot Point (I'm guessing it would be to gain Mana instead in this campaign, since IIRC you mentioned wanting to get rid of PP?).
Please write its name in the "other traits" section, with "Gear" as its type and 1D6 as the die. Whenever its used, you roll Attribute, Skill, Distinction (if relevant), and Gear (1d6).
Enchanted clothes that can change shape too, letting Zix become disguised as someone (or nobody in particular) fully without needing to find an appropriate set of clothes. Though if these clothes 'reek of power', that defeats the purpose of having such a disguise-'enhancing' item.
Rolls
Defence (Mobility) - (2d8+1d6)
(68) + (2) = 16