Good point, Rich - the more Will rolls there are, the better the Bard is.
So when do you roll for Will, i.e. when does the Bard's ability help you?
- swimming (!)
- using the Bottle of Dreams and Nightmares
- not taking damage from the Bottle of Null
- Ethereal creatures resisting the Ethereal Vacuum
- Demons resisting Banish
- attempting to attack a spellcaster who has cast Beauty
- resisting Blinding Light
- resisting Blink
- Animals/Constructs/Demons/Undead resisting Control spells
- shaking off Curse
- Undead resisting Destroy Undead
- resisting Fool's Gold
- shaking off Furious Quill
- resisting Mind Control
- resisting Petrify
- shaking off Plague of Insects
- resisting Planar Tear
- shaking off Slow
- resisting Steal Health
- resisting Strike Dead
- resisting Suggestion
- resisting Transpose
- picking up treasure in The Living Museum
- stopping the bell in The Summoning Bell
- activating with a treasure token in The Treasure Phantasmal
- avoiding damage in The Steam Vents
- resisting or earning mist tokens in The Swirling Mist
- avoiding damage on land as an Aquatic creature
And that's just in the base rules! I'll admit, there are more Will rolls than I would have thought.
I like the unlocking loot mechanic from Stargrave, but hadn't thought about porting it to FG. It does highlight the problem with the xGrave games using Will as the catch-all "other" stat, though. Why would a Bard (or a Medic from Stargrave) be particularly good at breaking locks? And if I were a thief, I'm not sure someone playing the lute in my ear would help me concentrate.

I'm realizing that the first step I should take is - hire a Bard! I'd like to see how they play in their current state.
Thank you for your input!