TreeQuest: Magitech (Riot Quest)

-Gains 2 automatic successes from Shield Trees, if at least 1 Player-Tree votes for this action.
This should be 3 successes, right?

[X][Action] Stress-Test Throwing Spikes (Growth)
[X][Focus] Sword Targeting
[X][Focus] Raise the Shield
[X][Tree] Growth Tree

I've been wanting to upgrade to a Growth Tree so I'll go with the only action that involves Growth. I think that Arthur Scat and the sword are probably our best chance here, but I also want to put a Focus on a defensive action in case we don't get enough votes for the shield.
 
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[X][Action] Stress-Test Throwing Spikes
[X][Focus] Sword Targeting
[X][Focus] Raise the Shield

Finally, some action! Let's kill this Kraken-wannabe!
 
[X][Action] Stress-Test Throwing Spikes (Offense)
[X][Focus] Raise the Shield
[X][Focus] Sword Targeting

Since I'm equal in 2/3 of the types of action that this could count as, can we chalk it up as an Offense action to suit my planned upgrade?

Also: Bit of a lucky break that I was on my "defense" turn in my planned alternating pattern; otherwise we wouldn't've had the Shield Trees jumpstarted to protect us from the initial attack.

edit: After asking about preferences, slight update to my Action to integrate category specification.
 
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[X][Action] Sword Targeting (Research)
[X][Focus] Raise the Shield
[X][Focus] Stress-Test Throwing Spikes
 
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@Robinton Just to make sure, if a tree is equal in two or more categories that can be applied to a specific action (current example: Stress-Test Throwing Spikes, as performed by a Root Tree), do we get to specify which category it counts as for purposes of Elder Tree-ness?
 
@Robinton Just to make sure, if a tree is equal in two or more categories that can be applied to a specific action (current example: Stress-Test Throwing Spikes, as performed by a Root Tree), do we get to specify which category it counts as for purposes of Elder Tree-ness?
Yes.

As a note, I'm going to have to make some changes to the parser for combat turns. It wasn't designed to handle "things that could count as more than one category." I have a few ideas for workarounds, plus I could just do a lot manually (annoying as that would be).
 
Yes.

As a note, I'm going to have to make some changes to the parser for combat turns. It wasn't designed to handle "things that could count as more than one category." I have a few ideas for workarounds, plus I could just do a lot manually (annoying as that would be).
Cool. Thanks for the confirmation. Any preferences on how we specify, when it comes up?

Anyway! We've got some kind of tentacle monster trying to uproot us, and I'm estimating it's got between 20 and 30 HP right now. Probably won't be too hard to beat, considering it's our first battle, but we can also be sure it won't go down completely without a fight since it's already soaked 7 damage and is still good to go.
 
[X][Action] Sword Targeting (Communication)
Today we shall communicate by violence.


You have started mentally questing towards those downstream Beavers, with some success.
Beavers are good. Controlling the water level would be very advantageous.

Two people who outlived all of their human counterparts (and some of their elven), considering for a long moment.
After a certain point (about 500 years I think?) the odds of dying to accident, violence, disease or similar far outweigh the odds of reaching max age.

As a note, I'm going to have to make some changes to the parser for combat turns. It wasn't designed to handle "things that could count as more than one category." I have a few ideas for workarounds, plus I could just do a lot manually (annoying as that would be).
Simple enough to make multiple actions. Examples:
[][Action] Sword Targeting (Communication)
[][Action] Sword Targeting (Research)
[][Action] Stress-Test Throwing Spikes (Research)
[][Action] Stress-Test Throwing Spikes (Growth)
[][Action] Stress-Test Throwing Spikes (Offense)
 
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Any preferences on how we specify, when it comes up?
Simple enough to make multiple actions. Examples:
[][Action] Sword Targeting (Communication)
[][Action] Sword Targeting (Research)
[][Action] Stress-Test Throwing Spikes (Research)
[][Action] Stress-Test Throwing Spikes (Growth)
[][Action] Stress-Test Throwing Spikes (Offense)
I like Angelform's solution, because it means more clarity here and less work for me.

I've edited the original post accordingly. If you can update your votes, great! - if not, I'll fix them by hand as necessary.
 
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[X][Action] Stress-Test Throwing Spikes (Offense)
[X][Focus] Sword Targeting (Communication)
[X][Focus] Sword Targeting (Research)

@Space Jawa, as a Root Tree with a broad mix of votes, you are eligible for Elder Root Tree or Eldest Tree.

So with this 10th action, I should have a perfect 2-a-piece spread of 2 Comm, 2 Research, 2 Defense, 2 Growth, and this action should bring me to 2 Offense. 2 Each evenly spread across everything but Survival, which was purpousfully neglected.

As I was deciding future personal growth actions and the way the growth system works, I was wondering about additional potential tree concepts beyond the initial specified - which, as has been seen through examples like the Buddha tree, is an option. And ultimately went with splitting 10 five ways since other than the 2 our trees come with by default that's the only way to split it evenly.

What I'm wondering is, then, with my 2/2/2/2/2 split on everything but Survival that I specifically aimed for, is it possible to get some kind of variation that has 1 (but probably a 0) on Survival but then has a stronger benefit to the other five stats as result?
 
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So with this 10th action, I should have a perfect 2-a-piece spread of 2 Comm, 2 Research, 2 Defense, 2 Growth, and this action should bring me to 2 Offense. 2 Each evenly spread across everything but Survival, which was purposefully neglected.

As I was deciding future personal growth actions and the way the growth system works, I was wondering about additional potential tree concepts beyond the initial specified - which, as has been seen through examples like the Buddha tree, is an option. And ultimately went with splitting 10 five ways since other than the 2 our trees come with by default that's the only way to split it evenly.

What I'm wondering is, then, with my 2/2/2/2/2 split on everything but Survival, is it possible to get some kind of variation that has 1 (but probably a 0) on Survival but then has a stronger benefit to the other five stats as result?
Hmm... A tough question. 3-per-stat all-stats is a valid build, for 18 points total. 4-for-2-stats 2-for-4-stats is a valid build, for 16 points total. (5-for-1-stat and 2-for-5-stats is a valid build, for 15 points total. But this is getting more divergent from the ideal, not less.)

If you started with the 3-per-stat all-stats, then... well, you're definitely not getting more points, and should probably get less for any specialization. So a 4/4/3/3/3/0 is viable, definitely. But there's no way to perfectly evenly split that. Well, not unless I get into fractional die rolls. Perhaps a 0-on-one-stat, 3-on-everything-else, and anything that's not a 0 gives 0.2 auto-successes?
 
If you started with the 3-per-stat all-stats, then... well, you're definitely not getting more points, and should probably get less for any specialization. So a 4/4/3/3/3/0 is viable, definitely. But there's no way to perfectly evenly split that. Well, not unless I get into fractional die rolls. Perhaps a 0-on-one-stat, 3-on-everything-else, and anything that's not a 0 gives 0.2 auto-successes?

How does a fractional auto-success work?

And would the 4s both be in the stats of the original selected tree or could they be assigned as desired?
 
How does a fractional auto-success work?

And would the 4s both be in the stats of the original selected tree or could they be assigned as desired?
A fractional auto-success would skip the die-roll portion of the calculation, and get added to the success total the same way as any other form of auto-success. Then that would get multiplied by the modifier (if any).

You could pick the 4s as desired.
 
[X][Action] Stockpile Thorns (Defense)
[X][Focus] Sword Targeting
[X][Focus] Raise the Shield
[X][Tree] Elder Heart Tree
 
[X][Action] Stress-Test Throwing Spikes (Growth)
[X][Focus] Sword Targeting
[X][Focus] Raise the Shield
 
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