Forge of Destiny(Xianxia Quest)

It's not that hard to make a much better three-weeks plans than we could if we were to do it week by week.
I completely disagree.

If we had a fully formed plan, yes, executing it would be marginally easier with a 3-week than a 1-week option because it presents less risk of majority-rule tugging us one way and then another and thereby not ending up on any optimal plan. However, we absolutely DON'T know what we will be doing.

We have a baseline - we know something like 75% of what we want to be doing. The problem is that we don't know that last 25%, and if we want to choose an art that takes ~5 weeks, we don't have time to spare on starting.
 
Alarm: o
Set up: Non Combat
A common defensive formation able to be set up over a single room or other enclosed space. Creates an immaterial barrier linked to the caster or a single other subject designated at the time of creation. If crossed by an unauthorized human or spirit, the intruder must pass a five success stealth test. On failure the formation begins to flash and emit loud sounds from the intruders position.

Thieves Bane: o
Set Up: Noncombat
A common security formation. Placed upon doors and windows, if the affected threshold is crossed by an unauthorized intruder, they must make a five die stealth check or be stuck in place by adhesive qi requiring a three success strength check to break free from. In addition if used on a locked portal, attempts to unlock via larceny suffer a two die penalty.

Thieves Monument Formation: oo
Non Combat
A common formation which, when inscribed into a lock, inflicts complete paralysis upon unauthorized tinkers. Triggers if the target fails to get a minimum of eight successes on a larceny test when attempting to open the lock. Clash for blinding effect is fifteen dice. Target receives a penalty to defense for each success less than eight on their attempt. Paralysis lasts one hour

Ossuary Scout: oo(4/6)
Non-Combat
Cost 5 Red Spirit stones
Duration: two weeks
By carefully inscribing the bones of a small animal such as a mouse or frog, birds may be used, but such scouts cannot fly. You may imbue it with animating qi. The scout has a single health box, and no ability to attack, and moves at a speed of 12. The scouts stealth and perception are equivalent to the creators without any auto successes granted by cultivation or arts. While the scout does not share senses with the user, upon touching the scout and speaking a set activation word, they will receive a vision of what the scout saw and heard in the four hours. For the purposes of opposed rolls, scouts count as two levels below their creators cultivation.


Li Silk Guard: ooo(3/9)
Cost: 40 Red Stones, Plus 20 for each guard. Upkeep 1 yellow stone per month, Currently requires assistance from Li Suyin to create.

This home defense formation allows the operation of up to three semi autonomous bone puppets within a one hundred meter range of the formation location. Bone Puppets can operate beyond this range, but will lose power after five minutes, and require replacement of their individual power source. The creator may designate up to ten individuals as friendly in addition to themselves, upon creation, allowing them to bypass the formation freely. The user may extend this friendly designation to up to three other individuals at a time for up to 24 hours.

All other individuals must pass a 10 success stealth test when entering the formations range in order to avoid assault from the warriors. Warriors prioritize the nearest hostile unless otherwise instructed. Each warrior has five health and armor of two, with a durability of five and ten qi. Warriors have sixteen base dice in all clashes, and count as Mid yellow/silver combatants. Warriors have a speed of 18 and an initiative of 12. Warriors natural attacks are DV3, but they may be equipped with weapons to change this. Warriors have four dots in all physical attributes for the purposes of tests, as well as four dots in resolve. All other attributes are two dot equivalent.

Finally, fire based attacks deal one additional damage and ignore the warriors armor.
@yrsillar would you be able to update the formation stuff and add the Horror to Ling Qi's character sheet?
 
Not to my understanding. As far as I understood we would have voted for who to spend time with, IE leaving the general maintain friendship action out, and focusing on the important ones.

Like if we had voted for Li Suyin instead of getting every research session, we would just get the important ones. Like the one when we finish one of our more important foundations, like the first time we make one of those big golem things.

Not that the vote would just be:
Li Suyin

Or if we were helping Xiulan instead of getting every outing and session, we would get the one where she makes a breakthrough, or reaches an important decision, or we suborn her to our side(if that was what the vote was for).
Well my main concern is addressed(namely I want to vote for plotlines to pursue with Minors rather than people, since the minor plotlines by @yrsillar are really strong writing and picking between them is great), though too bad on the 'filler' stuff, since they're also pretty enjoyable...well I'm in literally every SV quest, so theres plenty of filler out there.

Nothing as cute as Zhengui, I assure you.
 
Well given the split nature of the vote and the number of weeks I have left till tourney time, I figured I would give you two three week sections for training plans. Minors would instead have me throw out the names of characters who you would like to see Ling Qi interact with and have you guys do a bit of ranked voting to see who I should focus the most attention on. You won't be voting for a discreet number of minors with them though, just the level of attention and screen time to give them. My hope is that I can complete the this section by the end of may.

It's somewhat of a hybrid of how I intend to handle things in the sequel, with you guys voting for training plans over a time period, and picking out characters to focus on during 'events' sprinkled throughout the training period.
If too many of the minors are "fluff" that are slowing the pace it seems to me that the simplest solution would be to simply stop making those minors available. Sure, that might leave us with less than five minor actions per week but isn't that what you wanted?

Previously, it sounded like you're going to select our minor actions so that we finished up all the plot lines, but this description sounds like we'll still effectively be voting for minor actions just with less information about what we do and fighting over a more limited number of slots. Some clarification on whether or not the focus vote has any mechanical impact or affects storyline progression would be helpful.

I was also under the impression that we would still be voting by week, just with shorter updates due to fewer minors rather than multi-week updates, which I am less sanguine about.

Either way, our ability to plan will also need to be adjusted. We're going to have to lose the ability to sacrifice two minor actions for a major or to sacrifice a minor action to gain a major with a tutoring action. If we aren't voting on limited minor action slots anymore those stop being sacrifices and just become a free lunch. Either they need need to go away or you need to buff everyone else to accommodate our free training time. Losing those abilities in exchange for a guarantee that all important minors will be followed seems at least sort of reasonable.

I'm not necessarily opposed to accelerating but I'm going to vote status quo for now to be on the safe side in case the vote gets called before the exact mechanics of this possible acceleration are worked out, or if I don't like them.

[X] Status Quo
 
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[X] Accelerate
[X] Ask Cai to commission you a Domain Weapon with the Void Shard
It's the description. You usually have a vague idea of which direction the character interactions will go in. Having a vote with only names will make it a lot less obvious where the story will go, hence Veekie wants to have voting choices with characters that are more substantive.

[x] Lan-Lan
[x] Suyin
[x] best snek

versus

[x] Xiulan is getting worried about what the white room is doing to her head. Literally: her hair is turning white. Investigate this phenomenon in the archive with her.
[x] Suyin wants to throw a party, maybe accompany her on her shopping expedition. And planning committee. And poison purchas- wait, this doesn't sound like a party at all.
[x] Bai Meizhen is broing it up with the wrong sorts of people. You found her getting uproariously drunk with Chu Song. Find out how the miserable excuse of a Chu got into Meizhen's good graces and then kick a bitch politely invite yourself to their drinking sessions.

You get the idea.
Pretty sure you've just cancelled your vote.
 
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I find multiple issue with @yrsillar 3 week plans:
- minors are not equal. Heck, majors aren't either! Some (ie: Suyin, treasure map) have tangible, pill arts or formation, rewards, others give important information be it contextual or mechanical. The rest give neither.
- dice randomness makes it clunky, best exemple of that is the breakthrough majors. The plans will be crowed with conditionals.
- interrupts and quest rewards/results will make mid-plan votes a necessity regardless.

Overall it feels like the real issue is that there are too many weekly actions. Why not simply reduce the number of weekly actions to make each more impactful ?
That is relevant for both minor and majors. Imo, people start ignoring majors because it takes multiple major actions in a row to achieve anything.
 
I find multiple issue with @yrsillar 3 week plans:
- minors are not equal. Heck, majors aren't either! Some (ie: Suyin, treasure map) have tangible, pill arts or formation, rewards, others give important information be it contextual or mechanical. The rest give neither.
- dice randomness makes it clunky, best exemple of that is the breakthrough majors. The plans will be crowed with conditionals.
- interrupts and quest rewards/results will make mid-plan votes a necessity regardless.

Overall it feels like the real issue is that there are too many weekly actions. Why not simply reduce the number of weekly actions to make each more impactful ?
That is relevant for both minor and majors. Imo, people start ignoring majors because it takes multiple major actions in a row to achieve anything.
You know, that's not a terrible idea. What if next turn, we had a turn just like last turn, but, it covered 3 weeks instead of 1?

Like," You have five major actions and three minor. However, I will allow up to two minor actions which are tied to major ones", but for the whole 3 or 4 week (a full month) period?

Then, one of the minors could be:
-spend time with your frieds
-work on your formations
-sort out your mother

and the majors could be
-try and reach Green Appraisal Spirit
-Do missions for the Sect to pay for "insect plan cost"
-Train this art:
-do a Sable pill week for this:

If done a 3 week basis, each new major would count for 3 previous ones.

Keep the conditionals simple. Like:
Train TRF to next level, then Train AS.
 
I don't think some conditionals would be unreasonable.

@veekie would giving you a hook on the character storyline you're voting for with a given character help make it more engaging you think. Something like.

[] Continue mad science with Suyin, complete with cackle synchronization exercises

be some thing you'd find more interesting to vote for than just a name?
Why not leave the voting the same (perhaps allowing five unattached minors) but just leave it up to your discretion what actually gets written? That way you don't have to futz around with the vote mechanics. Just cull what's written so that minor or purely mechanical stuff only gets a paragraph or so of summary instead of being used to generate a 1k fluff scene.
 
I like how the very problems we face now are the same ones we will face when we change the system and switch to longer turns. This is going to be a good trial run and will help us ease into the new system.
 
[X] Accelerate
[X] Ask Cai to commission you a Domain Weapon with the Void Shard

Honestly either accelerate or status quo seem okay to me, but I'll lean toward hastening the time when yrsillar can get rid of the current chunky system, since it seems to be causing a lot of issues for him and is hard to balance (see domain weapons requiring multiple balance passes).
 
Ugh, this is why I'm looking forward to binning the combat mechanics.

Guess i have to go back and buff out flying weapons again.
I'll dissent from Ark here, the dice on the flying sword is fine exactly as it is. 38 is within the range where the multi attacker penalty matters and within the range where luck matters and within the range where a stage advantage matters. Yes, someone won't be torn apart by a flying sword, but that's not underpowered, that's balanced.
 
Ugh, this is why I'm looking forward to binning the combat mechanics.

Guess i have to go back and buff out flying weapons again.
Well, is the problem with flying swords or is the problem with us? How good are our defense dice supposed to be compared to everyone else?

I mean, if you're really worried about it you can just a slap on a base +10 die bonus to domain weapons, or a bonus based on cultivation level (7 for us, more for Meizhen), maybe multiplied by domain.

Actually, before that, we need to make sure that there is a problem. A flying sword attack should be roughly equivalent to a talisman weapon+ a technique. A weapon that was actually "three orders of magnitude better" would deal a thousand bonus damage, not just two more than the cheap example saber.

Suppose Meizhen had a weapon strong enough to justify her dismissive opinion of the example weapons: DV10, +8 dice, AP7, +5 bonus semi-perfect, +1 bonus perfect. Plus passives, and any buffs that affect flying weapons. That seems a lot more threatening.

It is true that any attack worth its salt needs to have AP, or else a tremendous amount of damage, but that just means competent cultivators will have that AP.
 
I'll dissent from Ark here, the dice on the flying sword is fine exactly as it is. 38 is within the range where the multi attacker penalty matters and within the range where luck matters and within the range where a stage advantage matters. Yes, someone won't be torn apart by a flying sword, but that's not underpowered, that's balanced.
The dice are balanced (somewhat low without passives, but a respectable baseline).

The issue is with armor vs AP, and bonus damage vs ablative and perfect defense. Without techs or appropriate support passives flying swords will be kind of underwhelming, and outright ineffective against someone defensive like us.
 
I'll dissent from Ark here, the dice on the flying sword is fine exactly as it is. 38 is within the range where the multi attacker penalty matters and within the range where luck matters and within the range where a stage advantage matters. Yes, someone won't be torn apart by a flying sword, but that's not underpowered, that's balanced.
I agree with you, it's balanced. But I agree with you because I believe a domain weapon without domain weapon art shouldn't be as strong as a powerful tech that's backed by 3 different arts.

Basically, I believe that a domain weapon should not be considering powerful against peers until we get to green 3+ and have arts designed to use them.
 
I'm kinda neutral on the pacing discussion, but for domain weapons, if we want them to be used immediately even when they shouldn't be useful for straight up fighting, maybe another mechanic could be added.

For example, if a domain weapon acts as a focus of the domain, then a clash between them could be akin to a clash between domains, and if say we win the clash, the opponents domain gets shut down for a turn. This way the inferior domain weapon user would be mostly/totally without domain bonuses. Not a big deal for us as our domain bonus is kinda low right now, but it will quickly become important. I also kinda like the idea of a side domain struggle going on alongside the fist fighting or whatever.

Basically, I feel like it's accurate domain weapons aren't super combat effective atm, but there should still be a bonus if you can overpower the enemies, thematically speaking.
 
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