[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
[X] 5x Alchemist Bombs (Will result in 5x T2 bombs after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
*continues to do the 'every turn we don't improve our workshop puts us farther behind on the action economy' dance*
Sofia doesn't actually need one, and Calypso seems to be able to get good use out of her trinket.
If we build the workshop now, our next wand lasts twice as long, and we may get other benefits.
Edit: I think the Bombs may be a real nice bet, actually. One action gets us 5 units of production, no failure chance. We can give five girls get out of jail free cards.
It should be noted that Calypso STILL don't have magical attacks. But the wa I read it, she can take ver well, and everthing she does get's better... Which means if we get the T3 wand to her it's a multiplicative boost, and she'll become a true monster. That said, we MUST do workshop before getting this wand, since it'll increase how long it is usable. Also, we need at least a trinket or costume to trompdoy before she get's fully healed, I'm leaning towards costume since, as we saw with this trinket, we don't choose what it does and can only hope it's something good for her. We got REALLY lucky with the trinket to Calypso, but we can't count on luck all the time.
So I wanted to give some perspective on what Workshop 0 vs. Workshop 1 represents. Right now we have details data on 4 Magical Girls (Eowyn, Trompdoy, Calypso, Sofia) which can be summed up as follows:
Name
Wand Life Remaining
Trinket Life Remaining
Costume Life Remaining
Eowyn
3
0
2
Trompdoy
11
0
?
Calypso
0
90
0
Sofia
0
0
3
So right now combined they are missing a total of 6 (possibly 7 given Trompdoy's continual damage suggesting a lack of Costume) pieces of gear. That is 6 weeks of crafting. Except 3 of their existing pieces of gear have less then 6 weeks of durability which means they also need replacing.
If I run a simulation of crafting and assume Trompdoy's costume has already broken (fitting given the damage it has taken) then:
Week 1:
3/4 girls have 1/3 pieces of gear. Sofia has the shortest life remaining on her gear so she gets the first item. To maximize results I'll give her a Trinket which rolls 1 for a Durability of 9 weeks.
Week 2:
2/4 girls have 1/3 pieces of gear. Trompydoy has the shortest durability remaining. To maximize results I'll give her a Trinket which rolls 2 for a Durability of 18 weeks.
Week 3:
2/4 girls have 1/3 pieces of gear. Eowyn has the shortest durability remaining. To maximize results I'll give her a Trinket which rolls 10 for a Durability of 90 weeks.
Week 4:
3/4 girls have 1/3 pieces of gear. Sofia has the shortest durability remaining. She already has a Trinket so I'll give her a Wand which rolls 8 for a durability of 8 weeks.
Week 5:
2/4 girls have 1/3 pieces of gear. Calypso has the shortest durability remaining. She already has a Trinket so I'll give her a Wand which rolls 4 for a durability of 4 weeks.
Week 6:
1/4 girls have 1/3 pieces of gear. Eowyn is the only one with 1/3 pieces of gear. She already has a Trinket so I'll give her a Wand which rolls 7 for a durability of 7 weeks.
Week 7:
4/4 girls have 2/3 pieces of gear. Calypso has the item with the lowest durability. She already has a Wand and a Trinket so she gets a Costume which rolls 10 for a durability of 10 weeks.
Week 8:
3/4 girls have 2/3 pieces of gear. Sofia has the item with the lowest durability. She already has a Wand and a Trinket so she gets a Costume which rolls 1 for a durability of 1 week.
Week 9:
2/4 girls have 2/3 pieces of gear. Trompdoy has the item with the lowest durability. She already has a Wand and a Trinket so she gets a Costume which rolls 6 for a durability of 6 weeks.
Week 10:
3/4 girls have 2/3 pieces of gear. Sofia has the item with the lowest durability. She already has a Wand and a Trinket so she gets a Costume which rolls 9 for a durability of 9 weeks.
Week 11:
3/4 girls have 2/3 pieces of gear. Sofia has the item with the lowest durability. She already has a Wand and a Costume so she gets a Trinket which rolls 5 for a durability of 45 weeks.
Week 12:
3/4 girls have 2/3 pieces of gear. Eowyn has the item with the lowest durability. She already has a Wand and Trinket so she gets a Costume which rolls 3 for a durability of 3 weeks.
Week 13:
3/4 girls have 2/3 pieces of gear. Trompdoy has the item with the lowest durability. She already has a Trinket and Costume so she gets a Wand which rolls 6 for a durability of 6 weeks.
Week 14:
3/4 girls have 2/3 pieces of gear. Eowyn has the item with the lowest durability. She already has a Trinket and Costume so she gets a Wand which rolls 5 for a durability of 5 weeks.
Week 15:
2/4 girls have 2/3 pieces of gear. Calypso has the item with the lowest durability. She already has a Trinket and Costume so she gets a Wand which rolls 8 for a durability of 8 weeks.
Week 16:
3/4 girls have 2/3 pieces of gear. Trompdoy has the item with the lowest durability. She already has a Wand and Trinket so she gets a Costume which rolls 7 for a durability of 7 weeks.
Week 17:
2/4 girls have 2/3 pieces of gear. Sofia has the item with the lowest durability. She already has a Trinket and Costume so she gets a Wand which rolls 5 for a durability of 5 weeks.
Week 18:
2/4 girls have 2/3 pieces of gear. Eowyn has the item with the lowest durability. She already has a Wand and Trinket so she gets a Costume which rolls 4 for a durability of 4 weeks.
Week 19:
1/4 girls have 2/3 pieces of gear. Calypso is the only girl with 2/3 pieces of gear. She already has a Wand and Trinket so she gets a Costume which rolls 4 for a duration of 4 weeks.
Week 20:
3/4 girls have 2/3 pieces of gear.
Yeah I gave up after 20 weeks. While we came close to getting all four girls fully kitted out it is just a losing battle. With an average duration of 5.5/49.5/5.5 across four girls we need 152 actions every 99 weeks. That just isn't possible.
Meanwhile if I take the same set of rolls and apply them in a situation where we've upgraded the Workshop and transitioned from 1d10 x 1(0+1) for Wands/Costumes and 1d10 x 3(0+3) to 1d10 x 1(1+1) for Wands/Costumes and 1d10 x 3(1+3) things should be much brighter:
Week 1:
3/4 girls have 1/3 pieces of gear. Sofia has the item with the lowest durability. To maximize results I'll give her a Trinket which rolls 1 for a Durability of 12 weeks.
Week 2:
2/4 girls have 1/3 pieces of gear. Trompdoy has the item with the lowest durability. To maximize results I'll give her a Trinket which rolls 2 for a Durability of 24 weeks.
Week 3:
2/4 girls have 1/3 pieces of gear. Eowyn has the item with the lowest durability. To maximize results I'll give her a Trinket which rolls 10 for a Durability of 120 weeks.
Week 4:
3/4 girls have 1/3 pieces of gear. Sofia has the item with the lowest durability. She already has a Trinket so she gets a Wand which rolls 8 for a Durability of 16 weeks.
Week 5:
2/4 girls have 1/3 pieces of gear. Calypso has the item with the lowest durability. She already has a Trinket so she gets a Wand which rolls 4 for a Durability of 8 weeks.
Week 6:
1/4 girls have 1/3 pieces of gear. Eowyn is the only girl with 1/3 pieces of gear. She already has a Trinket so she gets a Wand which rolls 7 for a Durability of 14 weeks.
Week 7:
4/4 girls have 2/3 pieces of gear. Trompdoy has the item with the lowest durability. She already has a Wand and Trinket so she gets a Costume which rolls 10 for a Durability of 20 weeks.
Week 8:
3/4 girls have 2/3 pieces of gear. Sofia has the item with the lowest durability. She already has a Wand and Trinket so she gets a Costume which rolls 1 for a Durability of 2 weeks.
Week 9:
2/4 girls have 2/3 pieces of gear. Calypso has the item with the lowest durability. She already has a Wand and Trinket so she gets a Costume which rolls 6 for a Durability of 12 weeks.
Week 10:
1/4 girls have 2/3 pieces of gear. Eowyn is the only girl with 2/3 pieces. She already has a Wand and Trinket so she gets a Costume which rolls 9 for a Durability of 18 weeks.
Boom. In just 10 weeks we've fully equipped all four girls. Yes Trompdoy has 1 week left in her Wand and Sofia 1 week in her Costume but at that point we should be able to keep ahead of things wearing out for the most part. This is backed up by the numbers for with average Durabilities of 11/66/11 every 66 weeks we need to spend 52 actions on gear leaving 14 free for other things. Or in other words 1 in every 5 actions can be spent on Bombs or Upgrades.
If we get another Skill/Workshop upgrade we'd be at 104 actions in 165 weeks or 1 in 3 free for Bombs or Upgrades. If we instead upgraded to Tier 2 Wands/Costumes we'd be at 28 actions in 66 weeks or less then half our actions being spent on maintaining gear.
I think including this kind of info would really benefit the update. Just a line or two of feedback that one of the things we built did good would be very nice considering the main thing we do in this quest is build stuff. Anyone in the future who just reads the threadmarks will know what the Trinket we build is impressive but won't know if Calypso actually appreciated or got use out of it after we gave it to her.
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
It's not a pass-fail system. Wands have durability in weeks equal to their tier times their crafting roll times your quality rating (which is your workshop level plus skill level)
So for this wand, it'll last 1x4x(0+1) weeks, or four weeks. A hypothetical trinket with the same roll would last 3x4x(0+3) weeks, or 36 weeks. It'll also be a pain in the ass to make, but them there's the breaks.
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] No, you want to research an item instead.
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
Read again, this is not the skill multiplier, its the tier multiplier. Even without increasing our skill, when we do this sword turned wand it WILL last more than our other wands.
Read again, this is not the skill multiplier, its the tier multiplier. Even without increasing our skill, when we do this sword turned wand it WILL last more than our other wands.
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
Man. Reading more and more of this world, its pretty damn crapshoot with cults, demons, witches, and various other nasties barely being kept in check if at all by various scattered, fractious magical girls and supporters with no coordination. A outright shadow war magical insurgency/counter-insurgency is boiling under the surface.
By the way, we should remember that Mistletoe is a Skill type magical girl whose Skill is enough to take on anything in our immediate area, per the QM. She could probably get use out out of a trinket as well as a wand (though her Skill may be a daily IIRC?)
Misteltoe's skill is limited use, but if she had a Trinket that might change. Trinkets frequently synchronize with Skill type girls in Fun and Engaging ways that don't make sense.
Well, Rhongo is bullshit powerful even as far as noble phantasms go, so I expect a T5 trinket would say least be on the level of some of the low-to-mid range ones.
It happens when it happens. Part of the problem is research material (you need to figure out more of the metaphysical relationships, practice your exotic thaumaturgy, stop throing alcohol at problems, et cettera.) and part of it is practice.
No, she has magical attacks. While it's not been relevant in the Quest yet, Calypso actually has a shitload of alchemical and sorcererous knowledge because of her time with the Alchemists and the Witches. Homonuculi and Familiars are both responsable for serving as front line defenses, and she's had time as both.
If we get another Skill/Workshop upgrade we'd be at 104 actions in 165 weeks or 1 in 3 free for Bombs or Upgrades. If we instead upgraded to Tier 2 Wands/Costumes we'd be at 28 actions in 66 weeks or less then half our actions being spent on maintaining gear.
I don't think anyone ever thought they weren't important, we just spent the first few weeks throwing water on the fire. This is the first week since the literal first week we don't have something immediately emergency-like hanging over our head, from 'oh no now she will not have any items' to 'oh no we do not have enough rooms for the new girl', so it's workshop time now. Because, as discussed, it's gonna be a huge help.
FAQ updated with info on Skills because y'all do want to know that.
Yes, but also Week 13 (which will be five thousand words at this rate) plot.
Misteltoe's skill is limited use, but if she had a Trinket that might change. Trinkets frequently synchronize with Skill type girls in Fun and Engaging ways that don't make sense.
Yeah, I could see Gae Bolg being replicated in effect by a tier V wand/trinket combo that has set bonuses to become tier VI.
It happens when it happens. Part of the problem is research material (you need to figure out more of the metaphysical relationships, practice your exotic thaumaturgy, stop throing alcohol at problems, et cettera.) and part of it is practice.
Skill is per item.
No, she has magical attacks. While it's not been relevant in the Quest yet, Calypso actually has a shitload of alchemical and sorcererous knowledge because of her time with the Alchemists and the Witches. Homonuculi and Familiars are both responsable for serving as front line defenses, and she's had time as both.
This post is great and I greatly appreciate someone actually running the math to demonstrate why upgrades are important.
So Calypso, even without our items, fight with small spells and throwing potions? Is there info like this we should have on the other MGs we got running around? Would really help our decision making knowing this kind of thing beforehand. Unless, of course, our MC wouldn't know that.
So Calypso, even without our items, fight with small spells and throwing potions? Is there info like this we should have on the other MGs we got running around? Would really help our decision making knowing this kind of thing beforehand. Unless, of course, our MC wouldn't know that.
"I was literally an old homunculus before I oopsed into a soul!" Calypso yelled. "I left that dump with a lantern sword, a pistol, and a Molotov; and since then all of it's been broken! I literally have two hands and some orisons and that's it!"
Orisons in D&D are level 0 divine spells. I have no idea if that corresponds to this setting, but I'm going to guess "weak magic" is probably along the right track. Which makes the trinket we made even better for her, actually, because the enhancement effect can boost her various minor spells and alchemical tricks into something more dangerous.
So Calypso, even without our items, fight with small spells and throwing potions? Is there info like this we should have on the other MGs we got running around? Would really help our decision making knowing this kind of thing beforehand. Unless, of course, our MC wouldn't know that.
Welcome to the advantage of having a Mission Control or other centralized intelligence shop. Your sum information on each girl is what you've put together from what they talk about at lunch, which is, to be blunt, not a lot of imformation.
[x] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
[X] Strange Red Stone, 5x Mundanes (Will result in ???, which will have 25% odds per item of becoming ??? or a T5 Trinket and 50% odds of becoming 10x Demonic Stuff after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
I know it's not the smartest choice, but I'm curious.
We want Bombs going into Week 13. One at the least.
The ship has sailed on this vote (and a Tier 3 Wand or Tier 5 Trinket are both great outcomes) but when our GM is signalling we have a big epic Chapter End moment coming up? That's what the big single use items are for.