Most of the reason the DC for dealing with the Soul-Snatcher was likely so high probably has to do with the fact that Jacob's Mind Arts ability was pretty bad as well as the fact that he didn't expect to face such a monster. If Jacob raises his ability in regards to the Mind Arts it not only increases his modifier it also likely lowers the DC for the next encounter with the creature. Never mind the fact that he will be expecting an attack, I think it is a reasonable assumption that the next time the two meet the DC will be lower. Nevermind the fact that Jacob may even come up with an Alchemy idea to help him resist the creature.I think it might be more prudent to try round II with the evil creature from the deep in the latter half of Year 4. The reason is that the Occulmancy DC was 80, which for us to even get a 50/50 shot at passing requires Jacob to have a +30 mod. That is not happening for a while. If we were to go in again, even with all the training needed for the minimums, we would only have an additional +4 bonus to Occulmancy.
I suggest we try and take the next few months before the Ravenclaw bonus pops to try and get Charms, DADA, and Transfiguration to A and to get the required Potions and Spells done this turn. And to work on our Stamina/Empathy.
Why? Because we are in Action Hell and there seem to be three ways to deal with it: get more actions, be more efficient with actions, and get higher bonuses.
Charms, DADA, and Transfiguration: I'd like these skills to be at A+ before the Ravenclaw bonus pops so it will be at E- at end of term. Which would be good for the Duel, but also great for most of our major research actions moving foreword. A large portion of our actions went to researching spells needed for classes and adventures. And the DCs are lowered by the rolls we make if they do not pass. Bonuses would not only make it more likely that a roll succeeds in research, but compounds on failures. Since E- is when bonuses start really popping (going from +10 to +15), a +5 bonus could save personal actions either the first, second, or third roll.
Also, we have to start looking at the 12, 15, and 17 skill walls even now and start planning to address them.
Required Spells this turn: Since research for spells is mostly roll dependant (the bonuses are not high right now), if a research roll for a required potion is low this turn we can still try the bare minimum actions next turn because we will have the turn after just in case. But, if we make it probable that we'd have to roll for the DC 100 next turn...what do we do if we roll low? We would then have to put more actions just to ensure we make the deadline the turn after. It isn't a huge issue, but it is a potential inefficiency.
Stamina/Empathy: Right now, Stamina and Empathy can be rolled with DC 20/30 respectively. Which is good, because those are the stats that are capping the Attributes- and it would be a waste to put attribute points in them from level ups. (And the associated skills are capped at 7/8). If we put the two attribute points into Creativity (and we probably want to do that), we would be capped on 2 stats. Stats that we may want to upgrade next level up. So, best to start training while we still have a good shot of getting results.
Plus, there seems to be a mechanical advantage to keeping Jacob physically active. We got a Stamina level up by just having him move around and adventure. On turns where the adventuring is not high, we may want to at least work out by himself.
I agree particularly with the authors clarification. It also makes sense as its giving more variety in Jacob's life rather than just studying, as well as being less stressful than ranking it up multiple times in a single turn. It seems better to space out stat growth over time, so it makes sense to take this now given it's limiting the intelligence stat.[X] Plan: Working on the Basics for the Future
Not training constitution now is probably going to lead us to problems in the future.
I would vote on this plan with constitution training.-[]x7 personal actions.
-[] Alchemy x2
-[] Legilimency & Occlumency x1
-[] Train Constitution x1
-[] Learning x 3 (Protego (Deep Understanding), Shrinking Solution (Needed for exams at the end of the year), Lumos (Deep Understanding), Point Me, Antidote to Uncommon Poisons (Needed for exams at the end of the year), Tempus)
would anyone be against me modifying my plan to remove Understanding Creatures and put Constitution training in instead
Problem with that is that the whole reason Jacob needs 2x Alchemy is that it finally allows him to get started on the map next turn. Where as the soonest the Jacob is probably going to be exploring again is the last month of term so Magical Creatures can be put off for next month where as Alchemy really can't. Basically 2x Alchemy allows Jacob to get the ball rolling on the Map and work on it as a side project where as we have another two full months not including the coming month to work on Magical Creatures for an attempt at the Forest. So I'm hesitant to cut out Alchemy in favor of Magical Creatures which we probably won't need until June.Perhaps decrease Alchemy but leave Magical creatures? Last chapter was embarassing when Jacob couldn't recognize a kelpie.
Problem with that is that the whole reason Jacob needs 2x Alchemy is that it finally allows him to get started on the map next turn. Where as the soonest the Jacob is probably going to be exploring again is the last month of term so Magical Creatures can be put off for next month where as Alchemy really can't. Basically 2x Alchemy allows Jacob to get the ball rolling on the Map and work on it as a side project where as we have another two full months not including the coming month to work on Magical Creatures for an attempt at the Forest. So I'm hesitant to cut out Alchemy in favor of Magical Creatures which we probably won't need until June.
Well, the map would make it harder for people to sneak up on Jacob and ambush him, something that happened this month. It also gives Jacob something to work on that is less stressful to be honest. Right now we are burning 2 Normal Actions to do 1 stressful Personal Action because a lot of Jacob's stuff is gated. Doing 2 Alchemy now allows Jacob to start working on the Map and as such allows him an outlet for him to use his Normal Actions (doing 7 personal actions every turn isn't good for Jacob's health). Basically, doing the Map is sort of necessary now because Jacob needs something to work on that will eat up his Normal Actions. And as we kind of aren't prepared to venture into the Forrest just yet the Map will have to do. Better to do two Alchemy actions this turn allowing Jacob something to use his Normal Actions on next turn and get started on it ASAP, while in the meantime slowly building up his spell arsenal and Magical Creature knowledge for an attempt on the Forest in June.And we need the map this urgently because? I don't see why it't can't be postponed another month.
But he also sees some parallels to more infamous students of the past. So, which do you think he will try to nudge you into as subtley as he can?
TBH one single level in Occlumency is not going to change basically anything, we are not reaching the threshold for any activity with a single level, and until we reach level 11 in occlumency the bonus gained with each level is so small that is so small that a single point is basically irrelevant...Just want to let people know that I altered the plan a bit after it was noted that doing 4 Academic Subject training actions in one turn without a physical activity thrown in probably wasn't a good idea. The only changes are that Constitution training is going to replace the Understanding Magical Creatures Personal action. This is what it looks like now:
[x] Plan Slow Down, Train, and take a Case, but with Alchemy
-[x] Case IV: The girl that is two (2 Actions) - There's a strange mystery at Hogwarts. There are basic laws that are ultimate. If you throw something up, it falls down. Magic changes these ultimate laws, into mere guidelines, to be stepped around whenever needed. If you are in one place, you can not be in another place at the same time. But somehow, there is a girl that seems to not abide by this specific law. How is this possible? You are determined to figure out the truth, even if it means delving into the dark corners of the castle and risking not eating lunch to uncover the mystery of the girl who is two.
-[x] Runes Club Research x 2
-[x] Random Encounter – Just… Go and live your life. You don't need to plan everything in your life out.
-[x] Write a Letter (Free Action) – To Nicolas Flamel tell him about Mermaid's Breath and ask for any insight or advice he has in regards to the Soul-Snatcher. Also write a letter to our parents telling them about the misadventures we seem to be having at school, though try not to worry them overly much either.
-[x]x7 personal actions.
-[x] Legilimency & Occlumency x1
-[x] Alchemy x2
-[x] Train Constitution x1
-[x] Learning x 3 (Protego (Deep Understanding), Shrinking Solution (Needed for exams at the end of the year), Lumos (Deep Understanding), Point Me, Antidote to Uncommon Poisons (Needed for exams at the end of the year), Tempus)
Doing Constitution training gives Jacob a physical activity to break up the monotony of all the Academic work in order to avoid burnout and it was something that needed doing either this turn or the next one anyways. Understanding Magical Creatures got cut this turn instead of Alchemy because we need the Alchemy actions to unlock the Map and allow Jacob something to spend his Normal Actions on as most of his options to spend Normal Actions are are blocked off for now. The Mind Arts stayed because we are more likely to need to use them than Understanding Creatures in the next turn as we aren't going exploring and as such less likely to encounter creatures.
If he doesn't work on it at all then he doesn't make any progress. The intent is to work a little bit on the Mind Arts every turn. This would essentially get Jacob to the point of being able to brave the lake again at the beginning of next term. Jacob only needs 5 actions spent on it to meet the Mind Arts criteria necessary for another attempt on the lake. I never said that spending one action on it would change things dramatically for next turn, the key here is to be slow and steady.TBH one single level in Occlumency is not going to change basically anything, we are not reaching the threshold for any activity with a single level, and until we reach level 11 in occlumency the bonus gained with each level is so small that is so small that a single point is basically irrelevant...
It would make much more sense to use that action to get an extra learning action that way we make sure that both Protego Deep Understanding and at least one of the mandatory potions even if we roll terribly...
Yeah, but while the Slow and Steady approach is normally good you have to take into account the opportunity cost of using it here...If he doesn't work on it at all then he doesn't make any progress. The intent is to work a little bit on the Mind Arts every turn. This would essentially get Jacob to the point of being able to brave the lake again at the beginning of next term. Jacob only needs 5 actions spent on it to make another attempt on the lake. Slow and steady
Jacob not training the Mind Arts doesn't mean that he will conveniently manage to not encounter people or creatures that will use them on him. It's shoring up a weakness that has been exploited a couple times through the quest. Ignoring the problem just continues to leave him vulnerable.Yeah, but while the Slow and Steady approach is normally good you have to take into account the opportunity cost of using it here...
That single point could get us a new spell done or another mandatory potions crossed out of the list...
I personally favor the approach of looking at what action we are interested to do and try getting to the thresholds ASAP , so instead of advancing point per turn until we get to that level, I would just pour 2-3 points per turn whenever we decide to do those actions...
And we also have the Ghost Googles to worry about, of we want to see what happens with the Dementor thingy