[X] Plan And Now The Manor but Lucky

-[X] The Manor (High Danger (100% chance a Knight is there. 30% chance a second Knight is there)) (High Loot) (++++Heat)

-[X] Get to know/spend time with the other felagi
--[X] Folkmarr Manetaker, the Jarl in charge of the felag
--[X] Convince him to make sure nobody challenges any Knights to single combat
-[X] Get to know/spend time with the other felagi
--[X] Stigmar Kersson, Stigandr's brother
-[X] Recite poetry to the felag (Hugr (Wordplay))

Training:
-[X] Train Sidestep 1d6
-[X] Train Magnify-Sight Trick 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Kindle-Spinner 4d6 (2d6)
--[X] Train Campfire 4d6 (2d6)
-[X] (Training) Hamr (30 successes to rank up)
--[X] Train Hamr itself
--[X] Train Farmwork 1d6
--[X] Train Labor 1d6
-[X] (Training) Hugr (31 successes to rank up)
--[X] Train Management 1d6
--[X] Train Teaching Skill-Trick 1d6

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 5 Hamr
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 2 Labor, 3 Overland (30 total)
--[X] 6 Hugr
---[X] 3 Composure, 3 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 3 Wildcraft (22 total)
--[X] 4 Fylgja
--[X] 1 First Impression
--[X] 49 free for tricks

Modified the plan I liked, training wise it make no sense to put 1 dice into a doubled training area since you dont actually get the benefits of 1 dice training. Otherwise swapped sailing for teaching, we agreed to teach Abjorn how to use his muna and gaining this skill likely gives him and our children more training dice which is poggers. ... Also snuck a Hamr dice in cause i want Hamr 7 sooner rather than later

Edit: forgot to mention that im keyword Lucky so we will get only 1 knight with my plan
 
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Modified the plan I liked, training wise it make no sense to put 1 dice into a doubled training area since you dont actually get the benefits of 1 dice training. Otherwise swapped sailing for teaching, we agreed to teach Abjorn how to use his muna and gaining this skill likely gives him and our children more training dice which is poggers. ... Also snuck a Hamr dice in cause i want Hamr 7 sooner rather than later

You actually do still get significant benefits by only putting 1 die into fire Hugareida stuff because of the +1 Success we get, in about the same way putting only 1d into other things does, really. Getting 2d +1 Success twice (which is what happens if you put 1 die into it on two subsequent rounds) is a lot better than 4d +1 Success once (what happens if you put 2 dice into it in a single round).

For a specific example, getting to Mastered in EWC takes us, on average, probably about 14 turns at 1d assigned to it per turn, since 2d6+1 Success average around 2.5 successes. If we put those 14 dice into it in a single turn, we'd get 28 dice...and on average roll maybe 20 successes rather than the 35 we'd get for splitting them up over time.

In terms of Abjorn, I think we can give him some basic Hugareida ideas even without Teaching by passing along Blackhand's advice (which is what we're getting, after all)...though we do want to pick up Teaching in the near future, it's true.

And if we did want to double up on some Hugareida stuff, I do not at all feel like Kindle-Spinner would be our highest priority.

Oh, also, you didn't actually make any changes to the manor plan. It's exactly like mine.
 
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Uhh, is there a training plan that is 100% combat related abilities? A little concerned we might want every combat point we can get for fighting a Knight of indeterminate skill.
 
Uhh, is there a training plan that is 100% combat related abilities? A little concerned we might want every combat point we can get for fighting a Knight of indeterminate skill.

Realistically, even if we put all 11 dice into combat skills we'd likely get 2 dice at most, and on average we'd get more like maybe 1. And we'd lose a huge amount of potential future progress in a wide variety of areas to do it.

I don't think a single die is worth that, or will make the defining difference in an upcoming fight.

If we instead went for tricks, well, we could probably finish Sidestep...but same problem with throwing away future progress and, honestly, I don't think having Sidestep is gonna make a huge difference in the upcoming fight. We could try and get a new Ignite trick...but we don't really need one? Like, we're sort of covered, Trick-wise.

So I'm honestly not sure how we productively actually complete combat related stuff in this one training roll. We can throw dice at combat stuff, certainly, but it's likely not gonna be super productive in this time scale.
 
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Uhh, is there a training plan that is 100% combat related abilities? A little concerned we might want every combat point we can get for fighting a Knight of indeterminate skill.
issue is 1d6 training is best and very few things will get complete with even 11d6, our best tricks and base stats are all 30 away from the next level, ad we can get 22 progress at most. Come up with a list of what would be impactful. maybe 11 dice to fire skill might rank it up tho.
 
issue is 1d6 training is best and very few things will get complete with even 11d6, our best tricks and base stats are all 30 away from the next level, ad we can get 22 progress at most. Come up with a list of what would be impactful. maybe 11 dice to fire skill might rank it up tho.

It's pretty unlikely for even a full investment in an Ignite Trick to get it to Mastery. Not impossible, but even 22 dice plus one success only average, like, half the successes needed to get to Mastery. The roll would need to be absurd...which isn't impossible, but I don't think we should make plans based on 'I hope I roll unreasonably well'.

Which is to say, yeah, I agree there aren't a lot of impactful avenues here for this.
 
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Because expeditions like this are probably literally our only chance to pick up Sailing and a Viking who can't sail is kinda sad? Like, Halla lives inland...her opportunities to learn Sailing are mostly just this trip (and future trips, I suppose).
We have a shipwright brother we might sail more often than you think. Teaching skill likely lets us give Abjorn and our children extra training dice so it should be as high as we cant get it!
 
We have a shipwright brother we might sail more often than you think.

Not while running a farm we won't, given he lives multiple towns over. Especially not while also raising children.

Teaching skill likely lets us give Abjorn and our children extra training dice so it should be as high as we cant get it!

You seem to think I'm arguing against Teaching. I'm not. It's honestly a pretty high priority in my mind as well...but not so high it blocks out the opportunity to learn something we don't really have another avenue to learn.

Since we want high Wordplay (its base skill) for several reasons, Teaching is also a good candidate for throwing a bunch of dice at once we get home since overflow successes would still be extremely beneficial.

Also, and this is admittedly a completely pedantic note, but it's a Skill-Trick, not a skill...there is no 'as high as we can get it'. We either have it or we don't. Its effects may be based on Wordplay...but then it's Wordplay we want as high as possible, the Teaching Skill-Trick itself is still binary, and even that is entirely speculative (as is the idea of it giving extra training dice, though that would certainly make sense).
 
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You know looking at it a bit more I figure the non Knight/Priests are basically, thralls. Their powerlevel is about there. Their work generates prestige, resources and Orthsirr-equivalent.
 
Wait, @Imperial Fister, would a Honed Basic Attack also let us put more than 1 die into it?

From what he said, it should yeah. Almost never relevant because going from 2 damage for a Honed basic attack to 3 damage for a Honed Power Chop is almost always worth the 1 orthstirr. It does mean that a Honed attack is just better than an un-Honed Power Chop, near as I can tell...but that's fine now that we know that.
 
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