Eh. Those three attacks would've dealt maybe 6 Damage (given this guy's damage reduction), while tanking four attacks more easily would've saved us 4 Health. But more relevantly, putting an extra die each into those three attacks would've cost us only 3 Orthstirr and made two of them hit. The value of Offense Tuned Reflexes on that turn is thus about 4 Orthstirr. But we can do the same thing with a better feel for how many dice to put into things and careful orthstirr usage rather than investing a shapeshifting choice into it.
That's not true. I only listed the attacks that we missed where it was close enough for the bonus to push us over. You don't get to retroactively make correct guesses about which ones that was going to be. The orthstirr cost to give that kind of boost to every attack we swung with would have been significantly higher. For an estimate of
that... over the course of the fight, up to the point where victory was determined, we threw (by my eyeball count) 57 dice on the attack (that's actually thrown, not just voted and planned). +57 points would be
roughly equivalent to 16 additional dice. That's rather more than 4 points of orthstirr.
Like, Offense Tuned Reflexes is good, but it doesn't do anything we can't do with Orthstirr, and often relatively small amounts of orthstirr in all honestly...we can't spend Orthstirr to reduce the damage of otherwise successful hits on Trick Attacks (we can do some of that for normal attacks with Reinforce Shield, but not Trick Attacks).
We can spend orthstirr to make attacks
simply not succeed, though, which has a much higher payoff once we get some more mastery in our defenses. We're actually shockingly good at it, which is why we keep not investing much at all in defensive dice. Additionally... well, three of the four attacks that hit us were normal attacks, and wound up doing a total of 1 point of armor damage after chewing through our 4 orthstirr worth of Reinforce layers.
Basically, long run, we'll have lots of defensive responses coming out of our tricks. In general, we'll be taking hits in one of three situations.
- We've chosen to, because taking it on reinforce layers is actually cheaper than preventing it.
- We are caught by surprise by some hugareida that denies is both halting-vortex
and sidestep for some reason, and we haven't managed to develop some third thing that will work instead.
- We are critically short on orthstirr and everything is bad and wrong.
The first isn't a problem, though having damage reduction will make it more efficient. The second
is a problem, potentially, especially if it eats a whole bunch of reinforce layers, but it's not an insurmountable one, it's likely to be
reasonably rare, and having damage reduction isn't going to help but so much, since each hit is likely to be high-dice, and the first hit of it will eat whatever's left of our reinforce Shield regardless of how much gets through. Fortunately, we at least get a re-plan at that point. The third is absolutely a potential issue, and seems likely to be the way we die (if we die in battle) but "kill your enemies faster" seems to me like it might be
more useful than damage reduction on avoiding the problems of this one.
I'm not saying that it's better under all circumstances, but it seems to me like Offense Tuned Reflexes leans into and augments the style that we have already and are already good at (big tanks of orthstirr, feeding an aggressive combat style where we try to burn our enemies down quickly while avoiding damage via trick defenses that cost orthstirr but no dice). By contrast, Thickened Skin is just sort of generically useful (and being able to no-sell the attacks of weaklings
is cool) but it really
doesn't have synergy with the rest of our build in the same way.
In setups like that, I'm generally inclined to go with the one that feeds the build, unless the generic benefit is obviously better... which is not at all the case here.