Sirrocco
Pedantic
...and now I have an image of Halla going into full-on deep-blush spaghetti-dropping love confession mode where The Words Are Not Working until she finally manages to choke out "Can I please spar with you?"
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...and now I have an image of Halla going into full-on deep-blush spaghetti-dropping love confession mode where The Words Are Not Working until she finally manages to choke out "Can I please spar with you?"
Bracket isn't closed on the left side, so the tally won't count it.
We should get some ranks in shoot, just in case one of our children want to be an archer we can train them archery.
We should also get Jewelrycrafting and the other passive skill tricks.
Jewelry is a good place to put a bunch of runes into, and Odr might even give them Orthsirr.
It may be worth specialising in metalwork and trading for other items. One hauberk is worth a bunch of gambesons.
We should also get non combat tricks, the 1 dice a turn pace seems good and we hopefully can tend it, but if we have spare dice.....
And also the Seidr lessons.
Nah, those are skill tricks, passives.
Something I've noticed from reading through the quest is that a lot of our fights Halla has had to sort of turn into battles of attrition. To some extent I think this is how the combat system works, in which case fine, but broadly it kinda seems like we have a lot of neat abilities, we're very mobile and versatile, but not so much of a "big gun" we can use on very formidable enemies.
Mybe we should start experimenting with creating our own tricks (which IIRC investing Odr can help us do) to create like, or finishing move. Our fighting style is still often going to revolve around flying around throwing fireballs and darting in, I think that's sort of set at this point, so maybe some kind of powerful sword stroke we deliver as part of a swooping dive? Looking at our character sheet, I see we have Leaping-Cleave and Flashfire Cleave, so maybe we focus on making like, the Super Saiyan 3 version of Flashfire Cleave?
On a less vague note which we could maybe work towards now, I note that we have Ashen Kiss, our cool fire-infused Seax. But we don't use it a lot because we've got Sagaseeker. However, Halla also has some neat Ignition Tricks for investing a weapon with fire and making it explode, like Firebom-Strike. We're also now learning Throwing. Since we start a lot of our fights by flying around the air and pelting our enemy with fireballs, it feels like there would be a lot of synergy in developing some kind of flying flaming throwing attack. Something along the lines of us investing Ashen Kiss with Orthstirr and fire al la Firebomb-Strike, then we throw it down, striking the enemy and exoloding. We have Explosive Runes as well actually - we don't want the seax itself to actually explode, but maybe there's some potential to enhance the runework here to amplify this?
This would give us quite a powerful alpha strike to open up fights, and mean we're getting something out of our seax in most engagements rather than just carrying it around. It also feels like something we could try in the near term, whilst creating like, our ultimate sword style or whatever might take a while.
A Trick that might be possible with an atgeir would be climbing high with EWC then swooping down and turning all that potential energy into kinetic energy for a single piercing attack.
Mail was mostly turboexpensive because there was a Horra-inflamed Dwarf war going on, wasn't it?
By the way, what are the rules regarding converting Bog Iron into Forged Iron by working it in a smithy?
A Trick that might be possible with an atgeir would be climbing high with EWC then swooping down and turning all that potential energy into kinetic energy for a single piercing attack.
Skewer-Flick and especially Leaping Cleave can serve as this pretty well vs. most opponents. That said, we're also planning on getting Sparkbomb fairly imminently, which is a 7-9 damage single-target Emberwind Trick that Imperial Fister described as an excellent finisher.
A lot of this is also less 'the system' and more that our recent fights are giving us a skewed perspective. The Threaded Men were a lot more durable than most foes are (especially that second one, which was absurd, to say nothing of the Threaded Elephant). That makes it look like we hit a lot less hard than we do.
For comparison, Sten (who is hardcore as shit and heavily armored, remember) has a total of 24 Armor + 8 Endurance and we can take him out in four hits (if we could hit him). Someone equally badass but less well armored (with, say, a Good Gambeson for +8 Armor) we could take out in two hits (three if they had more normal mail). The difficulty in both those cases is hitting them, as I said...but damage is not really our problem.
Flashfire Cleave is already a combo of Leaping Cleave and EWC, so recombining it probably doesn't work well. Leaping Cleave is also a pretty solid finisher in its own right...its weaknesses lie elsewhere.
In order to combine Tricks one needs to be Mastered and the other Refined. Doing this isn't impossible by any means, but it's something that will take quite a while and a lot of successes to achieve. There's also been a lot of discussion about specializing in melee, which I don't think is wrong, so leaning too heavily on ranged stuff right while planning on that is probably a bad call.
Ashen Kiss is designed as a utility option. It's specifically something we use when we want someone to shut the hell up since it slits their throat. That's a very neat trick to have up our sleeve, but not one we need every fight. It's also, while cool, actually not that impressive given our current crafting prowess...we can make at least as good, if not better, on an average roll. I'm not really invested in trying to focus on it too much.
Yeah, that'd be neat.
With Sagaseeker, since we have access to Sword tricks now, and swords are the "heroic weapon", I wonder if we'll want to remake it into a sword. One option might be to reforge the blade to be longer (and maybe steel, if we can learn that), but keep say, half the haft as a super long hilt, so we end up with more of a swordstaff or nagamaki?
That way we can do the cool heroic sword stuff, but also have a weapon that is still distinctively our own, and Sagaseeker maintains more of its spirit as a big honking two-handed weapon.
Ah cheers, that's really informative, thanks! I still need to dig a bit deeper down into the numbers here.
Well, I agree that it's partly because we've faced really strong opponents, but given the kind of life Hall leads, it does not feel like that is necessarily going to stop, does it? I'm thinking less specifically here of Flasfire Cleave, and more of like, something along the same idea, some real kung-fu bullshit which thematically combines fire + movement, as those are Halla's two main "hats". Although I suppose to really combine all of Halla's main combat abilities into one super-move, we'd want to get Standstill in there too. To give more of an idea of what I mean here...
Imagine Halla's on the ropes, she's been kicked into a tree and is bloody and tired, then she closes her eyes for a minute... and unleashes her Flaming Sword Soul, where she inverts her own Standstill to briefly freeze or slow time, takes several bounding leaps which leaves trails of fire in the air like a DeLorean, and then deliver one utterly devastating sword strike which cleaves men, horses, ships and mountains alike. That's the kind of visual language I'm drawing from here; the sort of thing you see protagonists or old masters use to face insurmountable odds in cultivator/shonen stories.
Something like the attack Steinarr used on the elephant at the end of our most recent fight, something we could use if we start having to face serious servants of the Enemy. Obviously this is would be a really long term goal, maybe it's not possible at our current level of Cultivation, but it feels like might want to be actively thinking longer term about developing more powerful techniques, rather than like, ranking up skills and talents as we go.
Well, my thought was something which fits with our current fighting style (opening an engagement at range to support allies or feel an enemy out before closing the distance), like we already do with our Kindle Spinners, but better, and mostly repurposing stuff we already have. It feels like both Firebomb-Strike is something we probably want Mastered and Throwing (at least our Chuck Trick) we might want to get Refined, so the opportunity cost here might not be massive?
But if it is then yeah, fair enough, probably not worth investing too much into.
We've been told part of Sword Hugareida is treating things that aren't swords as if they were, so we can probably just do that without any reforging needed at all.
No problem, happy to help.
So, my point is less that the Threaded Men were more badass than what we'll be facing in the future, and more that the specific way they were badass is really unusual. I'll bet that neither Wolfwind nor Steinarr actually have -4 Damage Reduction like that second Threaded Man did, and Sten certainly doesn't, yet all three are likely more badass than it was (in the case of Steinarr or Wolfwind, they're more badass by a lot).
The Threaded Men were atypical adversaries in the way they worked (lots more shapeshifting options than normal, no tricks or versatility) is what I'm saying.
Sure, but that's very much doable with our current Trick list (well, okay, no mountain-cleaving but that's a power level issue, not a 'new trick' issue). Like, that's literally a cool description for a more powerful version of Halla using Contested Movement defensively then the Leaping Cleave + EWC offensive combo we've done several times. I'm not against getting more cool tricks, far from it, but we can already do this and really put the hurt on most stuff.
Steinarr's final attack wasn't a Trick but a Twist, and one of the most powerful Twists available in-setting. We would love something that powerful, but a new Trick just isn't gonna give us that, I don't think.
I mean it's 6 successes to get Chuck to Refined (which reduces its cost from 4 to 2 and thus saves us...maybe 2 Orthstirr per fight? We don't use it much, so that's a 6 successes for pretty minimal gains, IMO), and then another 9 to get the new Trick Refined, and 1 Capacity since it's Ignition-based. So that's 15 successes and 1 Capacity to get it (which is likely around 10 dice over 10 turns at a minimum even if our bonuses to training Fire do apply to some of it). That's...not impossible, and it might do something cool, but I'm not sure it's worth it all things considerted. At least not right now.
The diving-skewer trick mentioned I'm a lot more interested as that seems likely to be a high damage option for closing distance that might contrast with Flashfire-Cleave without Leaping-Cleave's disadvantages (it'd likely have its own...maybe price?), and would likely only more like 4 Training Dice, as the component Trick is already Refined (though it'd admittedly still be 1 Capacity).
EDIT:
Going back to the mountain-cutting for a moment, I think it's worth remembering that, according to Blackhand, Kindle-Spinner was one of his signature attacks even at the peak of his power. The Norse don't get new 'super techniques' they just gradually improve the power level of the ones they have until they're absurd. We're not gonna get new and more powerful Tricks per se...new Tricks grant versatility rather than direct power. Instead, we'll get more and more ways to make them more powerful until our existing Tricks can do that kind of thing. Now, versatility is power in some ways, but it means we need to be looking for Tricks that do new things, not ones that are 'our current Trick only better'.
Look at Flashfire Cleave. It's faster than Leaping Cleave and lacks its downsides, but it also has crappy damage to actually fleshy targets. It is not flatly better than its precursor, just different with different use cases.
Would it be alright if we didn't split eachother's replies into more than a couple of quotes? It makes the discussion a bit hard to follow, also technically against site rules. Apologies here, I know I also replied with two quotes (two or three is usually the accepted cut-off), but it just occurred to me.
So broadly, I hear what you're saying here, and you've studied the combat system in greater detail than I have, so I bow to your expertise on the specifics. (RE: the Threaded Men, I was talking about my broad sense about a lot of our fights, not just that one, but fair enough on the special damage reduction thing.) If unlocking or creating super-techniques is really not how the quest works, then fair enough, it's not how the quest works. It feels to me that when you look at stuff like our unlocking Ignition/Standstill/various Muna/etc.., there does seem to be some progression in terms of creating more powerful techniques though, so I' not sure this is true.
This doesn't mean that some of our basic ones won't remain useful; a hammer is still a hammer after all. (This is how I'd be inclined to interpret Hallr saying Kindle-Spinner was one of his signatures, it's a great distraction after all.) But I'm not sure I would accept right away that there is no progression in terms of gaining more powerful techniques/kung-fu nonsense/etc., because that's quite central to a lot of cultivator stories?
Fundamentally, where I'm coming from is that if you're a big deal in a cultivation story, you have to have your own secret style or super-duper kick you've practiced ten thousand times. That's a genre expectation, so I think it's sort of the null hypothesis starting out, and given how much of our character progression and game mechanics seem to focus around us gaining new shiny abilities... I do still think that "gain more powerful abilities" seems like it will be important going ahead.
But I accept you're coming at it from a different place here, so maybe this conversation will be less pie-in-the-sky when there's a training vote to discuss?
I seriously wonder if there are benefits to hitting rank 7 in a skill. Because I'm pretty sure that there is one.
I suspect the benefits are 'lesser' than getting the stat to 7. I would say likely 'half' to 'third' as good, given how Odr enhanced them.It's possible! On the other hand, we didn't get any from level 4, which means it's far from certain (assuming skills work just like attributes seems unwise). It's also expensive for obvious reasons...we'll likely get there eventually (assuming we survive), but it might be a little while.