Typically a formal apprenticeship, like Halla sort of has with the Seeress (sort of as she started as an adult rather than a child and she's not fostering with Solrun) or, in the case of skalds, you impress a king or jarl enough with your work that they give you the title. There is a difference between a simple poet and a skald. One simply speaks verse, the other crafts truths.
If Halla successfully completes her apprenticeship, then she may well be regarded as a seeress... with all that entails. I say 'if' because, well, death is a very real possibility at this stage. I find myself doubting that Halla could be a skald and a shapecrafter as well, not ones of any decent quality at least. She just doesn't have enough time in the day to learn it all.
Yeah, that's fair. Honestly, I'm not even that interested in trying to become a full Skald. A shapecrafter is more tempting, I admit.
Hallbjorn, on the other hand, seems like he'd make a great Skald if we can get him trained by one. His hemophobia is largely countered by the skald defensive tricks we were just told about and using Skald stuff, ranged weapons, flaming weapons, and Glima himself, and he has the Poet Boon. That seems very doable.
That's not right and you know as well.
We already have tricks we don't use always, for one. (Looking at you mostly, stabilizing palm)
We only have so many free slots due to the wizard owl fyjgla, for second. we would have already be selecting our load out specifically for that turn's planned battles, random events not included.
(Our descendants will all have theirs revealed by the time we switch to one of them, hopefully, but we probably won't have another fyjgla revelation vote for a long time.... And who knows what the dice rolls for them?)
We were lucky not to deal with this so far, yes, that is no reason to limit ourselves.
Sure, but we don't have very many of them. They mean we're, what, 6 away from hitting our Capacity and having to start making load-out choices rather than 4? If that? And that's before the Seidr Healing Spells, which there are 5 of we're likely picking up most of in the long run (though, admittedly, we probably only need to keep two or three of them in our 'combat build'). And we might easily pick up three more spells immediately next turn as well. Now is still the time we need to start thinking about prioritization in terms of what we keep active.
We were indeed lucky, we've literally never had to worry about it before. Which is why I mention that we need to start soon. And it's no reason not to take conditional stuff, no, as there will be situations for that. It's definitely a reason not to take things we'll
never prioritize over other stuff, though. And stuff like that absolutely exists.
Which is all I'm saying: We have never had to pick which Tricks to keep active before. We will need to start in the near future and should pick our new Tricks with that in mind. That's it. That we have a thing we need to be aware of when making decisions that hasn't been super relevant before but almost certainly will be in the near future.
And we still don't have blunt tricks.
Er...this is a complete non-sequitur. Our normal Tricks don't take up Capacity, only Spells, Muna, and Hugareida Tricks. They have their own individual caps based on the Skill in question. We definitely want at least one Bash Trick, yes. We also likely want a Cut Trick, absolutely want a Shoot Trick and probably want a second, cheaper, Pierce Trick even more if we're gonna be training people. Getting those is gonna take a minute, though, especially if we're putting less dice into combat training for a bit.
I'll note that, for the skald thing, blunting weapons or having invulnerable clothing doesn't do a whole lot when your face is on fire. So we do have a way around that to at least some degree already.