[X] [CultivatingLadybug] 7 Food

[X] [AntTechnique] (QiBlood) Qi Burst- Floods your body with Qi, adding +3 to your roll. If the action is a cultivation action, the bonus is +5 instead. Cooldown: 9 Days

[X] [Plan] Cleanup
 
[X] [CultivatingLadybug] 7 Food

[X] [AntTechnique] (QiBlood) Qi Burst- Floods your body with Qi, adding +3 to your roll. If the action is a cultivation action, the bonus is +5 instead. Cooldown: 9 Days

[X] Cultivate outside your lair (Medium chance of summoning a ?? Level predator)
 
[X] [CultivatingLadybug] 7 Food

[X] [AntTechnique] (QiBlood) Qi Burst- Floods your body with Qi, adding +3 to your roll. If the action is a cultivation action, the bonus is +5 instead. Cooldown: 9 Days

[X] [Plan] Cleanup
 
[X] [CultivatingLadybug] 7 Food

[X] [AntTechnique] (QiBlood) Qi Burst- Floods your body with Qi, adding +3 to your roll. If the action is a cultivation action, the bonus is +5 instead. Cooldown: 9 Days


[X] [Plan] Cleanup
 
Their isn't really a downside for it, sure we spend some HP but we'll still end up with over 40 and it doesn't impact our food situation. so why not?
ah, but it does - so long as we're injured, we need more food to recuperate from a hungry status, meaning we're eating more for longer. at the same time, events become more likely with every passed day, so it gives a higher risk for compounding food issues (such as a farm collapse from a bad event during the mold cleanup, for example)
 
[X] [CultivatingLadybug] 7 Food

[X] [AntTechnique] (QiBlood) Qi Burst- Floods your body with Qi, adding +3 to your roll. If the action is a cultivation action, the bonus is +5 instead. Cooldown: 9 Days


[X] [Plan] Cleanup
 
[X] [CultivatingLadybug] 7 Food

[X] [AntTechnique](Hardness)(Water) Steady Stream- Every time you repeat an action, Steady Stream gains 1 charge. The next time you select a different action, Steady Stream expends all of its charges, granting you a +1 for every 3 charges of Steady Stream. When Steady Stream expends its charges, gain 1 Water Energy.

Repeat Action synergies is something we ought to build up on.

[X] [Plan] Cleanup
 
ah, but it does - so long as we're injured, we need more food to recuperate from a hungry status, meaning we're eating more for longer. at the same time, events become more likely with every passed day, so it gives a higher risk for compounding food issues (such as a farm collapse from a bad event during the mold cleanup, for example)
No, see were already injured so our food situation will look like so for the next few days if we don't use beetle charge

D33- 1.1 food eaten, 5.9 remining 52/60 HP
D34- 1.1 food eaten, 4.8 remining 58/60 HP
D35- 1.1 food eaten, 3.7 remining 60/60 HP
D36- 1 food eaten, 2.7 remining 60/60 HP
D37- 1 food eaten, 1.7 remining 60/60 HP
D38- 1 food eaten, 0.7 remining 60/60 HP
D39- 0.7 food eaten, penalty 0 remining 60/60 HP

But if we do use beetle charge twice we get the following.

D33- 1.1 food eaten, 5.9 remining 42/60 HP, beetle charge.
D34- 1.1 food eaten, 4.8 remining 48/60 HP
D35- 1.1 food eaten, 3.7 remining 44/60 HP , beetle charge.
D36- 1.1 food eaten, 2.6 remining 50/60 HP
D37- 1.1 food eaten, 1.5 remining 56/60 HP
D38- 1.1 food eaten, 0.4 remining 60/60 HP
D39- 0.4 food eaten, penalty 0 remining 60/60 HP.


Which is basically the same so we don't loose anything.
 
Which is basically the same so we don't loose anything.
assuming that NOTHING goes wrong, you'd be right. But what if things go wrong? what if we find something else we "need" to use a beetle charge on, such as combat/an emergency? by the end of your estimate, we're near 100% certainly donna have some event happen, good or bad, so your plan would leave us 0 leeway to deal with the changing circumstances from that.
 
assuming that NOTHING goes wrong, you'd be right. But what if things go wrong? what if we find something else we "need" to use a beetle charge on, such as combat/an emergency? by the end of your estimate, we're near 100% certainly donna have some event happen, good or bad, so your plan would leave us 0 leeway to deal with the changing circumstances from that.
We could always gather more food, and the farm should proc by then to give us more food so well have another turn of buffer.
 
[X] [CultivatingLadybug] 7 Food

[X] Cultivate outside your lair (Medium chance of summoning a ?? Level predator)

[X] [AntTechnique] (QiBlood) Qi Burst- Floods your body with Qi, adding +3 to your roll. If the action is a cultivation action, the bonus is +5 instead. Cooldown: 9 Days
 
don't forget to choose a new qi technique ;P
I'm not forgetting, I'm just not caring.

No, three rolls total all at a penalty
Hm. Assuming there are no critical failures (I'm not remembering that one way or the other) and that no matter how bad a roll is you get a minimum of 1, then d20-9 means any roll of 10 or below equals '1,' and all possible rolls of 11 or higher add up to 65. So the mean result of each individual die roll is 75/10 = 7.5 3.75, and the mean result of the roll as a whole is 22.5 11.25, which is pretty good actually very unimpressive compared to a d20+X roll averaging 10.5+X ...

Am I missing something here? I was missing something here.
 
Last edited:
assuming that NOTHING goes wrong, you'd be right. But what if things go wrong? what if we find something else we "need" to use a beetle charge on, such as combat/an emergency? by the end of your estimate, we're near 100% certainly donna have some event happen, good or bad, so your plan would leave us 0 leeway to deal with the changing circumstances from that.
It's kind of perverse, but in any situation where we have between 1 and 9 stockpiled food, being injured for more than one day when you were already going to be injured for at least one day isn't really a problem. As long as we heal up before the stockpiled ladybug-carcass food runs out, we're fine.

The extra food consumption from being injured is really only a problem in two ways.

1) When we have a food stockpile, even one day of being injured means we lose exactly one day of "how long will the food last." If we have food for seven days and we spend even one of them injured, we have food for six days. The trick is that if we spent all six days injured, the same thing happens; we just consume 6.6 instead of 6.1 and have a smaller but still insufficient insufficiency of food on the last day.

2) When we have no food stockpile, being injured is a huge problem to the point of being a major potential source of death spiralling. Because our normal foraging/farming actions produce food in exact 1-unit increments, and those increments are no longer sufficient. This is the part that makes being injured a huge deal most of the time for us. But if we had regular access to plenty of food, it wouldn't matter so much- which is one argument for joining a colony.
 
You're dividing by 10 and not by 20.
-_-

Gaaah.

Entire post fixed, I think.

Hm. To be fair, this might actually be a great special ability to have after a month or two of grinding the skill to reduce the crippling -9 penalty to something more like a -6 or -7. It's an ability whose mechanical value is amazingly sensitive to exactly how big of a bonus or penalty you have. Becuase 3*(d20-8) gives, by my estimate, about 1.8 more progress than 3*(d20-9), while 3*(d20-10) gives about 1.5 LESS progress.

If we had a strong source of bonuses that would apply to all three die rolls, it'd be mechanically great, so I think it might be great in combat. Conversely, we go around hungry a lot, so we have penalties as it is, and those penalties would apply even more devastatingly to us if we were using Triple Master than they do by default.
 
If we had a strong source of bonuses that would apply to all three die rolls, it'd be mechanically great, so I think it might be great in combat. Conversely, we go around hungry a lot, so we have penalties as it is, and those penalties would apply even more devastatingly to us if we were using Triple Master than they do by default.

Qi veins.

If you cultivate in a Qi Vein, let's say the Qi Vein has a bonus of +3, and you use all three Triple Master actions on cultivating in a Qi Vein.

You get a total bonus of +9 from the Qi Vein, where you would only get the bonus once with Qi Burst
 
Qi veins.

If you cultivate in a Qi Vein, let's say the Qi Vein has a bonus of +3, and you use all three Triple Master actions on cultivating in a Qi Vein.

You get a total bonus of +9 from the Qi Vein, where you would only get the bonus once with Qi Burst
This is an excellent example of a way to get situational bonuses, yes. Though thinking about it, without knowing where the threshold is for dangerous qi deviations, I don't know whether it'd even be safe to use such a powerful 'boost' technique there.
 
[X] [CultivatingLadybug] 7 Food

[X] [AntTechnique](Hardness)(Water) Steady Stream- Every time you repeat an action, Steady Stream gains 1 charge. The next time you select a different action, Steady Stream expends all of its charges, granting you a +1 for every 3 charges of Steady Stream. When Steady Stream expends its charges, gain 1 Water Energy.
 
[X] [CultivatingLadybug] 7 Food

[X] [AntTechnique](Hardness)(Water) Steady Stream- Every time you repeat an action, Steady Stream gains 1 charge. The next time you select a different action, Steady Stream expends all of its charges, granting you a +1 for every 3 charges of Steady Stream. When Steady Stream expends its charges, gain 1 Water Energy.

[X] [Plan] Cleanup
 
[X] [CultivatingLadybug] 7 Food

[X] [AntTechnique] (QiBlood) Qi Burst- Floods your body with Qi, adding +3 to your roll. If the action is a cultivation action, the bonus is +5 instead. Cooldown: 9 Days

[X] [Plan] Cleanup
-[X] D33: Cultivate outside your lair (Medium chance of summoning a ?? Level predator)
-[X] D34: Purge the Red Mold from your farm (0/?)
-[X] D35: Deposit the black tarry substance just outside your lair (0/??)

-9... Unless that technique can be upgraded I can't fathom using it.
 
[X] [CultivatingLadybug] 7 Food

[X] [AntTechnique] (QiBlood) Qi Burst- Floods your body with Qi, adding +3 to your roll. If the action is a cultivation action, the bonus is +5 instead. Cooldown: 9 Days

[X] [Plan] Cleanup
-[X] D33: Cultivate outside your lair (Medium chance of summoning a ?? Level predator)
-[X] D34: Purge the Red Mold from your farm (0/?)
-[X] D35: Deposit the black tarry substance just outside your lair (0/??)

-9... Unless that technique can be upgraded I can't fathom using it.

All techniques are upgradeable.

Techniques go from Initiate > Proficient > Mastery > Perfection > Transcendence
 
-9... Unless that technique can be upgraded I can't fathom using it.
In all fairness, I'm pretty sure the technique can be upgraded. Because the only similar technique we have, Beetle Charge, explicitly can be. Even modest upgrades (to, say, 3x d20-5) rolls would make the technique very powerful; it has a lot of growth potential. Likewise, any situational scenario where we can be assured of having a significant net bonus on the die roll is very powerful in synergy with Triple Master because we get to apply the bonus three times.

By contrast, I'm not sure how much benefit we can get from Steady Stream, because it mechanically doesn't do anything at all except immediately after we perform an action 3-4 times in a row. We very rarely get a chance to do that and it may be a long time before we do. Even then, it'll be a benefit that grants us an average of +1 bonus per three days spent repeating the action. I'm not very impressed.

I'm actually warming to the idea of Triple Master, because it's the kind of power that doesn't work very well immediately but is likely to be very useful later on, and we already have Beetle Charge to do more or less the same thing, with the prospect of theoretically being able to use Beetle Charge more or less continuously if we can either reliably source more food or boost our regeneration rate.

However, Triple Master seems to have effectively no chance of winning anyway, so it's a moot point, I guess.
 
Back
Top