Nobility on the Golden Plains [A Clan Builder / Cultivation Quest]

We average one less action to raise them if we wait one turn and increase Cultivation with our free TP on both of them. It's literally waiting one turn. We're on a clock but not quite that severe of one, and not waiting only speeds things up meaningfully if we spend multiple actions this turn or something like that.
We could have had it done last turn, but you kept pushing for Iridescent Toxin for some reason.
Past experiences have me not very trusting about people saying that we'll do things next, as it frequently doesn't happen.
Which is not a reflection upon you. I'm just quite wary about things right now.
We might have gotten a better deal with the Iron Fist, but we just didn't make any effort to learn basic Diplomacy.
 
[X] Plan: Building Tolerance
--- [X] Select a technique to boost with 3 TP. [School of the Iridescent Toxin]
-[X] Clean up Corruption (Goal: 12/20) (Stress: +1)
-[X] Research a new Recipe (Goal: ??)
--[X] A poison that can injure lords
-[X] Teach Promising Apprentices (Goal: 0/20)
 
We could have had it done last turn, but you kept pushing for Iridescent Toxin for some reason.
Past experiences have me not very trusting about people saying that we'll do things next, as it frequently doesn't happen.
Which is not a reflection upon you. I'm just quite wary about things right now.
We might have gotten a better deal with the Iron Fist, but we just didn't make any effort to learn basic Diplomacy.

Okay, so, one action cannot get us Diplomacy 1. It's mathematically impossible. In order to get Diplomacy 1 before we completed that negotiation, we would have had to spend a minimum of 2 actions on it, almost certainly delaying the completion of the deal. Which, given the penalty we got to Face for it taking as long as it did, would not have been an improvement.

Indeed, given the bad first roll, no amount of Diplomacy short of 5 would have completed it quicker. Might have improved the deal in other ways, I suppose, but I'm not sure of that at all with something like Diplomacy 1.

Getting Diplomacy (or any skill at all) is always (well, until we hit, like Cultivation 15 or something like that) either a 'this is basically all our actions for a turn' or a multi-turn commitment. Which means you still have this problem even if we spend an action on it this turn, since that action does not, in fact, get us Diplomacy, it gets us only one action closer to have it...if you don't have faith in multi-turn planning that sucks, and I feel bad about that, but it also means we can't raise skills much at all unless we abandon doing much else for a turn.

Basically, any sort of coherent 'raise skills' plan has to play out over multiple turns unless we're going full 'closed door cultivation, nothing else occurs'. And even that would get us, like, maybe two levels of a single skill.
 
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[X] Plan Alchemical Improvements

Im against doing a grand project right now im down for it after we get some apprentices trained up and the anti-corruption action done to get the worst/most obviously corrupt out. I do wonder if we need to research the thing before doing it but I can easily see that being built in as part of the process of the action.
 
I mean for me making the effort matter quite a bit, even if we do not get a mechanical benefit at that exact second.

Doing the most optimal thing is not necessarily the most fun thing to do in a quest. Yes, I understand that for some people it is, but having played quests for closer to a decade now, it has been clear to me that some just want to play a more carefree management game. It does not have to be Dwarf Fortress all the time, sometimes we just want to play Animal Crossing. Right now there is only one clock, the Kasjan dispute which we are not really do anything about.

Sometimes we want to do activities just to see what happens.
 
Sometimes we want to do activities just to see what happens.

That's totally valid, IMO, but if we want to do that it'd be things other than training, wouldn't it? I know I'm super tempted by the 'spend time with family' action...but skill training probably just gives us TP in the skill.

I, at least, could definitely be convinced to spend actions on something interesting...skill training is more something we do for the mechanical effect, though, at least IME with quests in general. If our first skill training action turns out to also have some really in-depth story beats maybe that opinion will change.
 
I, at least, could definitely be convinced to spend actions on something interesting...skill training is more something we do for the mechanical effect, though, at least IME with quests in general. If our first skill training action turns out to also have some really in-depth story beats maybe that opinion will change.
Not entirely. Skill training can be a good way to shape the character. A character with Diplomacy wouldn't have considered just dropping a poison cloud on a bandit hide-out, as a hypothetical example.
It may also open more options for how to approach a problem, by prompting the QM to consider if there was a way to use that skill for whatever new trouble appears.

BTW: Do we have enough time to train a skill before the Kasjan Clock chimes if we go with cultivation first?
2 turns to get Cultivation up then 2 turns to train up a skill is all the remaining time.

For reference, this means we get an average of 3.2 TP per action, except on Wood Schools which we get an average of 4.2 on.
You sure about this? 'Cos I can only make sense of this if you put the average roll as 10, not 7.
I'm getting an average of 2.6 TP. Which only goes up to 2.8 by getting Cultivation up. Will take many skill ups before we are at 2 ranks in 3 actions level. Delaying seems fruitless.
 
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Not entirely. Skill training can be a good way to shape the character. A character with Diplomacy wouldn't have considered just dropping a poison cloud on a bandit hide-out, as a hypothetical example.
It may also open more options for how to approach a problem, by prompting the QM to consider if there was a way to use that skill for whatever new trouble appears.

That's not impossible, but we do already have Diplomacy options listed, which makes me dubious there are too many things there to unlock with only one or two levels.

BTW: Do we have enough time to train a skill before the Kasjan Clock chimes if we go with cultivation first?
2 turns to get Cultivation up then 2 turns to train up a skill is all the remaining time.

Our free TP occur before our actions, so we could start training next turn, and would hit Diplomacy 1 the turn after even at one action per turn.

You sure about this? 'Cos I can only make sense of this if you put the average roll as 10, not 7.
I'm getting an average of 2.6 TP. Which only goes up to 2.8 by getting Cultivation up. Will take many skill ups before we are at 2 ranks in 3 actions level. Delaying seems fruitless.

We have a Wood cultivation site (or general area, anyway, from description), adding +3 to the roll, getting us to 3.2, 3.4 with an extra point of Cultivation (3.6 with two extra, and so on). I asked our QM to make sure that was true before doing the math.
 
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A Qi rich site works for training skills?
These mechanics are confusing. :S

All skill training by our PC is cultivation. It all uses the Cultivation skill, after all, and is literally listed as the 'Cultivation' action. I dunno how mortals train in this universe (maybe it works like our Alchemist thing, but in smaller amounts?), but it works differently and presumably doesn't involve the Cultivation skill, y'know?

Or, I guess, cultivation involves using qi to 'supercharge' normal training or something like that. Definitely qi involved in some way, though.
 
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I thought it would only apply to Wood things like Schools and Wood cultivators' base cultivation.

The +3 is from having a site, encouraging a family of cultivators to be territorial and penalizing us if we became a fugitive or something. All of which makes sense to me. We then have another +5 that applies to Wood Schools only, meaning we're better at learning those by a fair bit.
 
That's not impossible, but we do already have Diplomacy options listed, which makes me dubious there are too many things there to unlock with only one or two levels.
What I think it would open up is access to the retainers. As of right now, the only people we know is our immediate family members and our single loyal retainer An Lia. OP has already said that the other people still exist, they just were not set as our loyal retainer.

What it would open up would be actions. We only have actions in things that we are trained in except for Diplomacy, and that is only to beg for money because we are a broke bitch :V

While we would still not be very good at any skill we unlock, it would at least open up options.
 
The +3 is from having a site, encouraging a family of cultivators to be territorial and penalizing us if we became a fugitive or something. All of which makes sense to me. We then have another +5 that applies to Wood Schools only, meaning we're better at learning those by a fair bit.
Well that is obscene.

Liang's super power is ridiculously fast skill levelling. We need to get on that asap.

Diplomacy and Merchant seem like a good idea at the moment since the Clan seems to be having relations issues and there is even a potential trade partner not being used. Mother appears to be too busy to deal with these things herself. I'm sure she would appreciate someone taking care of the lesser matters.
We can potentially leverage those skills into improving our medicine hall too, given the general lack of discipline and loyalty.
And we could also use those skill to get more money. As the third child of five in a relatively low ranked clan, we aren't going to get much support beyond what we can earn ourselves.
 
Liang's super power is ridiculously fast skill levelling. We need to get on that asap.

I don't really disagree, hence spending an action on leveling a skill this very turn being part of my plan. I think we should spend at least an action every turn on raising skills...after this turn it should usually be Diplomat, Administrator, or Merchant. I just also think starting next turn on those is better for breakpoint reasons.
 
I don't really disagree, hence spending an action on leveling a skill this very turn being part of my plan. I think we should spend at least an action every turn on raising skills...after this turn it should usually be Diplomat, Administrator, or Merchant. I just also think starting next turn on those is better for breakpoint reasons.
Breakpoints are at the mercy of RNGesus and the efficiency optimisation is meaningless long term unless we never improve the Cultivation skill again.

Unfortunately, we don't really know what is going on with the Kasjan Dispute. Makes me want to push two skills at once next turn to see what opens up. :|
 
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