TL;DR: This quest will be shifting to a near complete narrative system. Standby.
Let go your earthly tether. Enter the void. Empty, and become wind.
Simply put, the system can't cope with Anna.
Still brings a smile to my face knowing that Anna broke the system. What did she do?
I'd imagine it went something like this:

Avalanche: -Stares at Dice Roll results- ...That can't be right... -rolls again- ...What the hell?! -glares at computer screen and rerolls- You've gotta be kidding me, what the hell is causing this?! -Computer bluescreens- Oh, now this is happening! What did I do to deserve... wait why does the screen look like something's about to come out of it... -Durga's arm reaches out of the screen and smacks him-
xX----1 hour later----Xx
Anna: Type what's on the paper out into your post.
Avalanche: -Has cannons aimed at him- Yes, master. As you command, master. -begins typing-

True story. :D
 
Why am I getting insightful ratings for a joke? Have I accidentally unveiled some deep secret of the universe quest?

You see, everything Avalanche has written is actually what would one day come to pass. But at the end of the Quest, Anna realized the only way to stop the antagonists from winning was to tear a hole in time and stop the antagonists from ever attacking earth in the first place.

But as she did so, Durga realized that changing the past would destroy her future. The paradox would erase Anna from existence as well. No one would remember her.

To Durga, this was unacceptable. So before the end, Durga traveled even further back, possessed Avalanche's computer, and had him write this quest. This is the truth of the world you inevitably stumbled upon. Even though none of us realize it, our hearts recognize it to be true.

And that's why BAHHSSCQ is best quest.
 
You see, everything Avalanche has written is actually what would one day come to pass. But at the end of the Quest, Anna realized the only way to stop the antagonists from winning was to tear a hole in time and stop the antagonists from ever attacking earth in the first place.

But as she did so, Durga realized that changing the past would destroy her future. The paradox would erase Anna from existence as well. No one would remember her.

To Durga, this was unacceptable. So before the end, Durga traveled even further back, possessed Avalanche's computer, and had him write this quest. This is the truth of the world you inevitably stumbled upon. Even though none of us realize it, our hearts recognize it to be true.

And that's why BAHHSSCQ is best quest.
:o:oops:Headcanon accepted.:)
 
What does 'shit' mean in Japanese?
The widely used "yabeee" (paraphrased) generally means "oh shit" anyway.
and yuri is lillies as most of you know. :V

"Yabe" is more like "oh no/this is wicked", while "shimata" pretty much literally means "oh this happened" in a surprised tone. "Oh shit" is usually the closest English translation of the desired meaning, but "shoot" or "gosh" would be equally accurate translations depending on the tone and character, but could feel sillier and OOC most of the time for most characters not children or incredibly polite, which would break the translation of the tone. The original Japanese version does not refer to excrement and is thus not really "strong language".
 
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*Prods Mechanics in annoyance*
*Dice explode into face*
*Microsoft Excel beckons seductively from the taskbar*

...Nah.

It's that time ladies and gentlemen. The mechanics, created by a first time GM who had and still has no idea what he is doing has grown too eldritch for me to work with.


Imma gonna overhaul the background stuff, cut it down and change manner of resolution of conflicts.


XxXxXxXxXx

Dice.

Hard dice numbers for modifiers will be stripped from the front page with only a numerical scale based on skill left. It will be vague as the new system will be much more narratively based. In other words, I'm giving RNGesus the boot.

Training aggregation will be left alone, so you will still have the option to improve stuff. However, gains are now locked rather than rolled. The progression system of this quest is fine, just the combat rolls are stupid.

There is also an argument that the progression system of this quest is not great, simply because Anna being Anna. Such arguments will be... considered entirely valid but eh.

XxXxXxXxXx

Combat rolls.

I have literally had to do dozens of rolls per round, multiplicatively increasing based on enemy numbers due to way I formatted group combat before. Simply put, the system can't cope with Anna. Well, at least, not with Anna alongside teammates. Works fine for duels, group combat is a total mess.

Combat choices will be thus. Players will write in plans, the most popular will be taken under consideration by Anna and weighted on their relative popularity and Anna's feelings at that point. If needed, I will give IC feedback during vote counts on how plausible a plan will be.

Remember a few lines above how I said I was giving RNGesus the boot? Well... not completely. There will be one dice roll left. Because you have something they didn't. Can you guess? Luck.


XxXxXxXxXx

Misc.

Most Special modifiers will be shifted into a skills tab on the character sheet and extra details under the valkyrie frame, "Frame Properties"/"Equipment Modifiers" will be added. Special Modifiers are now reserved for Modifiers formerly labled "Unique"

TL;DR: This quest will be shifting to a near complete narrative system. Standby.
Thanks for the update. Could you please threadmark this post in addition to linking it in the OP? It is a very major change to the quest, and I think that it should be made known to all of the players. In fact, linking it in the next story post would probably work out for the best since we have so many fanworks.
Secondly, I understand your decision to switch to a narrative combat system (lot easier to handle, for one), but the idea of everything depending on a single roll sits pretty poorly with me. Anna should not have trouble with a group of fifty non-type Antagonist, even if she rolls a 1. I trust you as a writer to not do that to us, but I've seen too many quests pull that shit to be unconcerned. While it's sometimes humorous (Bleach Quest), it's usually just annoying. From what I read of your post, you seem to be going for an more voting-based outcome, but any mention of one roll for 'luck' raises my warning levels. Sorry to bother you with this if you weren't going for anything like that (as you probably weren't).
Edit: And because my internet had gone to shit, I didn't see my alert about the OP posting a long post, which helps out alot as far as my first point goes. Whoops
 
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One way to handle something like that is with inflexible combat ratings and a die to act as a modifier. 50 AG forces probably have a challenge rating of 'laughable' to Anna, although newbie Valks might find them troublesome. You could assign the newbie and the group of 50 non-type AG each a combat rating of 5, and a d10 from each decides which has the advantage, while Anna has a combat rating of 50.

No way those non-types can match that...
 
I have literally had to do dozens of rolls per round, multiplicatively increasing based on enemy numbers due to way I formatted group combat before. Simply put, the system can't cope with Anna. Well, at least, not with Anna alongside teammates. Works fine for duels, group combat is a total mess.

Does she like, utterly dominate any group combat she's in? Or does she underperform relative to how she should be doing?
 
Lets be honest here, no one was playing this quest for the mechanics. Do what you like Avalanche, just update soon.
Well, as I'm sure you understand, in any non civ game, the mechanics are a way for the GM to let the players make informed decisions through letting them understand the relative capabilities.

In this case, while parts of the stats and conflict resolution system was formatted to give results exactly as I foresaw, other parts weren't and it was all clunky. I'd rather just flat out tell you all how something is likely to go down based on IC knowledge than represent it through numbers.
Does she like, utterly dominate any group combat she's in? Or does she underperform relative to how she should be doing?
Too many dice.

Also, inconsistency. You were slightly underperforming in standard rolls which is actually fine IMO but one of the biggest problems which appeared was when you performed, you overperformed to the point of being ludicrous through a feedback effect I did not foresee where you give the flight a bonus, with the bonus they roll high enough to give you a bonus, so you give them a higher bonus etc.

Like, I'm sure I could wrassle the numbers back into order with IF/ELSE but it's already convoluted to the point where it was a nuisance to work out.
 
Wouldn't it have made more sense to just cap the bonuses?
It is capped, but bonuses at all essentially turned group combat into a one roll system where despite average and probability curves, as soon as one group rolled superior they basically can't lose due to group bonuses stacking with standard ones. With how much the bonuses intertwince with the rest of combat resolution I really CBF untangling that.
 
It is capped, but bonuses at all essentially turned group combat into a one roll system where despite average and probability curves, as soon as one group rolled superior they basically can't lose due to group bonuses stacking with standard ones. With how much the bonuses intertwince with the rest of combat resolution I really CBF untangling that.

...

Wow. Awkward.
 
It is capped, but bonuses at all essentially turned group combat into a one roll system where despite average and probability curves, as soon as one group rolled superior they basically can't lose due to group bonuses stacking with standard ones. With how much the bonuses intertwince with the rest of combat resolution I really CBF untangling that.
I see no problems with Anna attaining exponential outcomes in combat.
Even if she can oneshot an Antagonist with her stored bagels.
 
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Wouldn't it have made more sense to just cap the bonuses?
Unless getting involved in the mechanics and having the players play around with them is part of the intended game experience, the only reason to have mechanics in a quest is to make things easier for the GM to simulate.
If the mechanics are complicated enough to add to the workload instead (which often seems to be the case when GMs have to make up and balance a system from scratch to serve their purposes), they are utterly pointless and should probably just be discarded.


If you want to introduce randomness somehow, you only have to throw as few or as many dice as you feel simulate the appropriate level of variance and let the result influence whatever event you're rolling for as greatly or as negligibly as you feel it should.

Even if you feel the need to somehow convey relative strengths to the playerbase in an easily understandable manner, you're probably better off giving them a powerlevel-esque stat, a rough summary of strengths and weaknesses and a rough guideline to how different "powerlevels" have to be to lead to a onesided beatdown regardless of matchup.


If mechanics are going to stay behind the GM screen anyways, bothering with a complex system only makes much sense, if combat and stuff is going to happen often enough that you don't trust yourself to be consistent without one and don't want to bother checking your notes on how you've resolved similar situations whenever you write up another encounter.
 
Welp, I just blitzed through the story posts (plus some of the thread, and a bunch of omakes) and have decided that I have this to say:

The UN thinks that it's Valkyries inhabit the Real Robot Genre, when they, in point of fact, are from the Super Robot Genre. And I shall explain the difference with a metaphor/simile/comparison/literary-tool-I-can't remember the name of.

"But Dude-who-just-popped-in," I hear you ask, "why don't you just link to the relevent TVtropes pages?" I shall answer all that, +1, in LIFO order (it's an accounting term).

Third, I am not actually an accountant.

Second, I can't be bothered to figure out the linking tool (even if it is simple, I'm not trying)

First, the difference is that of the Romanticized Soldier, versus the Romanticized Warrior. The Soldier is, first and foremost, part of a greater whole. While this may not preclude them from achieving great feats, it is always to make way for the greater force that they are of a part of to push forward. Most agree that the real heroes are those who have died for the greater good.

In contrast, the Warrior, although they may fight beside fellow Warriors, will always be a force unto themselves. Each one strives to become a living legend, to become the greater force that pushes forward, into victory. The greatest of their heroes are those who lived, or died achieving a task that, quite literally, no one else could.

A Soldier's strength derives itself primarily from outside forces, but a Warrior is empowered by their own strength. Note that Durga and Anna may no longer exist as wholly separate entities, as opposed to other Valkyries, who spend at least some time disconnected from their cores.
 
First, the difference is that of the Romanticized Soldier, versus the Romanticized Warrior. The Soldier is, first and foremost, part of a greater whole. While this may not preclude them from achieving great feats, it is always to make way for the greater force that they are of a part of to push forward. Most agree that the real heroes are those who have died for the greater good.

In contrast, the Warrior, although they may fight beside fellow Warriors, will always be a force unto themselves. Each one strives to become a living legend, to become the greater force that pushes forward, into victory. The greatest of their heroes are those who lived, or died achieving a task that, quite literally, no one else could.

A Soldier's strength derives itself primarily from outside forces, but a Warrior is empowered by their own strength. Note that Durga and Anna may no longer exist as wholly separate entities, as opposed to other Valkyries, who spend at least some time disconnected from their cores.

On one hand, because of genre conventions, this will almost certainly be true for Koujirou.


She stops right in tracks, eyebrows raised, her eyes flicking to one side, obviously using her Valk to check on details, causing Leonhart to bump into her back, "Wait you're Anna Sanchez?"

"Oh, you were the orientation scanner. So you're Anna Sanchez?" says Leonhart, looking you over carefully.

"I am," you confirm.

Both abruptly stand straight and salute you.

Um.

"Thank you for destroying Sekhmet," says Meyer, her tone sombre, "We both lost people we knew to that Monster during Alaska."

"We probably wouldn't have been able to pin down Aeon either if you did not go on to shut down the Saskatoon breach," continued Leonhart, both of them still holding their salutes.

"With Aeon and Sekhmet still around, Herakles and Raksha probably wouldn't have retreated from Los Angeles and we'd still be fighting today," said Meyer as both women finally dropped their salutes, "So you undoubtedly saved our lives and hundreds of thousands of others."

But on the other hand, the UN is right. The actions of a single person enabled the greater force to achieve a massive victory, in comparison to their personal actions. In the grand scheme of things, Sekhmet was only one Type-Zero, and only a class C. In the grand scheme of things, a single minor breach is a great victory, but the offensive destroyed three.
 
Also, inconsistency. You were slightly underperforming in standard rolls which is actually fine IMO but one of the biggest problems which appeared was when you performed, you overperformed to the point of being ludicrous through a feedback effect I did not foresee where you give the flight a bonus, with the bonus they roll high enough to give you a bonus, so you give them a higher bonus etc.
Doesn't that just mean we've acceptably simulated an anime, in which people are so inspired by another persons actions they stand up and do something inspiring themselves.
The Friendship Feeedback.
 
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