Forge of Destiny(Xianxia Quest)

To clarify, the quality of our actual Domain Weapon is very high for Green, but that quality is seen in its unique abilities:

Each cultivation Weapon has unqiue abilities, and Ling Qi's is found below in the equipment tab.

The Domain rank is something that comes from our statistics instead, and is essentially one of the personal stats we use to operate our Domain Weapon. We would have the same Domain rank even if we switched Domain Weapons, the individual Domain Weapon is just different because of its uniques.
 
Health: Measured by the average of Stamina and Qi, determines how much injury a cultivator can withstand before being incapacitated. Injury will gradually penalize this attribute.

Speed: Measures the characters ability to quickly cover distances, created through the average of Strength and Dexterity

Initiative: Measures the characters reaction time, and the order in which they react. Determined by Wits and Dexterity

Combat Perception: measures the characters ability to pick up on details and keep track of multiple factors in combat, determined by Wits and Perceptiveness.

Social Perception: measures the characters ability to keep track of important factors in social situations. Determined by Manipulation and Empathy

Hit: The characters accuracy in combat, divided into physical and spiritual. Uses dexterity and an appropriate mastery for physical. Uses manipulation or wits plus mastery for spiritual

Penetration: How hard a characters attacks hit in combat, divided into physical and spiritual. Uses Strength and mastery for physical, and Intelligence or presence plus mastery for spiritual

Avoid: The characters ability to avoid attacks in combat, divided into physical and spiritual. Uses Dex and mastery for physical, and manipulation or wits for spiritual

Armor: The characters ability to withstand attacks in combat, divided into physical and spiritual. Uses Stamina and mastery for physical and Resolve or Composure plus mastery for spiritual.
So, going through these, here are the dependencies by attribute / stat / #mastery#:

(P) Stamina

Health
P.Armor

(P) Strength
Speed
P.Penetration

(P) Dexterity
Speed
Initiative
P.Hit
P.Avoid

(M) Intelligence
S.Penetration*

(M) Wits
Initiative
Combat Perception
S.Hit*

(M) Resolve
S.Avoid*
S.Armor*

(S) Presence
S.Penetration*

(S) Manipulation
Social Perception
S.Hit*

(S) Composure
S.Avoid*
S.Armor*

Qi
Health

Perceptiveness
Combat Perception

Empathy
Social Perception

#Mastery#
P.Hit
S.Hit
P.Penetration
S.Penetration
P.Avoid
S.Avoid
P.Armor
S.Armor

I'll leave you all to come to your own conclusions - but just looking at this, it does not appear like all stats were created equal...
 
It's utterly unnecessary to care about the system, because it exists to give a ballpark estimate of someone's abilities at a given moment of time, not something that needs to be closely tracked and whatnot.
More importantly, the QM has specified that he won't actually be following the system when writing out battles except as a rough guideline:
I will not at any time be making turn by turn and action by action calculations beyond quick and easy things that can be done in my head.
 
It might slightly help the Dex problem to accept the D&D Physical Attack Split. In the same way some Spiritual Attacks are Manip to hit, and some are Wits to hit, maybe some Physical Attacks are Strength to Hit, and some are Dex to Hit? In this you would probably split it like:

Strength:
P. Hit (Melee & thrown attacks with medium and heavy weapons)

Dexterity:
P. Hit (Melee & thrown attacks with light weapons, all attacks with bows and fired weapons)

This at least encourages big bruisers to favor Strength somewhat more over Dex, though it doesn't solve the problem of Dex having a ton of useful passive stats for those who don't use Strength weapons.

Another thing you might do is allow Initiative to be based on the best 2 (or just the best 1) of Dex/Wits/Composure, though that's a bit weird compared to the rest of the system.

Another thing you could maybe do is merge (Wits+Intelligence) and (Presence+Manipulation) into single stats, since those stats are rather weak right now.
 
Domain weapons are special weapons used to train and express a cultivators domain. Each cultivation Weapon has unqiue abilities, and Ling Qi's is found below in the equipment tab. However, there is a standard formula for determining the Hit and Penetration of Offensive Domain Weapons.
The weapons Hit is determined by averaging together two attributes, which are unique to the weapon and can be found in its description. The Weapons Penetration is calculated based on the lower of those two attributes. These are then modified based on the Characters domain rank

Rank 0= 4 ranks down
Rank 1= 2 ranks down
Rank 2= 1 rank down
Rank 3&up= No ranks down

These special derived attributes are then modified further, receiving a bonus equal to 5x the number of meridians the cultivator has aligned to the weapons element and any special properties of the weapon itself or related arts.

Offensive Domain weapons have Avoid and Armor equal to their users ranked down as on the table above. Domain weapons do not have separate physical and spiritual defensive attributes, and use the higher of the users two scores to determine theirs. Offensive domain weapons receive half of the meridian bonus to their defensive attributes. All incoming damage from non domain sources to a domain weapon is ranked down once.

Defensive Domain Weapons work in the reverse, with their defensive attributes using the first formula and their offensive statistics using the second.
Domain weapons do not count as additional combatants for determining multiattacker bonuses until domain rank 3.
Domain weapons also receive bonus of 20 to health at rank one and an additional 20 at rank 3

Alright, so this is the gist of the non-cultivation part of the system

Please keep in mind, if all you care about is the narrative, you can ignore 90% of this for most purposes. The vast majority of this is to give plan makers some somewhat concrete data when making battle plans. I will not at any time be making turn by turn and action by action calculations beyond quick and easy things that can be done in my head.
@yrsillar, this is weird. From what I can tell, a offensive domain weapon works like this:

  • [Stat 1 + Skill 1]/2 * Domain modifier * Meridianx5 for offence
  • [Derived Avoid and Armor of the user]*Domain modifier*Meridianx2.5 for defence
However, [Derived Avoid] is basically [(Best Stat of User + Best Mastery of User)/2 + Gear Bonus + Passive bonus]. This means that as long as Gear Bonus + Passive Bonus > Meridianx2.5, then a offensive domain weapon would be better at defence than a defensive domain weapon (or the opposite in the other case).

I am not sure if it's on purpose, given it seems fairly likely for me for there to be (Gear + Passives) > 2.5x meridians.
 
@yrsillar, two things:
1) How will the system handle unconventional mobility?
Flight (LQ, Cai, Liling), Tunneling (Meizhen, Shen Hu), Teleportation (LQ with OWS and Cui in the right environment) all seem like they ought to provide significant advantages over those that lack the means or some counter to them. This problem seems like it'll get only worse as we advance and more of our peers get esoteric mobility of their own.

2) We used to have a cap of 8 for Dex due to breakthrough bonuses, is that somehow translated into the new system?
 
I am not sure if it's on purpose, given it seems fairly likely for me for there to be (Gear + Passives) > 2.5x meridians.

I would imagine the intent is that the only thing to be exchanged between Offensive and Defensive domain weapons is the 5/2.5x meridian multiplier, with all Domain weapons using (stat1 + skill1)/2 for offense and Derived stats for defense.

A separate issue is that using Derived stat for defense is going to make Domain weapons very defensive as a whole if gear and passives add up a lot.
 
I am not sure if it's on purpose, given it seems fairly likely for me for there to be (Gear + Passives) > 2.5x meridians.

While I agree it's a weird complication, it actually isn't as big a problem right now as you might think.

Let's imagine we have Dex/Music B. This is ranked down to D + 50 meridians = B Hit
Now imagine we have Resolve/Resilience B + 30 passives/equip = B30 S.Armor. This is ranked down to D15 + 25 meridians = D40 = C20 Armor

That being said, once we get to higher domain levels and the rank-downs are reduced then yeah, it will become a bit of a problem.

At domain 2 this would change to B20 hit and B19 Armor. At domain 3 it would be A10 hit and A15 Armor.
 
While I agree it's a weird complication, it actually isn't as big a problem right now as you might think.

Let's imagine we have Dex/Music B. This is ranked down to D + 50 meridians = B Hit
Now imagine we have Resolve/Resilience B + 30 passives/equip = B30 S.Armor. This is ranked down to D15 + 25 meridians = D40 = C20 Armor

That being said, once we get to higher domain levels and the rank-downs are reduced then yeah, it will become a bit of a problem.

At domain 2 this would change to B20 hit and B19 Armor. At domain 3 it would be A10 hit and A15 Armor.
It ranks down the base total, you don't add gear and passives back on afterward.
Mmmh, good point about the rank down being afterwards. So, say we had a defensive domain weapon.
Hit = S, ranked down to B Hit. +25 meridians, still B Hit.... as long as there isn't at least 15 left after the rank down. So, a defensive domain weapon would have a better hit than a offensive one, but not that much.

Still a bit weird, and once we get Domain 2 it would be much weirder.
 
While I agree it's a weird complication, it actually isn't as big a problem right now as you might think.

Let's imagine we have Dex/Music B. This is ranked down to D + 50 meridians = B Hit
Now imagine we have Resolve/Resilience B + 30 passives/equip = B30 S.Armor. This is ranked down to D15 + 25 meridians = D40 = C20 Armor

That being said, once we get to higher domain levels and the rank-downs are reduced then yeah, it will become a bit of a problem.

At domain 2 this would change to B20 hit and B19 Armor. At domain 3 it would be A10 hit and A15 Armor.
wait, when we were going over this, you were the one telling me domain weapons were too squishy, that's the whole reason I gave them the half meridians bonus on defense in the first place.
 
Flight (LQ, Cai, Liling), Tunneling (Meizhen, Shen Hu), Teleportation (LQ with OWS and Cui in the right environment) all seem like they ought to provide significant advantages over those that lack the means or some counter to them. This problem seems like it'll get only worse as we advance and more of our peers get esoteric mobility of their own.
Looking at it I would think that that comes in to play in the same place as the environmental portions, i.e Yrsillar is the only one who sees it? Just based on phrasing in the system as it is.


@yrsillar so here's some commentary on the system:


As mentioned and noted, Dex's reign is odd, so I won't rehash that beyond mentioning that it might be feasible to take Dex out of initiative and make it Wits + Perceptivness for determining the rough level of initiative or roll together Combat Perception and Initiative. Something to think on in your own time.

I do have concerns about Action Speed and Durations however. When you are writing the flow of a fight I don't see how these pieces of information are relevant unless we are using the turn structure from the old system. Outside of a turn system the time it takes for an action is almost literally the length of the sentence used to describe it and how long it takes. What I'm concerned about is that having actual categorization of Action Speed where it is readily readable will encourage thinking used in the old turn style, which I thought we were moving away from.

Like, in a comparative narrative, fights are not made with turns. They are written as shifting tides of advantage and descriptions of who acts first in any given moment to seize that advantage. So, I don't see the point of these two pieces of information existing as a tracked "stat" except as an over complication. Reading the system description, it is like you were describing the comparative system you've been talking about and then slipped into the old system reskinned for this specific part.

E: Another way to put it is like this; If you are not tracking the fights turn by turn beyond the barest minimum as stated here
I will not at any time be making turn by turn and action by action calculations beyond quick and easy things that can be done in my head.
then why are you using language that directly implies the existence of action economy and turns in a position of prominence?
 
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So, looking at PLR and thinking about how it would play out in this system, and it seems like it might have gotten the boost it so desperately needed to be really competitive. Without knowing what Attributes and skills are needed to have PLR hit, it seems like PLR should have a better time hitting then when we were using the old system. Also, if it keeps the stuff that it had (qi drain, can't use some techniques, and grapple) then it could be a debuff that reduces a person by at least 1/3 of a rank in hit and avoid, and more likely 2/5 or 1/2. Combine that with what FVM could do, and we have some really potent debuffs in our tool kit.

I'm excited to see how the ramifications of these changes on arts that should have been powerful but because of challenges in balancing with the old system they were underperforming.
 
wait, when we were going over this, you were the one telling me domain weapons were too squishy, that's the whole reason I gave them the half meridians bonus on defense in the first place.
That was the old system! They were made of glass back then!

The simplest system would be to use the same calculation for everything, and then just give a rank down to defensive stats for offensive weapons and the reverse for defensive weapons. That makes balancing way simpler.

So, looking at PLR and thinking about how it would play out in this system, and it seems like it might have gotten the boost it so desperately needed to be really competitive. Without knowing what Attributes and skills are needed to have PLR hit, it seems like PLR should have a better time hitting then when we were using the old system. Also, if it keeps the stuff that it had (qi drain, can't use some techniques, and grapple) then it could be a debuff that reduces a person by at least 1/3 of a rank in hit and avoid, and more likely 2/5 or 1/2. Combine that with what FVM could do, and we have some really potent debuffs in our tool kit.
Uhhhhh, FYI. We don't actually have good Dance yet. PLR is just as inaccurate as it always was.
 
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Uhhhhh, FYI. We don't actually have good Dance yet. PLR is just as inaccurate as it always was.
But Dance is a derived subskill for Ling Qi, which means, unless I'm misunderstanding it, that when we use dance it will impact an opponent's ability to defend unless they also have derived skill.

So I guess my question would be, what does this mean?
When an unfocused skill competes with a focused skill, the unfocused skill receives one rank down.
Like, does "competes" involve using it in a conflict with the derived attributes, is it for clashes, or is it something else?
 
If SCS/SCS+ started training Dance too that would speed it up. Also, there's always the omake squad...
SCS already has its hands full training dodge and stealth.

But Dance is a derived subskill for Ling Qi, which means, unless I'm misunderstanding it, that when we use dance it will impact an opponent's ability to defend unless they also have derived skill.
Erk. I don't like this. This is going to cause problems. Like, Dance is clashing with Dodge. There's no good reason to consider Dance a derived subskill that should have a special advantage there. Well, not unless you also intend to consider "Dodge" a derived subskill of "Defense" and "Swords" a derived subskill of "Melee". Otherwise it's just creating these bizarre asymmetries where some skills are getting super special subskills because of design oversights in the original skill list.

If you want to run a system like this you need to have all the comparable skills starting from the same point. Otherwise you just end up with some skills getting subskills really easily because they were really broad and have obvious focuses, while other ones were already fairly specific and thus can't find subskills easily.
 
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