Forge of Destiny(Xianxia Quest)

Cai Renxiang's mother, famous for being the youngest White Cultivator in the Empire.

Meanwhile apparently she just uses her status to glare into silence anyone who thinks to complain about her having a "close" relationship with a female friend and coincidentally making her husband live somewhere else :p
That's one of the perks of being a living reusable tactical nuclear weapon. You get to be quirky.
 
Cai Renxiang's mother, famous for being the youngest White Cultivator in the Empire.

Meanwhile apparently she just uses her status to glare into silence anyone who thinks to complain about her having a "close" relationship with a female friend and coincidentally making her husband live somewhere else :p
When was that brought up because I'm curious now?
 
Anyway, let's make an aside about Qi economy.

Elegy and Dissonance obviously went really well together of course, especially in group fights with multiple combatants on both sides, but an aspect I hadn't noticed beforehand is how the Qi economy aspect of Elegy were, in the context of using both at once, the same as having another 1damage/turn that's non-avoidable without specific arts (like AMA? though given how Elegy works it probably will force a contest each turn unless the mist itself is dispelled).

As you need 2Qi to mitigate 1damage, and you are forced to use those before your last checkbox of health is done for, this basically means that we halved the fight turns into two by using Elegy, as instead of having to first destroy the armour and then go through the Qi before being able to attack the health, we just had to destroy the armour.

This also has interest knock-on effect on other arts: if you have an art that can only be expected to do 1damage and nothing else (no debuff, no poison, no help to allies) while it costs 2qi, it is basically useless. After all, it uses your art/turn and the enemy will also only use 2qi, at best, to counter it (at worse he has an actual defensive art, and any defensive art will have better Qi economy than the default 2qi mitigation). Only reason to ever do so is if you know you can win by attrition as you have more Qi than the enemy (or recuperate Qi from one thing or another).
In regards to Guiding... I did have it going over DV, but in hindsight, I think thats getting quietly retconned, as that really is the sort of thing arm meridians are meant to do.
So, yeah, while Guiding Zephyr is only 1qi with qi reduction item, this actual nerf of how it used to work makes it an art that could be considered an actual detriment to use compared to not using an art at all while attacking, as +1 dice and +1 damage for 2Qi (or 1 with Qi reduction) is simply worse than attacking without using an art at all unless you just want to throw your Qi away to 'quickly beat' your enemy, but that's not the art for that. The +1 dice to all ally is maybe where the 'meat' of the art is supposed to be, but if an art needs 5+ allies to be even worth using over not using an art at all, something is wrong.
 
When was that brought up because I'm curious now?
When @FixerUpper was writing his Fan Yu omake where he thinks Ling Qi might be Meizhens lover as why she's protective of us.
@yrsillar: I don't want to assume anything here, but what are attitudes towards same-sex relationships in the Empire? Are they tolerated, seen as deviant, or even completely accepted?
It's baaaasically tolerated, you're generally expected to end up married and having at least a couple of kids at some point, but given how much longer cultivators have to get with the program in that regard some 'youthful indiscretion' is something that's mostly overlooked. Later in life it kinda runs into the same problem adultery with members of the opposite sex does though. As for permanent relationships of that type... it's typically frowned on pretty hard since you know, it means you aren't adding to a new generation of cultivators. As in all things the more powerful you are the more leeway you have.

Cai Renxiang's mother is a good example, she hit white at a mere fifty years of age, and so no one dares criticize if her preferences are... nonstandard, and her husband long ago disappeared to a quiet country villa.
 
Anyway, let's make an aside about Qi economy.

Elegy and Dissonance obviously went really well together of course, especially in group fights with multiple combatants on both sides, but an aspect I hadn't noticed beforehand is how the Qi economy aspect of Elegy were, in the context of using both at once, the same as having another 1damage/turn that's non-avoidable without specific arts (like AMA? though given how Elegy works it probably will force a contest each turn unless the mist itself is dispelled).

As you need 2Qi to mitigate 1damage, and you are forced to use those before your last checkbox of health is done for, this basically means that we halved the fight turns into two by using Elegy, as instead of having to first destroy the armour and then go through the Qi before being able to attack the health, we just had to destroy the armour.

This also has interest knock-on effect on other arts: if you have an art that can only be expected to do 1damage and nothing else (no debuff, no poison, no help to allies) while it costs 2qi, it is basically useless. After all, it uses your art/turn and the enemy will also only use 2qi, at best, to counter it (at worse he has an actual defensive art, and any defensive art will have better Qi economy than the default 2qi mitigation). Only reason to ever do so is if you know you can win by attrition as you have more Qi than the enemy (or recuperate Qi from one thing or another).

So, yeah, while Guiding Zephyr is only 1qi with qi reduction item, this actual nerf of how it used to work makes it an art that could be considered an actual detriment to use compared to not using an art at all while attacking, as +1 dice and +1 damage for 2Qi (or 1 with Qi reduction) is simply worse than attacking without using an art at all unless you just want to throw your Qi away to 'quickly beat' your enemy, but that's not the art for that. The +1 dice to all ally is maybe where the 'meat' of the art is supposed to be, but if an art needs 5+ allies to be even worth using over not using an art at all, something is wrong.

With three allies it's +1 dice and +1 damage for us, and +3 dice total for our allies. That seems like a pretty natural break-even point - Buff-Support arts aren't break even arts when you have few then three allies, mediocre but worth it at three, and get better the more allies you have.
 
So, yeah, while Guiding Zephyr is only 1qi with qi reduction item, this actual nerf of how it used to work makes it an art that could be considered an actual detriment to use compared to not using an art at all while attacking, as +1 dice and +1 damage for 2Qi (or 1 with Qi reduction) is simply worse than attacking without using an art at all unless you just want to throw your Qi away to 'quickly beat' your enemy, but that's not the art for that. The +1 dice to all ally is maybe where the 'meat' of the art is supposed to be, but if an art needs 5+ allies to be even worth using over not using an art at all, something is wrong.
As mentioned, ZB is a Heart Art, and as most Heart Art, it requires a lot of targets to be useful. Kinda like having lots of enemies makes FVM especially great.
 
A bunch of those are family arts.

Some of them aren't even weapons. No, the cards aren't weapons with arts we can learn. Xuilan's gloves are for her throwing fireballs not punching people, so they aren't Cestus.

Others we haven't actually seen.

Then you get into Staffs, which is one of the four great/noble/however you want to translate it weapons. Giant Sticks, which are staffs, staves, which are staffs unless you're talking about the Guai? At which point, family art. Throwing Knives is us...

Wow, that list is pretty useless.

Alright here we go
A bunch of those are family arts.
No, the cards aren't weapons with arts we can learn.
[Citation needed]

Xuilan's gloves are for her throwing fireballs not punching people, so they aren't Cestus.
Who said I was talking about her?

Other surprises were less present, like Huang Da seated a short way down from Kang Zihao. Thankfully, for once he wasn't paying her any mind, his usual grin twisted into a sneer as he glowered at Ji Rong, sitting across from him. The scarred boy regarded her blind stalker cooly, idly polishing the thick iron plate of the cestus on his right hand with the sleeve of his left.




Others we haven't actually seen.
Cestus seen above
Sickle and Chain
She could see a glittering black chain extending from the bottom of the sickle now, and the malevolent looking spiked weight at it's end that was now a spinning blur as he readjusted his footing to face her. Her ribs felt cold and numb where he had struck her, but she didn't have time to think about that now… or the excited and admiring look she saw on his face. He hadn't been expecting her to dodge even that well she thought.
Bows
However, her escape did take time, precious seconds that gave the three boys and one girl armed for melee time to close the distance, and for the archers to draw back their bows.
Hammers are from Fan Yu, can't bother looking those up now.
You are right that we haven't seen chain whips, it is not the weapon I thought it was.
It is this Urumi - Wikipedia
While being verywhippy it is not a chain whip.

We've seen all the weapons on my list, with the only one we can basically guarantee is a family specific art in all the instances we've seen it is Fan Yu's hammers and Bai Mei's Urumi. For the rest it is almost certain that we can find arts for them in general use, not some family limited thing.

You're not debating in good faith sir.

Edit: forgot to say that Huang Da's girlfriends art is a confirmed family art as well. However the weapons themselves or the majority of the effects seen while she used them are unlikely to be confined to a family, just the defense piercing aspects
 
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With three allies it's +1 dice and +1 damage for us, and +3 dice total for our allies. That seems like a pretty natural break-even point - Buff-Support arts aren't break even arts when you have few then three allies, mediocre but worth it at three, and get better the more allies you have.
It's not break even. Break-even is at 5+ allies if you just consider the Qi costs and how much better it would be not to use the art at all compared to using it... however the real break point is much higher if you compare it to use literally any other arts.

You can't say "support should be literally worse than not using an art", as that's dumb. You can say "Support shine when there is multiple enemies or multiple allies", sure, but it should not be worse than not using the art at all.
As mentioned, ZB is a Heart Art, and as most Heart Art, it requires a lot of targets to be useful. Kinda like having lots of enemies makes FVM especially great.
Again, that's not how Heart art works. It needs a lot of allies/target to be flat out better than using other types of arts, yes. It doesn't need a lot of allies/target to be worth using at all.
 
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It's not break even. Break-even is at 5+ allies if you just consider the Qi costs and how much better it would be not to use the art at all compared to using it... however the real break point is much higher if you compare it to use literally any other arts.

You can't say "support should be literally worse than not using an art", as that's dumb. You can say "Support shine when there is multiple enemies or multiple allies", sure, but it should not be worse than not using the art at all.

Again, that's not how Heart art works. It needs a lot of allies/target to be flat out better than using other types of arts, yes. It doesn't need a lot of allies/target to be worth using at all.
Hmm, I am not sure what standard are you using for 'breaking even' here.
 
Breach of Rule 4.
Double what? All of these are GOOD arts used by cultivators who couldn't yet access the Liberary except for a single art. Anyone who had a decent talisman came from a family. They're almost certainly leaning on a family art - doubly so for everyone from a major clan.

Who said I was talking about her?
Sure. I'll give you that.

Clan art. Super blatent clan art with an item that might already have a spirit at this point further tilting things. Like, wow, all the bad faith.

Not a melee weapon - the ranged equivalent to one of the Four Great Weapon is the bow via Houyi. I never argued against the Bow. Argued for, in fact. Again bad faith.

Hammers are from Fan Yu, can't bother looking those up now.
... yes, the major clans DO do their own things. However, we aren't coming from a family with generations of history, we're coming into this with only the sect library. Every time you do this you help my argument, you know?

You are right that we haven't seen chain whips, it is not the weapon I thought it was.
It is this Urumi - Wikipedia
While being verywhippy it is not a chain whip.

You're not even trying.

We've seen all the weapons on my list, with the only one we can basically guarantee is a family specific art in all the instances we've seen it is Fan Yu's hammers and Bai Mei's Urumi. For the rest it is almost certain that we can find arts for them in general use, not some family limited thing.

You're not debating in good faith sir.

No, you aren't.

Edit:

Hmm, I am not sure what standard are you using for 'breaking even' here.

It should be "one plus one more then the qi used times two", which would put it at three allies.
 
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Hmm, I am not sure what standard are you using for 'breaking even' here.
The standard I am using for breaking even is it being equivalent to using an art that cost the same amount of Qi for a different thing. Say, for example, an art that does poison, or an art that give defense, or an art that mitigate damage we take. Given we can still attack while doing those, and that +1 to allies and +1 damage is actually nothing at all given it cost 2Qi, we need not only the art to be worth using over not using it at all, but also be worth using over using another art with the same price.

That is 'breaking even'. Having 5+ allies means it is (possibly) worth using over not using an art at all for the turn. It doesn't mean it's worth using over using something else that has the same price, though.
 
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The standard I am using for breaking even is it being equivalent to using an art that cost the same amount of Qi for a different thing. Say, for example, an art that does poison, or an art that give defense, or an art that mitigate damage we take. Given we can still attack while doing those, and that +1 to allies and +1 damage is actually nothing at all given it cost 2Qi, we need not only the art to be worth using over not using it at all, but also be worth using over using another art with the same price.

That is 'breaking even'. Having 5+ allies means it is (possibly) worth using over not using an art at all for the turn. It doesn't mean it's worth using over using something else that has the same price, though.

+1 damage is the same as two dice (one success), but conditional on hitting, so let's call that one dice. Every ally gets one dice. If we count as our own ally, the number of dice we 'get' is 2 + x where x is our number of allies. If we don't count as our own ally and don't receive the +1 for our own roll, it's 1 + X.

So the break even points where we get more then two dice for every qi is 3 (if we count as our own ally) or 4 (if we don't).

In a military unit, we're likely to be part of a team of 5, 25, or 50 men, as those numbers were normal groupings I understand. So even the smallest team is bigger then our highest 'floor.'
 
So, considering we'll soon invest in an attacking art, I thought it might be good to look into what defines a good attack skill. This is just some rough work into the system, so please point out any mistakes or bad assumptions I've made here.

First and foremost: This is a simple calculator to see how likely we are to hit with a given dice pool. Feel free to change the number listed after ATTACKER: and DEFENDER: to change the number of dice the attacker and defender have respectively. In the results, the first number listed under 1 is our hit probability. The second table shows our chances of doing a certain amount of damage (you can change this to display exactly, at least or at most a certain amount of damage as well). You can use it for other things, but not everything has a defender, so ties aren't necessarily known. DAMAGEBONUS: assumes flat damaged gained from an art (e.g., Zephyr's Grace gives +1 damage).


I'll get back to this in a bit, but for now let's talk about the system.

DV is an odd thing. Consider, for example, what a DV 4, as we have on our knives, actually means. People are saying this is pretty low, but that's not necessarily the case.

To beat someone's defense roll by 4 with any degree of frequency, you need an absurd dice pool advantage.. If we were to fight a clone of ourselves in the dark, there's a .31% chance that we'd inflict enough damage to run into DV without problems with arts. Using Guiding Zephyr, the chances rise to 5.46%. Of course we have no good combat arts to attack. If we had the 17 dice we pushed against the worm, that's a 1.73% chance of taking that much damage. Assuming we can debuff people to hell and back, we still only run into the damage cap 10% of the time without adding arts.

Without looking into damage boosting arts, which we haven't really seen yet, DV won't really matter too much as long as it's above 2. Now, arts might change this, or bypass DV entirely and simply add additional damage on top. With attack arts, it's harder to say. However, given that big weapons have DVs of, say, 10, which would need an absurd dice advantage to ever matter, it's probable that most big damage arts don't bypass DV.

Now, let's look at resources. 2 Qi can be traded for avoiding 1 damage. So, having 2 Qi in our pool gives us an effective 1 HP. This isn't perfect, effects may negate the ability to transfer normally, but in general, we can think of spending 2 Qi to do something as losing 1 HP. We can see though, that it's generally plainly a waste to spend 20 qi on an art to prevent 5 damage (absent other effects or unknown factors).

What about in practice with attack arts? Pretty simply, if the expected (e.g., factoring in hit chance) damage you gain from using an art is more than twice its qi cost, the art is good to use in a given turn.


----------
Let's put this together in practice. Take two equally skilled fighters, each with 11 dice to their basic pools for attack and defense (stat 6+mastery 5). The defender has armor that gives +1 to defense and the attacker gets +2 from weapons when using an appropriate element art. Both have roughly equal qi pools.

Now, the simplest attack art can probably be described as either "get very accurate" or "do a ton of damage on hit". It also gives, automatically, it's rating in dice to the attack. Let's say it's a 3 dot art. A comparable defense art is probably something like Crescent's Grace. We'll use these numbers (+3 for 3 turns, +6 the first of those, misc benefits, costs 5 qi) though a low level defense art might be a bit worse. Let's say both arts cost 5 qi. Let's say both get a 2 qi cost reduction on their arts, meaning both arts effectively cost 3 qi.

So, this gives us a few meaningful situations.

No arts: which is 11 to attack vs 12 to defend
Attack art vs no art, which is 16 to attack and 12 to defend
Attack art vs defense art which is 16 to attack and 18 to defend
Attack art vs defense art after the first round, which is 16 to attack and 15 to defend.
No art vs residual defense art, which is 11 to attack vs 15 to defend

Now, in all situations but the first defense art, the defender is resource neutral that turn. The attacker, we assume is paying to use the art every turn (longer duration effects presumably exist, but complicate dice pools enormously and we haven't seen many attack arts yet.) They're spending 3 qi, roughly 1.5 health.

Using no arts, the attacker has a 35% chance to hit, and a 20% chance of doing 2+ damage. CG costs 3 qi. As a back of the envelope calculation, defending against 2 damage would cost 4 qi. At 20%, that's probably .4*4=.8 qi. In this sense, it doesn't make sense to use CG to defend, since you can just soak the hit with qi more cheaply. It's a bit more expensive in practice, but overall pretty worthless to use arts. The effective swing on no resources spent against an enemy, is a .8 qi gain, roughly .4HP over them.

Using the attack art, the chances of hitting are now 66%. 2 damage comes in at 51% based on this dice pool. That's, again, 4 qi. 4 qi paid half the time is 2 qi lost. Note, the attacker is paying 3 qi every round, so the attacker is losing this fight. So, just based on the dice, it's not a gain to do this. Let's say the attack art adds a modest 2 damage on a hit. Well, now that's 4 damage or 8 qi half the time. It's 4 qi/round generally (again this is optimistic on defense, but easier to math). Here, we see a slight gain in spamming this attacking art. CG may be a gain for the defender.

That gives us our third situation. We're back to a 32% chance to hit. And the odds of doing 2(+2) damage are now at 21%. That's still 8 qi in HP. .2*8=2 (+3 from CG) equals to 5 qi per action. This means, using CG is still likely a loss if we're only considering the first round.

Looking at the later rounds...

Here we have a 16 v 15, that's a 48% chance of hitting and a 34% chance of doing 2+2 damage. .34*8=2.72 qi spent to absorb damage. It's plainly not worth it to pump up CG again. CG is saving (again, this is a very optimistic back of the envelop calculation for defense). The defender loses 1.3 less qi per round with this art, spending 10.2 qi over the duration of CG. Without using CG, we'd have spent 12 qi. So, CG is saving us 1.8 qi then over its duration? Right? No.

Quite simply, the attacker, seeing a buff, isn't going to spend on their attack art until they see it drop. This means they spend 3 qi to force us to spend 5. This gives them a negligable 20% chance to hit, and a 10% chance of making us take damage. That means they save 6 qi on their art usage and we take .4 qi loss/round. This means that spending on CG is 5.8 qi.

In short, using the attack art on the first round (realizing it's a short duration buff), they spend 3 qi and we lose 5.8-2.4=3.4 extra qi over them not using the art at all. In this sense, they force us to lose .4 qi relative to no arts being used. That's basically a wash with CG as far as I can tell. Note, a major use of the art is threatening. They use it to make us pop buffs, which in turn makes us bleed qi, not spamming it.

Note, comparatively, Elegy is sapping 2 Qi from everyone every round, likely with better dice pools in many cases. Note that the hypothetical attack art here, providing effects comparable to CG, (though CG does other things) would make an equal level opponent spend 3.4 qi over 3 rounds, 1.133333 per round. If Elegy is working consistently, it's significantly more powerful. If Elegy is hitting less than half the time, it's still pretty potent damage/round (note that we can make it one of our best dice-pools, while many may not max resolve until we get far further in cultivation and more and more stats tend to max out) with a wide AoE.



Note, that, again for DVs, an art that gains something like 2 damage on hit is already comparable, if not better, to the effects that CG gives on defense (again, I oversold the defense somewhat with these simplifications, the actual expected cost/round is worse). Going back to DVs, that means a DV of 10 is intense +2 damage is already enough to be a useful attacking art. Pragmatically, a DV of 5-6 is all we would ever realistically need unless attack arts tend to be dramatically more powerful than defense.

Does this look about right?
 
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I think that it's more likely that Arm-based Arts allow you to magnify the impact of a hit--turning a scratch into a devastating blow if you will, but you're still largely limited by the DV--because a tiny dagger is fundamentally going to be limited in how much physical trauma it deals no matter how hard you throw it.

There's probably techniques that improve your DV, and techniques that simply let you get more damage out of an otherwise glancing blow.
 
Note, that, again for DVs, an art that gains something like 2 damage on hit is already comparable, if not better, to the effects that CG gives on defense (again, I oversold the defense somewhat with these simplifications, the actual expected cost/round is worse). Going back to DVs, that means a DV of 10 is intense +2 damage is already enough to be a useful attacking art. Pragmatically, a DV of 5-6 is all we would ever realistically need unless attack arts tend to be dramatically more powerful than defense.

Does this look about right?
This kind of ignore that we have already seen basic damage art bypass Qi mitigation, or that they don't know if we have a buff up or not, and we don't know if they have an attack art up or not, or that a lot of attack art have significant secondary effect, like Huang Da's poison, the Worm's bad touch, and so on and so forth. We...can't afford to be hit.

While clearly arts like AMA might mitigate that, I suspect that 1HP=2Qi is a bit more complicated than that when dealing with proper damage art.

There is also the fact that you are only looking at it from a 1vs1 point of view, when in a lot of fights we use CG against multiple enemies.
 
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There is also the fact that you are only looking at it from a 1vs1 point of view, when in a lot of fights we use CG against multiple enemies.

This is true, and changes the value dramatically in favor of defensive buffs that last for a full round or multiple rounds instead of an attack. There's also arts that grant multiple attacks, debuffs, sapping qi on hit, etc. However, these are mostly going to be extensions of the first situation, which also is the one where we'd be most interested in using attack arts (note that elegy is, given enough enemies, going to be a strictly better offense against people that have qi left than most 'simple' attack effects such as damage additions or multipliers)

Fortunately, we don't seem to be able to stack things like multiple damage adders with a damage multiplier into a single attack, which'd definitely make combat extremely lethal.
 
+1 damage is the same as two dice (one success), but conditional on hitting, so let's call that one dice. Every ally gets one dice. If we count as our own ally, the number of dice we 'get' is 2 + x where x is our number of allies. If we don't count as our own ally and don't receive the +1 for our own roll, it's 1 + X.

So the break even points where we get more then two dice for every qi is 3 (if we count as our own ally) or 4 (if we don't).

In a military unit, we're likely to be part of a team of 5, 25, or 50 men, as those numbers were normal groupings I understand. So even the smallest team is bigger then our highest 'floor.'
Actually, first, we get 4 success per 10 dice, so 2.5 dice for 1 success. Second, the break even point is when we get an assured 2 success over the enemy. After all, we lose 2Qi ourself, so 1Healthbox, so we need to be assured to get at least 2 damage just to break even.

This means that for the art to be worth using at all (and not worth using it more than another art), it doesn't just need to give 5 dice, it needs for those 5 dice to assure 2 damage, as we are assured Qi loss. 5 dice gives 'good odds' of giving 2 success, but 2 success isn't 2 damage unless we are lucky. So the break point is actually 10 dice... if we don't count things like "having allies with good arts".

Given our allies will most likely use arts themselves, the +1 might be the difference between hitting and not hitting. So, I'll go back to 5 person squad being the minimum where using the technique is even worth using it rather than auto-attacking. It's still not worth using it over using literally anything else, though.
 
Actually, first, we get 4 success per 10 dice, so 2.5 dice for 1 success. Second, the break even point is when we get an assured 2 success over the enemy. After all, we lose 2Qi ourself, so 1Healthbox, so we need to be assured to get at least 2 damage just to break even.

This means that for the art to be worth using at all (and not worth using it more than another art), it doesn't just need to give 5 dice, it needs for those 5 dice to assure 2 damage, as we are assured Qi loss. 5 dice gives 'good odds' of giving 2 success, but 2 success isn't 2 damage unless we are lucky. So the break point is actually 10 dice... if we don't count things like "having allies with good arts".

Given our allies will most likely use arts themselves, the +1 might be the difference between hitting and not hitting. So, I'll go back to 5 person squad being the minimum where using the technique is even worth using it rather than auto-attacking. It's still not worth using it over using literally anything else, though.

Ack, this is close enough to Storyteller I sometimes make a wrong assumption - we don't get two successes on a 10, which is where the 2 dice one success logic comes from. You're right, without that it does turn into 4 for 10.

The second bit is much more questionable though - you might get less, but you might get more. You can treat randomness as a penalty, but not so big a penalty that it's value is cut in half. You aren't going to get five extra dice for every qi spent anywhere without it either being a long art that upgrades quite a bit along the way, or talisman reducing the cost of the art.

Edit: And just to be clear, this is close to Storyteller, and in storyteller the convention IS to treat average successes and autosuccess as interchangeable in value, that there is no 'randomness penalty.' You can swing high just as often as you swing low.
 
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