@Twofold What's the difference between chakra boosted tac move and substitution boosted tac move?
They have a different chakra cost? Are they combineable?
Don't ask me! I don't know anything about anything!
If you chakra boost your TacMov, the character just uses chakra to run faster. Max boost is TacMov/4 and each boost dice costs 5CP.
If you use Substitution, you need to cast the superspeed jutsu that swaps you with a valid target seemingly instantaneously as long as there's a path to the target. The mechanics for that is Substitution + TacMov/2, and the chakra cost is a static 8CP.
Most importantly though, you can use Substitution to dodge attacks that would've otherwise gotten through your defenses. Meaning it works like a last ditch escape mechanic unlike just standard TacMov.
I'm not sure that becoming jonin is what we want to do with our next 2000 xp. We could get a lot further by covering for the holes in each other's skill sets. It'd be great if most of us could dump stealth in favor of seals that camouflage, remove smell, and silence our steps. Alarm seals could cover for awareness. I still think there should be at least one member of the party that naturally has a high score, but raising these stats for everybody feels redundant.
I have taken that into account where it makes sense. For example everyone needs TacMov so we need to level that. Awareness is also so important that leaving it to 12 or something is asking for trouble. If we can boost these with Sealing, awesome, but we do need those seals first.
There's also a split between Team Talky and Stalky, where the former ignores Stealth (only 16) and the latter ignores social skills.
Maybe I'm alone in disliking stealth. I see it as useful when crossing borders and when doing ninja things near other ninja. I don't think we've seen it do anything in combat besides allowing first strike. I hope we'll soon have a hot air balloon for crossing borders and when it comes to doing ninja things near ninja, stealth doesn't matter if we're blowing them up. I'm open to being persuaded that stealth is useful as a combat mechanic, we just haven't seen that yet.
Stealth is mostly there to give us the option of not fighting. It's also important for gathering information in preparation for combat, not to mention it can probably be used mid-combat as long as we can break line of sight properly (with a mist or something).
EDIT: Oh, and first strike usually decides the fight. So attacking from Stealth is super useful.
I'm with madscientist in thinking that everybody in the group should have some medical ninjutsu and knowledge. Depending on how higher levels of medical ninjutsu work, it might be better to have Noburi drop medical knowledge at 10 and have someone else in the party pick it up. He has no need for INT otherwise, whereas Keiko and Hazou would have it in abundance.
Medicine is only Int*3, so getting it high is not prohibitively expensive. Getting some medical skills for everyone sounds nice, but once again there's no free XP. We need to sacrifice something for that.
I don't understand why we're getting everybody's transformation to 10. What is the material benefit of that? Is there a reason we're not getting the academy clone technique to 10 as well?
Because it gives us more forms and lets us shift mass more effectively (45% difference at Transformation 10).
Middling transformation is also useful to augment Deception or Stealth. QMs have said that seeing through a henge is rolled as Deception against the opponents Deception and Transformation. I assume that team Stalky can augment their Stealth skills with it in the same way.
Animal Transformation is opened at level 20, so we'll probably want everyone to get that at some point. Current plan is for just Hazou to get it, since he probably has easier time learning a new form that the other thanks to IN.
Um, Akane gets an extra 10% xp from the pangolin jutsu to allocate to STR and DEX. Besides that, showing the chakra total and regen rates with the proposed attributes would be nice. Don't know what a good jonin minimum would be. I'm not sure, but is there a discount for regen if capacity is higher and vice versa?
All of those have been taken into account in the builds. I'll probably condense them into one post at some point.
Also, I'm not sure how the math works out, but high level syrup trap could be really powerful, especially if it stacks.
Syrup Trap uses TacMove as a part of the roll, so we don't actually need to level the skill itself for it to still be really useful.
On Noburi getting jutsu instead of medical skills:
If we cut his Medicine and Medjutsu skills off at 15, we save
227XP. Without touching other skills, we could get some extra jutsu with that, here are the discounted prices for Water Jutsu:
Water Jutsu A 10 - 27.5XP
Water Jutsu B 15 - 60XP
Water Jutsu C 20 - 105XP
We can mix and match those to fill the 227XP as we please, assuming they are worth the lowered medical scores. (Sorry, your groundbreaking medical research is in another castle.)