If I finished my ninja tracking program under the old rules such that combat could be solved by running a script from a unix or mac command line (with python installed) and answering questions about what options a ninja takes given their capabilities, would that help at all towards resuming the plot sooner rather than later?
 
If I finished my ninja tracking program under the old rules such that combat could be solved by running a script from a unix or mac command line (with python installed) and answering questions about what options a ninja takes given their capabilities, would that help at all towards resuming the plot sooner rather than later?

I'd add that I can further attempt to do that in google scripts, so you wouldn't even have to use the command line-just reload the page with the sheet, though coding would take a bit longer.
 
Here's a question with regard to summoning @eaglejarl @Velorien @OliWhail: Is the Chakra cost of summoning set at the time you make the contract? I don't think that's exactly reasonable, but a discount on further growth from the time of the contract would incentivize summoners to build up a roster of summons specific to themselves and help train them: that way, they get a discount on chakra cost for summoning them.
Hm. We hadn't really considered that...my assumption would be that the cost is always <XP total> / 1000, meaning it goes up over time, although much more slowly than your Chakra Reserves skill will. I don't really follow your point though -- can you rephrase it for me? There can only be one summoner at a time for any given clan, so it's not like you can have a roster that is not specific to yourself.


But part of the reason we developed macerators was for a close-range combat boost, which it doesn't do... unless, of course it would be usable as a separate attack, allowing you to make one taijutsu attack (at -3) and one macerator attack?

Either way, you could relatively-easily port over the old-style mechanics by just making a separate Range: 0 macerator attack that gives +9 to Taijutsu (for a total of +6 with the penalty to supplemental actions).
Good points. I actually quite like that first one, although you're right that the second is the correct direct port, as well as being simpler.

If people had a choice between one of those two options, is there a strong preference for one over the other? (No, you don't get to combine them. No, you don't get to [other snarky joking thing aimed at exploiting a request for feedback and yes I'm looking at you, Radvic! :p ])
 
If people had a choice between one of those two options, is there a strong preference for one over the other?
So, the first option provides a way to have Hazou attack multiple people in a turn, which seems pretty powerful and I'd like very much so. I'm for that if that's how the interpretation goes down.

Otherwise, a quick simulation reveals the ability to provide an average bonus of +0.02 (average bonus of rerolling fudge dice is +2.75, which the -3 penalty pretty much accounts for), which isn't very effective on increasing our ability to do damage. Being able to attack someone (even if its only one person) twice seems like a good way to burst someone down, as you could effectively double the damage you do (if I'm reading the rules right) and cause them to burn through their resources at double the rate. That said, I'm at present more concerned with Hazou defeating people close to or above his level, rather than making it easier to defeat people worse than him.

So, if we can have Hazou attack two different people in one turn from Macerators, I'd prefer that option, since it does wonders for multiple combatant problems. Otherwise, if it's just "get two attacks on an opponent you're currently fighting" I'd prefer the effective +6 bonus to the double attack, since I'm more concerned by Hazou's ability to roll big numbers.
 
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I approve of bringing down the Aspect bonuses, should reduce how swingy FPs are in high-level combat.
Thanks. If it ends up feeling like they aren't making a big enough difference then we can always increase them later, but better to start low and then go up.

Skill List:
I will continue to champion merging Endurance and Might into Physique, because I'm difficult that way :p. Wrestling should be Taijutsu, everything else under the Might heading would fit fine in a general "physically tough person" skill.
That seems like a pretty reasonable suggestion.

Would Cracking also apply to dealing with Seal-based security? If not, what would?
Depends on what you mean. Off the top of my head, without having discussed it with the others, it seems not unreasonable that Cracking would let you notice a seal and peel it off the wall. It certainly wouldn't let you modify the seal or anything like that, though.

Splitting up the skills "build traps" and "place traps" when a) they're both Craftsmanship and b) you use just Cracking to oppose them seems unnecessary, though I suppose the advantage it gives the attacker is kinda thematically appropriate.
Well, as the rules say, you don't need Craftsmanship(Physical Security) to place traps -- anyone can do that. C(PS) represents the knowledge of how to build a security system, meaning a set of traps / locks / etc that work together smoothly and don't have gaps (physical or conceptual) in their coverage. If you have 'build traps' then you can definitely put them out there. It won't make a significant difference mechanically...unless the attacker knows something about security (i.e. has the right skill) and takes the time to use Casing, in which case your lack of knowledge about security systems will be obvious in the form of an Aspect that can be tagged against you.

Think of it like security and programming in the real world. Anyone can write a website login form, but if you don't know anything about security then you're probably just going to store the password in plain text in your database. You'll have a firewall, but it won't have UPnP turned off and the servers behind it won't be patched. And so on -- you're putting security elements into place, but you're not building a coherent system.

Performance and Presence don't seem amazingly well differentiated, either - Deceit to trick people, Intimidate for the obvious, Presence for putting on a show or negotiating, and Rapport for being open and honest (plus Conviction and Discipline for social defense, though they're both somewhat versatile) seem like enough social skills.
I think Presence is supposed to be a general 'force of character' measure and Performance refers to acting, juggling, mime, comedy, etc.

Technique Hacking is mentioned later in the document as a skill, but isn't actually on the skill list itself. I'm sure it's a special thing, but so's Sealing.
We'll add it, thanks. We're still nailing down rules for it.

The example for a Scaled-Down Check is against a target number of 50, not 5, which doesn't seem to match the rest of the explanation?
No, that's correct. You make the roll using the 1-80 scale numbers, but then the results are downsized. The primary place this gets used is for Movement, so that you don't end up zooming around scores of zones in one go.


The bit about Chakra Regeneration is good fun :D.
Thanks. :>

How's drawing a weapon stand on the action chart? Ranged characters would be pretty hurt if standard weapons took a supplemental action to ready. Seals are OP, so them taking an action's fine by me ;).
Hm. Good point. Will discuss.

I like the new Ninja Hands.
Excellent. We thought that worked pretty well, so I'm glad others think so.

Macerators using solid shot only doing the same damage as a standard thrown kunai seems a little low. Maybe bump them to Weapon 2? The -3 for activating a seal balances against the increased Weapon value - less likely to hit, but just as bad if they do, and more versatile.
Yeah, macerators clearly need some rework. I don't think we translated them properly.

Honestly, I don't actually like Chakra Boosting as a generic technique - I prefer the idea that ninja generally are better because of Chakra, and there's probably a few jutsu that interact with it, but Chakra as a round-by-round variable boost just isn't as interesting or fun as throwing jutsu, and gives better combat advantages a lot of the time for less XP (also, lots of the time, it's not actually a choice, just a matter of "how long until I run dry").
It's a well-established part of the MfD world, though. The rules for it may need some tweaking, but I don't think we can dump it completely.

In addition to @Radvic's point about the extended-duration personal Jutsu that break the setting, I feel the current numbers overprice some established ones (like MEW, which comes out absurdly expensive for a mid-range defensive jutsu with utility applications). Maybe have different numbers for utility vs attack vs person boosting jutsu?
Yeah, the jutsu design system is probably the weakest point still under discussion. It's hard to keep it simple, flexible, and useful all at the same time. Any specific thoughts?

I quite like the Genjutsu section. Sealing, too.
You have @Velorien to thank for the bones and muscles of the Genjutsu system, although @OliWhail and I added a bit of skin here and there. I think it came out pretty well. Seals are still being poked at a bit, but I think they're getting close.


Thanks for all this useful stuff!

One other comment: it looks like specialization is going to be kind of broken in the current form of the mechanics as a far superior strategy to gathering a wide range of skills. I think Fate was built around the idea of skill pyramids, making it mechanically impossible to hyper-specialize. With that gone in the new rules, the clear way to punch above your level is to just min-max and either only take certain challenges, or stay in a group with a bunch of fellow min-maxers (ideally one of whom has min-maxed into all the ally granting armor). For instance, Zabuza was built with a bunch of XP (27,000 I think?), however, if someone just took reasonable levels of Alertness, and Athletics, and then specialized in Taijutsu, they could have a stat breakdown like this:

Alertness: 100 (5050 XP)
Athletics: 100 (5050 XP)
Taijutsu: 120 (7260 XP)
Total: 17,360 XP

Considering the highest Zabuza rolled for anything was 113 in the combat, and he tended to roll closer to 50-60 most of the time, this build seems like it would trash Zabuza's build very effectively (and almost any combat situation really), despite being built with just over half as much XP.

Urgh...that is a very good point. The QMs definitely need to talk about that, because it's tangled up with a lot of issues related to simulationism vs narrativity, the XP curve we've built, etc. Many thanks for pointing this out.
I think I'm misunderstanding the ninjutsu rules, because this looks broken. It seems like one could just acquire a bunch of techniques which last a stupid long time and cast them, say, once a month, and be pretty set.

For instance, if I'm reading it right, you could make a jutsu which creates armor for you with a timeframe of "a month" (+140 strain) and durability of +20 (+200 strain) which requires a lot of work to satisfy (-30 strain) and only works with an associated element (-20 strain). This technique would have a final strain of +290, which, I think means it costs 29 chakra to cast from the reserve pool? So, basically all the chakra a genin has in a day (if they still wind up with ~30-40 chakra skill levels), but increases their physical stress they can take from 2 to 22 for a month, which seems highly worth it in a high-lethality ninja world.

Similarly, it looks like you could develop a technique which is a mobility boosting technique with a timeframe of "a month" (+140 strain) and a distance of +20 (+200 strain) which effectively grants teleportation (at least, aside from enclosed spaces) and cast it for the same amount of chakra (assuming it has the same requirements.

Similarly, you could just stack these things with month-long effects to grant crazy attack bonuses, so that you roll something like +100 or whatever to all attack and defense rolls, all at the cost of needing to spend ~3-4 days' worth of chakra once a month.
Oops, yeah. The chakra pool mechanics were an extremely recent change and have not been integrated through the document properly. Until late yesterday chakra was a stress track just like the others, although it was about twice as long. With chakra being that limited, a chakra cost of 6 was a major thing and all of the things you're pointing out weren't feasible. We'll get that fixed.

You're right about the super-long-duration thing, though. We need to patch that; thanks for pointing it out.

If I finished my ninja tracking program under the old rules such that combat could be solved by running a script from a unix or mac command line (with python installed) and answering questions about what options a ninja takes given their capabilities, would that help at all towards resuming the plot sooner rather than later?
I'd add that I can further attempt to do that in google scripts, so you wouldn't even have to use the command line-just reload the page with the sheet, though coding would take a bit longer.
I think we're getting pretty close to resuming plot, although I at least would like to have character sheets nailed down before we do.


On which subject: If anyone wanted to be a real hero and earn the undying thanks of the QMs, the best thing they could do would be to take on the responsibility of getting character sheets made up for the Team Uplift exam participants (Hazō, Keiko, Noburi, Akane). Part of that responsibility would be to keep them up to date as the rules get hammered into shape, and hopefully the other players will help consense on the new representations. @Cariyaga already created a proposal for Hazō that could be used as a template for the others, although although I didn't check to see if it was actually doing the math automatically on skill costs.
 
On which subject: If anyone wanted to be a real hero and earn the undying thanks of the QMs, the best thing they could do would be to take on the responsibility of getting character sheets made up for the Team Uplift exam participants (Hazō, Keiko, Noburi, Akane). Part of that responsibility would be to keep them up to date as the rules get hammered into shape, and hopefully the other players will help consense on the new representations. @Cariyaga already created a proposal for Hazō that could be used as a template for the others, although although I didn't check to see if it was actually doing the math automatically on skill costs.
It was doing the math on skill costs. I'll clean it up for proper use as a template and then post it in a bit.
 
One other comment: it looks like specialization is going to be kind of broken in the current form of the mechanics as a far superior strategy to gathering a wide range of skills. I think Fate was built around the idea of skill pyramids, making it mechanically impossible to hyper-specialize. With that gone in the new rules, the clear way to punch above your level is to just min-max and either only take certain challenges, or stay in a group with a bunch of fellow min-maxers (ideally one of whom has min-maxed into all the ally granting armor). For instance, Zabuza was built with a bunch of XP (27,000 I think?), however, if someone just took reasonable levels of Alertness, and Athletics, and then specialized in Taijutsu, they could have a stat breakdown like this:

Alertness: 100 (5050 XP)
Athletics: 100 (5050 XP)
Taijutsu: 120 (7260 XP)
Total: 17,360 XP

Considering the highest Zabuza rolled for anything was 113 in the combat, and he tended to roll closer to 50-60 most of the time, this build seems like it would trash Zabuza's build very effectively (and almost any combat situation really), despite being built with just over half as much XP.
Hmm. How steep does the scaling need to be before investing in other things makes sense on its own? 3x level? 2^level?
 
I imagine that we won't able to do the thing where you swap the levels of two skills between chapters?

If so, that means the Sealing double cost is meaningless (although you could fix that by dividing it into "seal infusion" and "seal theory" skills).
 
Hmm. How steep does the scaling need to be before investing in other things makes sense on its own? 3x level? 2^level?
Depends on the purpose of the person investing XP presumably. Since there is little-to-no interaction between skills, in a highly competitive world, there's little reason I can think of why a combat specialist would invest in, say, Cracking, Conviction, Caligraphy, Craftsmanship, Deceit, Empathy, Intimidation, Investigation, Performance, Presence, Rapport, Sealing, Summoning, or Technique Hacking. This leaves Alertness, Athletics, Chakra Reserves, Discipline, Endurance, Melee Weapons, Might, Ranged Weapons, Stealth, Survival, and Taijutsu. Of those, you really only need Alertness, Athletics, Endurance, and a method of attack(Taijutsu or Melee Weapons or Ranged Weapons or Stealth and Survival or Chakra Reserves and Discipline). This means there are only 4 or 5 important skills for combat people to level (less if you have a way around needing to level Endurance or Alertness). The specifics of how effective this build would be will vary wildly depending on how the scaling works, but without things like attributes grouping skill costs or FATE's built in mechanics against specilization, mechanically, there's little reason to invest in non-specialty skills, at least, if you're going to be a combat character. Similarly, if you're going to be a primarily diplomatic character, it's almost certainly going to be best to just accept loses in combat and level your diplomacy related abilities. I am doubtful that any basic scaling will address this problem.

Mathematically, increasing the cost of each skill level by x3 does nothing but reduce the value of each individual XP by 1/3, making no difference to relative skill costs. Making it work off an exponent (e.g. x^y where x is some constant and y is the level of the skill) will make specialization less effective, though it'd be a hard balancing act. Likely, whatever exponent is picked will just make it so there is some beginning range where specialization is worth it, and an effective soft-cap of skills at a certain point (determined by the exponent).

If we want to use the 80 level scale provided, and assume that a double-Zabuza (50,000 XP) would have their four combat skills at 80 if they specialized, we can calculate what the exponent should be by the following math:

XP_per_skill = Total_XP / num_skills = 50,000 / 4 = 12,500

XP_per_skill = sum(x^i) for i =1 --> 80

or

12,500 = sum(x^i) for i=1,80

which, solving with wolfram alpha returns x = 1.09073

Or, x ~ 1.1

Checking this, we can see that level 81 of a skill would now cost 1.1^81 = 2048 XP
Which, could equivalently get you y levels via the calculation:
2048 XP = sum(1.1^x) for x = 1,y
which, via wolfram alpha, is 54 levels.

At this point, it would be equivilantly difficult to gain one level in your specialization as it would be to bring a new skill up to level 54, which means you'd probably take new skills to high levels first.

Edit: of course, doing scaling like this throws other things out of wack, as now power levels tend to group much more closely to each other, making the difference between a genin and a jounin smaller.

Edit2: Another fun grouping method you could use is x^y, where x is the level, and y is a constant.
 
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Here's my best guess at what Akane might look like, although without knowing how her fighting style would function it's a little lacking. Also, as is immediately obvious, it uses about 1100 more XP than she has -- an artifact of the larger number of skills and general competency she displays in areas such as Empathy and Rapport. On the other hand, I don't really feel like leaving skills (other than Sealing et al) at 0 is very simulationist. She'd have some practice with investigation, intimidation, etc. just from the academy.
@Cariyaga for your template, may wish to note that Resources is no longer a skill but Medical Knowledge is
Should be fixed. Also ordered Melee and Ranged Weapons alphabetically.
 
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Here's an idea: put inspiration under QM control. If the thread consensus seems to have a dangerously wrong idea about the world, the QMs can spend a FP to correct it.
 
Think of it like security and programming in the real world. Anyone can write a website login form, but if you don't know anything about security then you're probably just going to store the password in plain text in your database. You'll have a firewall, but it won't have UPnP turned off and the servers behind it won't be patched. And so on -- you're putting security elements into place, but you're not building a coherent system.

I am now imagining Kagome, the IT security admin.

"Something is wrong- the users are still getting in!"
 
You could enforce some kind of balance by requiring every character select a core set of skills, then use the standard deviation of the levels in those skills as a modifier on cost.

The core set should include something social, something fighting, something utility, etc. maybe more than one each, if needed, and not necessarily evenly divided (more combat than utility might make sense)

For the model, something like
Level(n+1) = Level(n) + differential * A^(B*stdDev)

Where A, B are constants chosen to meet QM balance goals.
Differential is the level cost model for skill growth from the previous level (linear, exponential, whatever)

I'd enforce it such that you calculate the XP cost at your current level allocation, and make sure you are always in an allowable state for the base (non malused) state.
 
I imagine that we won't able to do the thing where you swap the levels of two skills between chapters?

If so, that means the Sealing double cost is meaningless (although you could fix that by dividing it into "seal infusion" and "seal theory" skills).
Why is the double cost meaningless? The purpose of the higher cost is to make it more difficult to get really high levels of Sealing than of, say, Athletics.

Here's my best guess at what Akane might look like, although without knowing how her fighting style would function it's a little lacking. Also, as is immediately obvious, it uses about 1100 more XP than she has -- an artifact of the larger number of skills and general competency she displays in areas such as Empathy and Rapport. On the other hand, I don't really feel like leaving skills (other than Sealing et al) at 0 is very simulationist. She'd have some practice with investigation, intimidation, etc. just from the academy.
It's more important that characters end up being ported accurately than that the numbers be the same. We can figure out what to do about the XP totals later -- if everyone (including NPCs) were given an extra 1100 XP the relative power levels would stay stable. Thank you for putting it together.
 
Btw, @OliWhail @eaglejarl @Velorien
I realize XP scaling might not be super intuitive, so I made a few plots to help demonstrate points. I considered three models for XP scaling:
cost = level
cost = level^1.7
cost = 1.1^level

and made a trio of plots with the three models on them. The first is just a costs-per-level plot, which shows the cost of each level (with a linear scale) from levels 1 to 80. It's a little hard to see what's happening early on since the exponential models quickly leave the scale the normal model is in, but, should help some in determining what factor to scale XP off of. The second is a costs-per-level plot with the y axis on a logrithmic scale, which should help things be seen a little easier. The third graph is the one relevant to specialization discussions, as it is the number of levels you can purchase from 0 for each level. So, for instance, in the default model, at level 10, instead of purchasing level 10, you could purchase levels 1, 2, 3, and 4 of a different skill (hence why the cost = 1 x level model has a value of 4 at x=10). One note: the constants do not change this graph. 1.1^level has the same "numbers of levels from 0 purchasable for level purchase" graph as 200^level

Let me know if there's other models or data insights that may help, or, I can run some numbers and find a model which meets certain specifications (regarding things like "total XP spent to reach level x" and "number of levels purchasable for an equivalent amount of XP to incrementally increase a single skill by one").

Hmm... looks like I can't link to images I've posted on the discord here. I posted the images in the discord channel as pdfs.

Edit: turns out I just needed to save them as JPGs. Plots added.
 
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being ported accurately than that the numbers be the same. We can figure out what to do about the XP totals later -- if everyone (including NPCs) were given an extra 1100 XP the relative power levels would stay stable. Thank you for putting it together.

Thank you for putting one of my biggest fears to rest. Though if you come up with a system to keep us from minmaxing to much you might consider adjusting the rate of exp gain. Older ninja have probably developed there secondary skills more than our Genin
 
Thank you for putting one of my biggest fears to rest. Though if you come up with a system to keep us from minmaxing to much you might consider adjusting the rate of exp gain. Older ninja have probably developed there secondary skills more than our Genin
Welcome. :> We are trying very hard to make sure that we play fair here and no one loses capabilities because of the change.

I'm reluctant to start tweaking the XP curve, because it was a lot of work to create and it has serious implications for the game world and the game balance.

What we really need to figure out is whether we should care about this. Maybe it's fine that everyone is hyper specialized and has very big numbers in one thing and is useless elsewhere.

As you say, genin would tend to be specialists and jōnin would be more balanced because it starts to get too expensive. Or maybe we have points be more expensive as you go up (e.g. each level gets a multiplier of addition of N/10 or something) so that it gets inefficient sooner.

Bah. Too much to deal with for now. Bed time.

Thanks for pointing out the bit about older ninja, @Oneiros; that might be a reasonable solution.
 
For anyone curious how other a couple other models work out, here are a few other models using level^constant for varying constants:

And for constant^level for varying constants:
 
Welcome. :> We are trying very hard to make sure that we play fair here and no one loses capabilities because of the change.

I'm reluctant to start tweaking the XP curve, because it was a lot of work to create and it has serious implications for the game world and the game balance.

What we really need to figure out is whether we should care about this. Maybe it's fine that everyone is hyper specialized and has very big numbers in one thing and is useless elsewhere.

As you say, genin would tend to be specialists and jōnin would be more balanced because it starts to get too expensive. Or maybe we have points be more expensive as you go up (e.g. each level gets a multiplier of addition of N/10 or something) so that it gets inefficient sooner.

Bah. Too much to deal with for now. Bed time.

Thanks for pointing out the bit about older ninja, @Oneiros; that might be a reasonable solution.
I think Jonin being balanced is somewhat reasonable, but not too much so. Naruto's high-level combatants are often pretty much defined by their fighting styles - if you could somehow balance the system such that a Jounin's skills were high-chunnin (and possibly a bit higher) in their off-skills and then significantly higher than that in their area of specialisation, that would be ideal I think. I have no idea what the math for that would look like though, unless you made xp costs not follow a predictably-increasing pattern.
 
Welcome. :> We are trying very hard to make sure that we play fair here and no one loses capabilities because of the change.

I'm reluctant to start tweaking the XP curve, because it was a lot of work to create and it has serious implications for the game world and the game balance.

What we really need to figure out is whether we should care about this. Maybe it's fine that everyone is hyper specialized and has very big numbers in one thing and is useless elsewhere.

As you say, genin would tend to be specialists and jōnin would be more balanced because it starts to get too expensive. Or maybe we have points be more expensive as you go up (e.g. each level gets a multiplier of addition of N/10 or something) so that it gets inefficient sooner.

Bah. Too much to deal with for now. Bed time.

Thanks for pointing out the bit about older ninja, @Oneiros; that might be a reasonable solution.
Inasmuch as the work done on the XP curve goes, it's worth noting that I'm fairly certain that Radvic or someone else could put together an equation that converts between the two with little issue, though the other quibbles are more squirrely.
 
Welcome. :> We are trying very hard to make sure that we play fair here and no one loses capabilities because of the change.

I'm reluctant to start tweaking the XP curve, because it was a lot of work to create and it has serious implications for the game world and the game balance.

What we really need to figure out is whether we should care about this. Maybe it's fine that everyone is hyper specialized and has very big numbers in one thing and is useless elsewhere.

As you say, genin would tend to be specialists and jōnin would be more balanced because it starts to get too expensive. Or maybe we have points be more expensive as you go up (e.g. each level gets a multiplier of addition of N/10 or something) so that it gets inefficient sooner.

Bah. Too much to deal with for now. Bed time.

Thanks for pointing out the bit about older ninja, @Oneiros; that might be a reasonable solution.
Inasmuch as the work done on the XP curve goes, it's worth noting that I'm fairly certain that Radvic or someone else could put together an equation that converts between the two with little issue, though the other quibbles are more squirrely.
If there is a way I can contribute modeling help in a useful way, let me know and I'll do it.

I think that the difference from having pay gates to not having pay gates is a huge one between old mechanics (where specialization wasn't as powerful because of attribute pay gates) and the new mechanics (where specialization is king). Changing the XP curve should help mitigate that somewhat, though will make the math behind leveling more complicated / less intuitive. I'd warn about lack of play testing, but that's a non-unique problem as the new mechanics are not play tested regardless of what decision we make here (hence why there are a lot of exploits and holes in the new system, and I expect we will find more going forward - making a balanced game is hard).

On a related subject, the relative weakness of things like direct combat aids, and the lack of other options/skills to add numbers to main combat skills encourages more specialization in builds than we've been pursuing thus far. One of the primary reasons Hazou and friends have moderately diverse builds is because we've found ways to add random skills like deception to our primary combat stats, and because having techniques to throw on top of combat skills significantly increases our combat effectiveness. Without those incentives, we probably would have just leveled punching, awareness, tac move, and sealing until we could out-punch Jiraiya. As an obvious example of something which is going to change in the new mechanics as written: it looks like Noburi's going to be worthless in combat now since he's never trained Taijutsu, Melee Weapons, or Ranged Weapons, and the best he can hope for with ninjutsu is something like a single attack at level 30, instead of just having taijutsu 30 (not to mention that there's no way I can see for water whip to scale with the new system).

Probably my biggest concern about the switch from the old mechanics to the new mechanics is that we designed the build of all our characters and division of labor between Hazou, Keiko, Noburi, and Akane based on the old mechanics. Now that there are new mechanics, our team build is unlikely to be anywhere near optimal mechanically. That said, that's a problem which can be easily solved by either getting Hazou killed off and building a new character, or by doing some months-to-years long timeskips to essentially rebuild our team composition and character stats over that time (which plan I advocate for depends on what happens in the chunnin exams and how far off our build is from good when the mechanical dust has settled). Our old method was based around getting a lot of little skills to add into a bonus to our primary rolling skills (via things like seals and Roki, Explosion Master, Ghost Scales, and cheap combat things via Water Whip etc.). Now that skills don't really add like that anymore, it makes sense for us to specialize a lot more than we have been on the XP front - The way to roll high is to design the right aspects and having high core combat stats. The increased specialization and change in relative skill level cost will also likely mean our optimal team composition will change. I fully expect us to change course in terms of the things we have our characters study/train/learn as a result of the mechanics change (most obvious of which being nobody's going to be training jutsu anymore, and Noburi lacks any significant combat capability).

I guess I'm just worried about the loss in efficiency we will get as a result of being transposed from the system we had in mind when we started our character builds to the new system. It's kind of like building a 5e D&D Bard (which is possibly the best class in that game), then finding out we're playing 3.5e and needing to transfer our character over (thus making it one of the worst characters in the game). Frustrating, but we'll account for it with our next character.
 
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On the XP track front-it seems to me that the way to do that would be to consider how much time training someone would have to spend to get to level 1, 10, 20, 30...etc in a skill, and then just use the old XP/day number to calculate the XP cost. I.e. fit the XP track to the world, instead of picking an XP track formula and trying to get the world to fit it. It might very well be that it's necessary to make a table of level X->level X+1 XP costs for each skill because any simple formula won't fit the world well (how likely is it that a flat times 2 XP multiple is the optimal one for representing sealing difficulty, for example?), though most such tables are likely to end up looking mostly the same (melee weapons vs ranged weapons vs taijitsu don't seem like they would demand different training times, as an example)
 
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