- Location
- The Deep Blue Sea
The column next to each Skill just says "yes"
The column next to each Skill just says "yes"
EDIT: Also, we voted for Hazou to buy the Sleight of Hand stunt, remember?
We might not have had the time to train that.
So, since we've got up to date charsheets now, I'd like to ask the thread how we want to proceed with the character builds. I see a few things we could do here, and I want to see what everyone thinks.
- Continue allocating XP in the exact same ratio: It's worked so far, but you could easily argue that it's worked so far for different challenges, and under different rules. I personally think we would need to tweak things a bit even if our progression was similar to the established build.
- Let @Radvic decide: Radvic has expressed the sentiment that Hazou is built badly for the current system, and since he's Radvic, I'm inclined to take his word for it. So this slot is reserved for the build progression that Radvic suggests.
- Prince Hazou: We're already good at combat, but that's because we've been in a combat-heavy environment, out in the cold, for the last two years. Where are we now (and for the foreseeable future)? In the political upper crust of the richest nation in the EN. So let's adapt to our environment like the amoeba we are, and invest heavily into social skills.
- Can't Talk, Debugging My Code: Invest heavily into Sealing. Because Sealing is our path to godhood, and we're arguably one of the best-positioned people to walk that path. Who else has access to The Best Sealmaster, an Expert Sealmaster, The Best Medic, an Expert Medic, (potentially) Snek Uncle, all of Leaf's Sealing literature, and the analysts of the Nara clan? Jiraiya, that's who. And he's busy.
- Untouchable: Invest heavily into Athletics and Alertness. We already have DPS for days, now let's just make sure that nothing below S-rank can hit us with anything.
- Uncuttable: Invest heavily into an armour technique. Soak the damage.
- Jiraiya's Idea of Good Character Optimisation: Save for getting all the elements. I mostly just added this one as a joke.
We might not have had the time to train that.
So, since we've got up to date charsheets now, I'd like to ask the thread how we want to proceed with the character builds. I see a few things we could do here, and I want to see what everyone thinks.
- Continue allocating XP in the exact same ratio: It's worked so far, but you could easily argue that it's worked so far for different challenges, and under different rules. I personally think we would need to tweak things a bit even if our progression was similar to the established build.
- Let @Radvic decide: Radvic has expressed the sentiment that Hazou is built badly for the current system, and since he's Radvic, I'm inclined to take his word for it. So this slot is reserved for the build progression that Radvic suggests.
- Prince Hazou: We're already good at combat, but that's because we've been in a combat-heavy environment, out in the cold, for the last two years. Where are we now (and for the foreseeable future)? In the political upper crust of the richest nation in the EN. So let's adapt to our environment like the amoeba we are, are invest heavily into social skills.
- Can't Talk, Debugging My Code: Invest heavily into Sealing. Because Sealing is our path to godhood, and we're arguably one of the best-positioned people to walk that path. Who else has access to The Best Sealmaster, an Expert Sealmaster, The Best Medic, an Expert Medic, (potentially) Snek Uncle, all of Leaf's Sealing literature, and the analysts of the Nara clan? Jiraiya, that's who. And he's busy.
- Untouchable: Invest heavily in Athletics and Alertness. We already have DPS for days, now let's just make sure that nothing below S-rank can hit us with anything.
- Uncuttable: Invest heavily into an armour technique. Soak the damage.
- Jiraiya's Idea of Good Character Optimisation: Save for getting all the elements. I mostly just added this one as a joke.
First, all the thank yous for doing this.
Once again, speaking for myself and not for @Velorien: The detail in the original plan's "Moving the Client Around" section was very helpful, so I think cutting that part down was a net loss. Aside from that, the 255 word version captured all the essential points. I was surprised at that; I kept flipping back and forth between the three versions but didn't see anything critical being lost along the way, aside from the MtCA section as mentioned above.
I probably would have awarded slightly more XP to the original version simply because the detailed MtCA section would have saved me a lot of brain cycles as to how to protect the client. Had that section been transplanted verbatim into the 255-word version then I would have given it just as much XP.
Moving Granny Karina Around
During travel, one team member takes to the rooftops to have a higher field of vision while the other two stick closer to the palanquin to be able to converse with with client and keep ground-level eyes out
Given client's expressed preferences, Keiko should normally be on rooftop dutyWhen we arrive at a location, the group will stop in the street outside. Karina stays in the palanquin.
One team member will go in to scout the location for assassins and announce Karina's arrival.
The other two stay on guard outside, looking for snipers. (If necessary, send someone to investigate any suspicious areas where an enemy sniper might be concealed.)
Determine if Karina needs to take in a sample case of some sort. If so, then it will be carried either before or after her, but not at the same time.
If all seems safe, Karina will exit the palanquin and be escorted inside by all three ninjas. Instruct her that if danger appears, she is to duck down and huddle on the spot and we will protect her. Running will only expose her to danger.
See "attack response" discussion below for more details.Reverse this procedure upon exiting.
Palanquin to be inspected for traps before Karina enters it each time
Sealing > Socials = CombatWe might not have had the time to train that.
So, since we've got up to date charsheets now, I'd like to ask the thread how we want to proceed with the character builds. I see a few things we could do here, and I want to see what everyone thinks.
- Continue allocating XP in the exact same ratio: It's worked so far, but you could easily argue that it's worked so far for different challenges, and under different rules. I personally think we would need to tweak things a bit even if our progression was similar to the established build.
- Let @Radvic decide: Radvic has expressed the sentiment that Hazou is built badly for the current system, and since he's Radvic, I'm inclined to take his word for it. So this slot is reserved for the build progression that Radvic suggests.
- Prince Hazou: We're already good at combat, but that's because we've been in a combat-heavy environment, out in the cold, for the last two years. Where are we now (and for the foreseeable future)? In the political upper crust of the richest nation in the EN. So let's adapt to our environment like the amoeba we are, and invest heavily into social skills.
- Can't Talk, Debugging My Code: Invest heavily into Sealing. Because Sealing is our path to godhood, and we're arguably one of the best-positioned people to walk that path. Who else has access to The Best Sealmaster, an Expert Sealmaster, The Best Medic, an Expert Medic, (potentially) Snek Uncle, all of Leaf's Sealing literature, and the analysts of the Nara clan? Jiraiya, that's who. And he's busy.
- Untouchable: Invest heavily into Athletics and Alertness. We already have DPS for days, now let's just make sure that nothing below S-rank can hit us with anything.
- Uncuttable: Invest heavily into an armour technique. Soak the damage.
- Jiraiya's Idea of Good Character Optimisation: Save for getting all the elements. I mostly just added this one as a joke.
So, since we've got up to date charsheets now, I'd like to ask the thread how we want to proceed with the character builds. I see a few things we could do here, and I want to see what everyone thinks.
- Continue allocating XP in the exact same ratio: It's worked so far, but you could easily argue that it's worked so far for different challenges, and under different rules. I personally think we would need to tweak things a bit even if our progression was similar to the established build.
- Let @Radvic decide: Radvic has expressed the sentiment that Hazou is built badly for the current system, and since he's Radvic, I'm inclined to take his word for it. So this slot is reserved for the build progression that Radvic suggests.
- Prince Hazou: We're already good at combat, but that's because we've been in a combat-heavy environment, out in the cold, for the last two years. Where are we now (and for the foreseeable future)? In the political upper crust of the richest nation in the EN. So let's adapt to our environment like the amoeba we are, and invest heavily into social skills.
- Can't Talk, Debugging My Code: Invest heavily into Sealing. Because Sealing is our path to godhood, and we're arguably one of the best-positioned people to walk that path. Who else has access to The Best Sealmaster, an Expert Sealmaster, The Best Medic, an Expert Medic, (potentially) Snek Uncle, all of Leaf's Sealing literature, and the analysts of the Nara clan? Jiraiya, that's who. And he's busy.
- Untouchable: Invest heavily into Athletics and Alertness. We already have DPS for days, now let's just make sure that nothing below S-rank can hit us with anything.
- Uncuttable: Invest heavily into an armour technique. Soak the damage.
- Jiraiya's Idea of Good Character Optimisation: Save for getting all the elements. I mostly just added this one as a joke.
While you're at it I think you're missing Edo Tensei and Mangekyō Sharingan. If you would add those in I'd be very grateful. thx
It's been stated by QMs that sealing is one of the paths to godhood. And QMs don't lie, as such.I've always been extremely skeptical of this "Sealing is our path to godhood" meme. Hazou's seals are great tricks, but I wouldn't make sealing more than a secondary or tertiary focus.
It would be nice if he were good enough to make Skywalker seals himself, I guess.
I've always been extremely skeptical of this "Sealing is our path to godhood" meme.
Sealing > Socials = Combat
Sealing is fully capable of substituting for good combat dice, as Kagome proves. If we make an improved Macerator that shoots twice ad fast and gets us a +6 instead of +3, that's around a hundred XP saved on combat dice. What it cannot substitute for, again, as proven by Kagome, is social skills. That said, we shouldn't ignore combat. But we do need to get better at socials.
Well, Sealing can do literally anything if you invest enough time in working your way through more basic versions of your seal first. Higher level means it takes less time, but even at level 20 we could theoretically do anything given enough research time. So I find it hard not to see it as a path to godhood.
The QMs have explicitly said that sealing can do anything.
And yet, I'm looking at sealmasters in-universe and they are not in fact gods.
Even Jiraiya depends just as much on all his other abilities as he does sealing. Kagome is leaning on seals as a crutch to do things he ought to have developed the proper jounin skillset to do without them, and it costs him some in flexibility and effectiveness.
I prefer the detailed version, because when the plan says "guard the client in appropriately-paranoid ways", I have two options: (1) Sit down and think about what 'appropriately-paranoid ways' are, so that I can show them on the page; (2) skip over the entire scene. Having details like "scout inside the store before letting her out of the palanquin" allows me to show the kids being good at the job without me having to figure out exactly what they need to do in order to show that they're good at the job. It also prevents the situation where I fail to think of some particular precaution and then all the players say "hang on, why didn't you have someone scout the store before letting her out of the palanquin? Any sensible ninja would have known to do that!"From my perspective here the entire bolded section is unnecessary. Honestly the whole thing might be unnecessary, but the first bit at least gives you some concrete force-disposition notes. I feel like everything could be replaced by a line saying "take appropriately-paranoid precautions for the client's safety while out and about (duh)" and it'd get the job done.
Is the problem that you feel it's necessary to tease out all these nitty-gritty details before you're able/willing to try and simulate NPC behavior? Do you say "well this team would be foiled by these defenses, so they won't attack..." and so on? In that case I can see that having all the details laid out already could be helpful for saving brain cycles.
-I'm not sure if such high-fidelity simulations are necessary for the sake of the quest/narrative, mind, but I can understand where you're coming from if this is the case.
When I say Hazou is built badly for the current system, I largely mean there are ways to spend an equivalent amount of XP to much greater combat potential. There's a few broad areas in which Hazou (and the team) could be better optimized for combat in the new system. Broadly speaking they are:Let @Radvic decide: Radvic has expressed the sentiment that Hazou is built badly for the current system, and since he's Radvic, I'm inclined to take his word for it. So this slot is reserved for the build progression that Radvic suggests.
One thing you pointed out to us earlier was that we made a mistake by relaxing the skill pyramid rules. We said that in order to have N skills of a given level you needed to have at least N-1 skills of the prior level. The Dresden Files / FATE rules are that you must have at least N skills at the prior level in order to have N skills at the current level. The QMs discussed this with an eye towards going back to the original FATE rules, although I think that particular item got lost in the weeds before being consensed. Regardless, it won't affect any of the current characters so it's not a big deal. It also only slows the tide of your munchkinry, Radvic. :>
I know what you're getting at, though the example isn't perfect. (The short plan from the exercise isn't exactly equivalent because there's no context to it - MfD updates have the context of the entire story that came before.)If you'd like to see what I'm talking about, try this as an exercise: I've written several versions of a plan below, each of which covers 2-3 scenes. Sit down and try to write those scenes yourself, using each plan in turn. See which one is easiest for you and why.
Without wanting to be a killjoy, the answer to most of those super-effective jutsu ideas that we saw from you is probably going to be "you can't do that because chakra that's why" or "that doesn't exist". The intent of the jutsu design rules was to make the QMs' lives easier when designing enemies. They accomplish that goal very well, but Radvic has demonstrated that they are incredibly exploitable in the hands of players. Honestly, they were never really intended to be used by players -- or, rather, it was a "It would be nice" instead of a primary design goal. In retrospect we should probalbly have left the jutsu design rules out of the player document and simply not allowed custom jutsu; I think it would have been better for everyone, since now we're going to have players being frustrated because their extremely OP designs aren't being allowed in and QMs being frustrated because we're having to face up to the fact that our system is borked coming out the gate and we'll need to keep saying no.
This is true. Jashin-sama himself could create a system and we would start making blood sacrifices to appease him to get better rollsWe would find The optimal path no matter how the system was designed.