- Location
- Liverpool
[X] Action Plan: Here be Dragonsorcery
How do bioseals interact with this? Is it up to the nature of the bioseal (ex: a flat buff to Physique versus a grafted tentacle that makes an automatic attack when enemy enters melee range), or are they all equally treated as "seals?"The new rule, short version: By default a given roll can benefit from any number of passive or innate bonuses (e.g. bloodlines and chakra boost) but only one active bonus (e.g. jutsu, seals) In order to use more than one active advantage at a time, you can buy stunts that let you use particular combinations together.
First of all totally understand wanting to simplify things. It did feel like we where getting into another situation where since we had a bunch of combat abilities that of course are enemies do as well. So even though it felt like we where hitting numbers high enough to start hanging with essies it turns out we where still strong chunnin scrubs. As a balance and a simplifying combat change it's all good in my eyesThe new rule, short version: By default a given roll can benefit from any number of passive or innate bonuses (e.g. bloodlines and chakra boost) but only one active bonus (e.g. jutsu, seals) In order to use more than one active advantage at a time, you can buy stunts that let you use particular combinations together. In order to preserve narrative consistency as much as possible, we are awarding 300 XP for you to spend on such stunts.
When EJ isn't enjoying some very lethal punching as much, we may have munchkinned beyond the pale.Indeed, even EJ has said that he found the Hyena fight exhausting
How so? Seems like if anything your tertiary skills (that likely don't have as many buffs as your primary stat) would become better, since people can't buff their Athletics/Alertness/whatever to the high heavens.
[X] Noburi Training Plan: A Ten for a Twenty
Rapid Rejuvenation 0 -> 10 (-27.5xp)
Deceit 19 -> 20 (-20xp)
Resolve 28 -> 30 (-59)
Surging Seas 0 -> 7 (-14xp)
Stealth 15 -> 18 (-51xp)
Mednin 32 -> 35 (-102 from Sunny XP Pool)
General XP Remaining: 1xp
Sunny XP Remaining: 24xp
Okay, so this gives Noburi an additional 10-stat he needs to raise Deceit to 20, and that extra 20-stat gives Noburi the room he neess for a 30-stat. Resolve is already at 28, so we can level it up for a cheap 30-stat.
Unfortunately, if we want another 40-stat (Mednin is my recommendation, as per Tsunade's expectations and Noburi's own request), we'll need more 10-stats and 20-stats if we want to raise Mednin up to a 40-slot.
To that end, I have Noburi raising Stealth (the closest 10-stat he has to 20) up a few levels, raising Surging Seas (a halfcost jutsu due to Water Element) up to 7 (it'll be his next 10-stat), and then using his pool of Sunny XP to raise Mednin as far as he can (from 32 to 35).
I'm still nowhere near up to date on the rules so apologies if I phrased that ambiguously or plainly wrong for those who do know the lingo.How so? Seems like if anything your tertiary skills (that likely don't have as many buffs as your primary stat) would become better, since people can't buff their Athletics/Alertness/whatever to the high heavens.
Ah, I see. The thing is, that strategy wasn't very helpful anyways because of action economy. Majority of buffs take too long to activate for that to help you in a fight. And in an ambush scenario you were still limited to one buff per element so if you don't have multiple elements with buffs you can't feasibly apply much anyways.... unless you use Sealing, because seal buffs could stack on each other.I'm still nowhere near up to date on the rules so apologies if I phrased that ambiguously or plainly wrong for those who do know the lingo.
What I meant by "lots of cross-skills" was "lots of previously bonus-adding, non-game-breaking-on-their-own buffs".
Now it's better to have a few very solid buffs, and having many underpowered specialised/diversified ones will usually fall somewhere between "useless" and "cute". Oh this adds +3 and this adds +2, and you have ten others that could add +3 or +2 too but can't use them here? That's cool, Orochimaru has this bioseal that adds +17 to taijutsu-
"Hazou, what caused you to switch from Buffs to Attacks? Finally deciding to embrace your 'Warmonger' moniker?"So uh, it kind of does disproportionately affect the players imo since Sealing is the main issue at hand when it comes to "too many buffs" and it's a very rare skill in the ninja world. But that's okay, the buffstack was honestly getting a little ridiculous to track already
Please flair this as Informational.
Oof...Minor ACE Revision
For balance purposes, the cost of the ACE stunt is being reduced by 10 XP and the bonus to maximum chakra boost is being reduced to +1 per instance of the stunt.
Noburi will be refunded the difference.
Right, this was going to be our whole strategy for the next in-game year. Use many buffs to make up for our lack of base stats. Cheese the action economy for activating them using MARS and CATEARS. Looks like we need to revisit thisSo uh, it kind of does disproportionately affect the players imo since Sealing is the main issue at hand when it comes to "too many buffs" and it's a very rare skill in the ninja world. But that's okay, the buffstack was honestly getting a little ridiculous to track already (as a DM I know that feeling all too well.)
SCREAMS EXCITEDLYEstate Architecture
There was discussion recently about what the new Gōketsu estate should look like. In Chapter 564, Hazou visited a number of clan compounds to get a sense for their design and aesthetics. There were two that he wasn't able to visit at the time. Since then, he has had the chance to view them:
The Hyūga compound is the embodiment of traditional perfection. In the center of their compound is a large and beautiful castle, just a hair shorter than the Tower. The rest of the clan's buildings are no less beautiful, though they are substantially less ostentatious. The compound is structured like a lotus flower, with the castle being the bud and the remaining buildings outlining layers and layers of petals, with substantial open spaces dedicated to large and well cared-for gardens. The interlocking lines of buildings and seemingly random walls and hedges give the compound a maze-like feeling – within minutes of entering, Hazō is completely lost and would have needed the Iron Nerve to backtrack. Hazō is certain that there must still be more than what was visible, either underground or through false walls and hidden passageways in the compound. What else would a clan with the ability to see through walls do?
The Uchiha compound is a city unto itself, clearly constructed as a fortress for the express purposes of defense. Its walls are tall with numerous fortifications and defensive structures, though they've clearly fallen into disuse. Thriving businesses grow within those walls, ringed around the outside of a second, sturdier set of fortifications that defend the Uchiha inner city. Compared to the hustle and bustle of the main compound, this area is quiet. Prior to the Collapse, visitors were not permitted here, and the clanless ninja that Ami moved in have by and large moved back out. The inner city is even better defended than the outer one – Hazō notes that, unusually, everything here is made of stone, clay, brick, or other non-wood materials. Their central building is a sturdier fortress yet, small and compact, placed far enough from other buildings to prevent easy rooftop access, tall enough to have firing advantage on nearby buildings while short enough to not be readily visible from the inner city walls. For better or worse, Hazō is not invited within.
The Gōketsu compound is no longer on fire. Everyone is housed, clothed, and fed – though the quality of the housing, clothing, and feeding may leave a fair bit to be desired. Therefore, the clan is now free to start building up what will be their permanent buildings.
Hidden Leaf's laborers, builders, architects, designers, sculptors, artists, and dozens of other groups are practically salivating at the knowledge that a full-size Clan Compound is being built – various guilds are vying for Hazō's signature as they see the chance to secure the largest contract they will see in their lifetimes.
Several plans have included that Hazō should Earthshape the new compound into place; however, no time has been allocated for this. If you want Hazō to Earthshape the Jiraiya gate statue, for example, you should explicitly vote in:
- Spend a day making the gate statue.
And expect this to actually take a day of narrative time. Also, know that this will likely invoke ire from laborers, sculptors, and the Merchant Council.
Likewise, if you would like Hazō to personally Earthshape high quality, spacious, aesthetically pleasing, highly-embellished housing for every family of the six-hundred-odd Gōketsu Clan, you should expect this project to take several months at the least. Remember, Earthshaping is slow, and it becomes slower with large scale and fineness of detail.
Additionally, it was unusual and will continue to be unusual for everything in the compound to be made of stone, rather than wood (which is, unsurprisingly, Leaf's primary building material and a foundation of its architectural styles).
There are a few categories we want you to vote on:
- Design. Valid choices here could be any way of designing the compound. Examples:
- Copy the Aburame compound.
- Hire a designer to blend the styles of the Yamanaka and Hyūga compounds.
- Delve into the Out for architectural ideas.
- Find the architect that built the Amori compound. Ask them to design yours, but in a completely new style.
- Ensure it looks aesthetically pleasing from above.
- Require them to collaborate with Kagome to maximize trap-setting potential.
- Hire a dozen architects, have them divide up the estate into parts and build whatever they like.
- Request that they try to merge styles at borders between sections.
- Require that major buildings be made primarily of stone.
- Construction.Valid choices here include any way of actually constructing the compound. Examples:
- Hire whichever construction crew has the lowest price.
- (if an architect is chosen) Let the architect select the construction team. Do some basic monitoring to ensure they're not handing out contracts to their siblings or overcharging & embezzling funds.
- Hire whichever construction crew has the highest price.
- Spare no expense in sourcing materials. Buy wood from the best lumber mills, source stone from the best quarries.
- Hazō personally Earthshapes the estate into shape.
- Hazō teaches Earthshaping to Reo, together they Earthshape the estate into place.
- Details.Valid choices here include any details at all that you would like to specify. Examples:
- Private monument to the clan's fallen in the heart of the compound.
- Leave room for pasture inside the compound walls.
- Keep some forest around for training purposes.
- Build a small shrine to Jashin in a distant, unoccupied corner of the estate.
- Build elaborate gardens with water features and fruit trees. Lots of them, every clan member should be able to enjoy beautiful spaces.
- Once construction has finished, Earthshape gold filament into the facades of important buildings, using shapes similar to sealwork.
- Emblazon the main building with the character for "Explosive" (爆).
- Unless you vote in a preference for the koi pond, by default it will be publicly visible in the ninja part of the estate.
Example plans:
[][Estate] The Bare Basics
- Design
- Stick with granite-box-chic. Make everything a granite cube, axis aligned to north-south and east-west lines.
- Construction
- Do it with MEW and MARI.
- One big boxy koi pond
- Details
- Include windows on particularly important buildings.
[][Estate] Talk of the town, and defensible
- Design
- Hire designers to create a heavily defensible yet stunningly beautiful layout
- Buildings are swoopy and elegant, multi-toned wood, gold inlay, marble, masterwork murals everywhere
- Construction
- Build mostly in stone and brick but use plenty of wood for the feel
- Use materials that are beautiful as well as sturdy
- Details
- Include windows on particularly important buildings.
- Everything is lavish and of the very highest quality
Please keep plans to 300 words or less.
And clouds and their charges and stuff... if anyone here knows the minutiae of meteorological science, well, Hazō doesn't.Also, chakra be weird yo and therefore details varyto preserve QM sanityfor no apparent reason that Hazō can see.
PSA: Players are being buffed
Straight talk, executive summary: We're making a rule change for reasons we think are critically important. It's going to flatten the maximum power levels across the setting, which is hugely in your favor, but it's also going to result in a reduction of everyone's punching power in the short term, and 'everyone' includes both the Gōketsu and people like Orochimaru. More importantly, it's going to keep the QMs from getting exhausted, so please be charitable.
In the wake of the Neck and Hyena battles, the QMs have been discussing the nature of combat in MfD as well as its correspondence to canon!Naruto. We have been lamenting the complexity of the mechanics and the resulting exhaustion felt while writing combats. The essence of the issue is the number of things that need to be tracked for every roll. It's not enough to say "Hazō's Taijutsu is X and Baddy McBadGuy's Athletics is Y, roll, okay, Hazō hits." Instead we have to remember to add in macerators and pangolin gauntlets and chakra boost (oh, wait, should that be Pantokrator's Hammer or is it better to do regular boost so as to affect all rolls?) and rocket boots and tags from Flashbang seals and tags from Banshee seals and invocations and and and… Forgetting any of these things is a big deal, because it could result in Hazō (or whoever else that we all like) getting hurt or killed. Furthermore, FtD combat was explicitly designed to be fast and highly lethal. Taking a single wound makes it far more likely that you're going to lose the combat, so if the QM forgets one particular buff then it can have serious consequences. It's stressful and a huge drain on energy and attention, making it harder to write a good scene.
The Gōketsu are strong because they have lots of things that each grant a small bonus and can all be used on the same attack. As an example:
Akane: 54 (Taijutsu) + 12 (PKH) + 6 (Shōryuken) + 6 (Banshee) + 6 (Flashbang) + 6 (Wide-angle Blast Rings) + 6 (Youthful Fist of the Mythological Beast That is Really Strong and Tough) + 9 (three tags from Flame Aura) + 6 (invoke "YOUTHFUL Taijutsu Star") + 6 (invoke "Equals at Last") + 6 (invoke "Team Uplift") - 1 (PCJ) + 3 (dice) = 123.
The players are strongly motivated to create more and more advantages, which is going to make fights harder and harder for us to write. Indeed, even EJ has said that he found the Hyena fight exhausting and much less fun to write than, for example, the straightforward punching of Let the Bodies Hit the Floor, which was a blast.
The implications for the setting are profound. Clans have had centuries to build up advantages, and most clans have had plenty of sealmasters and technique hackers in their past. If the Gōketsu can put together 60+ points worth of advantages in a couple of years, why aren't Nara genin attacking at 95 as a standard thing? Leave aside the question of S-rankers and jōnin, which is the bulk of what the players are going to be dealing with in the future as you climb higher and higher up the political and economic ladders. If we want to keep the quest simulationist then we need to come up with 20 or 30 buffs for each of those people.
We'd like to get out ahead of this before it completely breaks us.
We started looking around to see how we might handle it, and we went back to canon!Naruto because MfD tries to pay respect to the source material where the source material makes sense. What we noticed is that, in canon, powerful ninja are usually defined by general skill and a small number of powerful techniques. Examples include:
- Hiruzen: Summoning
- Nagato: Many individually strong abilities that don't reinforce one another
- Itachi: Mangekyō Sharingan (a garbage pile of random ridiculousness but not self-reinforcing ridiculousness, with the exception of basic Sharingan precognition adding to taijutsu)
- A: Lightning Release Chakra Mode, powerful taijutsu
- Ōnoki: Flight, Dust Element disintegration
- Gai: Eight Gates, Strong Fist, summoning (in theory)
- Minato: Flying Thunder God, Rasengan, summoning
- Tsunade: Strength of a Hundred, Creation Rebirth, powerful taijutsu
- Jiraiya: Sage Mode (Frog Kata, sage ninjutsu), Rasengan, summoning
- Gaara: Sand control, passive sand armour, jinchūriki chakra reserves
- Kakashi: Sharingan, Chidori, summoning (rarely)
- Orochimaru: Regen, immortality + body theft, biomodifications, cursed seal/nature chakra, unique ninjutsu, summoning
Note the pattern: most extremely powerful ninja can combine only two major advantages together in a single attack. Even Orochimaru, who practically has "powers as the plot demands", can only combine a small number of them on any single attack.
We're creating a new rule to save our sanity and bring us closer to canon: by default, a given roll can only be buffed by one active thing unless you have stunts that allow you to use multiple buffs together. If there are multiple effects running that would normally all benefit that roll then we'll use the strongest combination of them. For example, let's say you're running Ghost Scales and Flame Aura at the same time, and they are giving you:
- Ghost Scales: +3 to Taijutsu and 3 points of armor
- Flame Aura: +16 to Taijutsu from tags and Stealth reduced to 0.
You would fight with +16 from the tags, 3 points of armor, and Stealth of 0.
A quick bit of meta before we get to the mechanics: is this a nerf to you? Well, yes, from one perspective. Akane can no longer roll 123 on her attacks. On the other hand, it's also a significant bonus because you aren't going to be facing off against enemy chūnin who can roll 123 on their attacks. Hazō is extremely squishy because you've mostly invested in research stats and FOOM components; this new rule significantly reduces the level of the threats he's going to be facing and therefore makes him far more survivable.
With that said, let's do mechanics:
The new rule, short version: By default a given roll can benefit from any number of passive or innate bonuses (e.g. bloodlines and chakra boost) but only one active bonus (e.g. jutsu, seals) In order to use more than one active advantage at a time, you can buy stunts that let you use particular combinations together. In order to preserve narrative consistency as much as possible, we are awarding 300 XP for you to spend on such stunts.
The new rule, long version:
- Passive abilities such as the +3 from the Iron Nerve are unaffected and will combine with anything.
- Innate abilities such as chakra boost are unaffected and will combine with anything.
- All jutsu continue to work as they currently do. Ghost Scales still provides both armor and Taijutsu bonus, Flame Aura still provides multiple tags, etc.
- When you use active abilities (e.g. martial arts styles, blast rings, rocket boot seals, ninjutsu, etc.) to affect a single roll then by default only the highest bonus is used.
- In order to benefit from multiple abilities on a single roll, you must purchase stunts that represent a specific combination of abilities.
- To benefit from two abilities, you buy one stunt, for example "Macerators + Ghost Scales" or "macerators + fire jutsu".
- In order to benefit from three abilities, you must have purchased the stunts to combine each pair of abilities, then purchase another stunt that combines all three. E.g. If you want to use macerators + Ghost Scales + Flame Aura on a single roll then you must buy all four of the following stunts:
- Macerators + Ghost Scales
- Macerators + fire jutsu
- Fire jutsu + Ghost Scales
- Macerators + Ghost Scales + fire jutsu
- You may not have a single roll benefit from more than three abilities without extremely strong narrative justification.
- You cannot have a single roll benefit from two jutsu of the same element.
- All jutsu of a particular element are interchangeable for purposes of these stunts. If you have bought "macerators + fire jutsu" then you can use Flame Aura, Fireball, etc. with your macerators, although only one jutsu at a time.
- Non-elemental techniques are not interchangeable. You need separate stunts for "Ghost Scales + macerators" and "Pantokrator's Hammer + macerators".
- A stunt to combine two buffs costs 100 XP. A stunt to combine three buffs costs 200 XP.
- In order to purchase the stunt, the buffs must combine narratively. It is important to consider whether or not abilities will combine narratively before you invest in them. "Ghost Scales + Flame Aura" is an example of something that works (it both rips and burns and they work at the same range) whereas "Ghost Scales + blast rings" does not (the blast rings are inside the Ghost Scales shell so they destroy it upon firing).
- This applies to any numerical bonus directly associated with a ninjutsu (or seal or stunt or etc). E.g.:
- Hōzuki's Mantle gives +⅓ of its level to a close-combat skill.
- Flame Aura tags.
- FP-paid invocations of ninjutsu Aspects, like FP-paid invocations of "Power of the Pangolin" from Pantokrator's Hammer.
Exceptions:
- Some buffs do not stack.
- As normal, you may not use multiple Martial Arts styles on a single roll.
- You may not benefit from multiple boosts from ninjutsu of the same element on a single roll.
- Similarities:
- As mentioned above, elemental ninjutsu of the same element are covered by the same stunt.
- If Yuno buys "Lightning Hammer" to combine Thunderburst with Pantokrator's Hammer, then later learns Overdrive, a stronger Lightning ninjutsu, she may use Lightning Hammer to combine Overdrive with Pantokrator's Hammer without buying a new stunt.
- Different versions of a given seal are covered by the same stunt.
- If you upgrade macerators, all old stunts apply.
- Both types of blast rings are covered by the same stunt.
- Some bonuses are exempt from limits and can be combined with any other bonus. These include:
- Aspects, either invoked or tagged
- Chakra boost
- Built-in ninjutsu advantages, such as the +AB bonus that is part of the Water Dragon Bullet jutsu
- Passive bloodlines (Iron Nerve's +3)
- NOTE: These are the only exempt items that currently exist and likely ever will exist.
- Combination bonuses:
- A few advantages are so deeply intertwined that they are considered one buff. The only example that we've identified thus far is Explosion Master: the Explosion Master fighting style requires that you have blast rings on. You get to use both the fighting style bonus and the blast rings bonus without it counting against the buff limit.
- Debuffs are unchanged – you still suffer all debuffs (e.g. PCJ + PEA), and you may debuff your enemies without limit.
Examples:
Noburi has the following abilities:
- Water Whip (50). This is a close combat skill.
- Hōzuki's Mantle at 20. The text of HM says that it adds +⅓ HM level (20/3 rounded up = 7) to any close combat skill. HM is a water-element jutsu.
- Rocket Boot seals that will grant +8 (arbitrarily chosen)
- Up to 5 points of chakra boost
Without getting a stunt, Noburi can gain the full value from any of the following combinations:
- Water Whip
- Water Whip + chakra boost
- Water Whip + Hōzuki's Mantle
- Water Whip + Hōzuki's Mantle + chakra boost (CB is explicitly exempt from limits)
- Water Whip + Rocket Boots
- Water Whip + Rocket Boots + chakra boost
Noburi could buy a stunt that would allow him to combine the Rocket Boots seals with water-element jutsu (of which Hōzuki's Mantle is an example). He could then gain full value from any of the above plus:
- Water Whip + Rocket Boots + Hōzuki's Mantle
- Water Whip + Rocket Boots + Hōzuki's Mantle + chakra boost
Suppose he wants to use Water Whip + Rocket Boots + Hōzuki's Mantle + chakra boost without having the stunt? He can do it, sure, but he will only get the benefit from the Rocket Boots, since that bonus is greater than what HM provides.
Here is the same thing but said in a more numerical and broken-out fashion:
Another example with Akane:
- Noburi:
- He uses Water Whip, base 50.
- He adds +5 from his chakra boost. This does not count as a buff, as it is an innate bonus.
- He rolls 55.
- He uses Water Whip (50) + Hōzuki's Mantle (level 20). The text of HM says that it adds +⅓ HM level (20/3 rounded up = 7) to his Water Whip score.
- He adds +5 from chakra boost.
- He adds +7 from Hōzuki's Mantle. This counts as his buff for the technique.
- He rolls 62.
- Without buying a stunt to combine the two, Noburi uses Rocket Boots and Hōzuki's Mantle together. He only gets the benefit of the Rocket Boots, as they provide the larger numerical benefit.
- He adds +5 from chakra boost.
- He adds +8 from Rocket Boots.
- He rolls 63.
- He still gets the non-numerical effects of Hōzuki's Mantle: Armor:2 against multiple opponents, Athletics penalty, and bonus to dodge ranged attacks.
- Noburi buys the "Rocket Octopus" stunt which allows him to combine Rocket Boots and any one water-element jutsu.
- He adds +5 from chakra boost.
- He adds +7 from Hōzuki's Mantle.
- He adds +8 from Rocket Boots.
- He rolls 70.
- Akane:
- Wants to use Pantokrator's Hammer, Blast Rings, and Rocket Boots on a single roll. She needs:
- PKH + BR: "Explosions All Up In Your Face" – costs 100 XP
- PKH + RB: "Pangozoom" – costs 100 XP
- BR + RB: "Explosions from Both Ends" – costs 100 XP
- PKH + BR + RB: "Pangoboom" – costs 200 XP
- This costs 500 XP.
- She can then roll 54 + 12 (PKH) + 6 (YF) + 6 (BR) + 8 (RB) = 86.
As mentioned above, we're awarding a one-time bonus of 300 XP, which can only be used on two-buff-combination stunts. If you would like to use this XP award, please propose the stunts and vote in training plans by next week.
If you would need to learn how to use the bioseal or adapt to it, it would be active and require a buff. We're almost certainly not going to introduce more passive buffs precisely because it would reintroduce the complexity that we're trying to avoid.How do bioseals interact with this? Is it up to the nature of the bioseal (ex: a flat buff to Physique versus a grafted tentacle that makes an automatic attack when enemy enters melee range), or are they all equally treated as "seals?"
We are revising some of your seals to act as debuffs mechanically. In the Hyena fight, the Banshee Fucker was modeled as a debuff and that went pretty smoothly.The thing I do want to work out is how the new rules work with MARS. Will we have to buy a stunt for every additional seal we would like to use in the chain? Or are most of the seals we would want to trigger are considered debuffs?
We're not going to be counting PCJ as a buff. Although it is very strong, it does not provide a bonus to any stat roll.edge case: PCJ? It's a malus but has a crazy strong buff attached. I think it should be acknowledged as a buff that normally you'd need stunts to use alongside other things, but part of the summon ninjutsu sauce is that PCJ doesn't use a buff slot.