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*sigh* I'm somewhat saddened by the fact that there's a good chance of one of these characters being dead by the end of next update. The omake are wonderful, but a bit bittersweet.
 
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As long as it isn't Nobby, he should be able to stop the bleeding, although he is 100% going to be unable to reattach the arm, and I'm pretty sure sealing it would destroy any viability for reattachment it had.
 
... I can't sleep because I'm terrified someone is going to die.

Congratulations on making incredibly realistic and sympathetic characters, @eaglejarl and @Velorien.

Also, curse you for putting them in a death world.
 
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Any constructive criticism? Does this fall into some doomed plan format I'm unaware of? Besides don't split the party...
Because splitting the party is a TvTropes page for a reason.

We, as individual Chunins, do NOT have the skills to go into large towns without poking the ninja presence there. Small villages? We're fine. But we nearly got buttfucked in Yuno and it led to a Sannin on our tail. That time was lucky; if Iron had an actual Hidden Village we'd be dead in a day.

We need Mari's support to do this. Kagome too. We are doomed otherwise and it's shameful to continue to be so arrogant about our skills right after this fiasco of an update.

So my "constructive criticism" for this plan? It's to say no. Just...Just no.
 
I'd quite like to play a genjutsu specialist. Makes one on one fighting pretty difficult until we get to Heartbreaker levels, but I find telepathic combat interesting.
Unfortunately, Genjutsu is nerfed into uselessness.
  • Genjutsu is one-on-one. Any team of two or more opponents will no-sell it.
  • There are many bloodlines that no-sell Genjutsu. Byakugan and Sharingan, at the very minimum.
  • Constant Vigilance (regular dispelling) also no-sells Genjutsu.
As I see it, when you win, Genjutsu lets you win more. When you lose, Genjutsu doesn't do anything at all, you can't even struggle. It's all or nothing. And the "nothing" happens way too often.


So, while playing as a Genjutsu specialist would be really cool in principle, I am strongly against it because of usability issues. It's just not flexible enough.
 
Stupid placebomancy bullshit :mad: I see your framing and raise you "Four children and their adoptive older sister, on a mission to save the world, are confronted by a man who has devoted his life to supporting the cycle of death that is slowly choking the human race into oblivion with no demonstrated remorse" :p
This week, the mysterious warrior fighting to protect an important child encounters a team of ninja whose long-term plan to save the world demands accepting missions to hurt people for money, from anonymous clients with no questions asked.
 
Nah, watch this rag tag bunch of misfits save the world one exploited child at a time, while tricking criminals and various shady scum out of their money.
 
So splitting the party is your main gripe.
Yes and no.

Once we get the social and combat skills needed to do these missions ourselves with minimal risk I have zero qualms about splitting the party. But that's the problem. We do not have the soclal and combat skills needed to do these missions ourselves with minimal risk.

The utilitarian argument would be that we have to do something.
No, it is not.

The utilitarian argument is that the moral action is one where we maximize utility. That does NOT mean that we should look only at the benefits (split the party->faster contacts) and make a decision based on them. It means that we need to look at BOTH benefits and costs of our actions, as well as the probability each will occur; and make a decision based on that.

In MfD the Hidden Villages aren't always at war with each other because the expected costs of war have become too great for the expected benefits to be worth it.

Yes, going to smaller, out-of-the-way villages like the village where we found Kagome are much safer; BUT they do not help us in our main goal: getting serious contacts for an empire. Who the fuck is going to care what butt-fucking-nowhere-ville is doing? By contrast, going to larger towns with an actual dot on the map (i.e., there's actual information/goods exchange going on) is worth going to because the gains are non-zero; HOWEVER splitting the party and having individual Chunin-levels means the risks are significantly higher, even more so than the corresponding increase in gains.

A simple example. One of our greatest fears is getting caught by Zabuza, brought back to Mist, and summarily killed (by torture). By your logic any action that minimizes the chances of our discovery by Zabuza should be taken. But nobody in the hivemind, as far as I can tell, has advocated pulling a Kagome and living in a hole in the ground for the rest of our lives.

You wanna do something? Fine. I'm OK with that. You wanna have fun, and have a challenge? OK. But that isn't an excuse to go full LEEROY JENKINS for the sake of...what exactly?
 
The utilitarian argument is that the moral action is one where we maximize utility. That does NOT mean that we should look only at the benefits (split the party->faster contacts) and make a decision based on them. It means that we need to look at BOTH benefits and costs of our actions, as well as the probability each will occur; and make a decision based on that.
I am spending about half of my playtime trying to (unsuccessfully, if the latest vote is any indication) explain this to the hivemind. Hivemind stubbornly wants to be Leroy Jenkins for some reason. :cry: I hope (likely in vain) that after the TPK and reboot people will get a bit more careful.
But nobody in the hivemind, as far as I can tell, has advocated pulling a Kagome and living in a hole in the ground for the rest of our lives.
I advocated for "A Sealing Researcher Is You Quest" multiple times, but nobody wanted to listen. :V
 
Living in a hole in the ground for the rest of our lives has been discussed tho? QMs even admitted that it's the most rational choice, if we're looking for long term survival. Y'all remember how that conversation went, right?
 
While we are at it, let's consider our next protagonist's build.

Somewhat joking observations based on hivemind's playstyle so far:
  • Sealing is only worth it if after training Sealing we spend some time on sealing research. Otherwise it's a complete waste of XP. If hivemind won't learn a little patience, we will not be able to ever benefit from Sealing. TL;DR: we, the hivemind, are too impulsive to use Sealing, let's not spend XP on it.
  • The same is true for any preparation-heavy skill. MechApt, Technique Hacking, Medicine... They are useless for us.
  • Stealth was used basically never. Hivemind's Attack-Attack-Attack playstyle doesn't lend itself to it.
  • Hivemind is suicidally optimistic and is willing to bet everything for negligible gains. We should invest in not-dying for our character. Siberian-style projection, puppetry, anything that will allow our character not to die when he is killed. Otherwise, the quest will again end abruptly.
 
I believe the qms said that we could do whatever we wanted now that they have Jiraiya to assign us missions. That may no longer be true, but in any case I don't think the party would go for hiding in the woods for months with nothing to do.

@faflec, I find replies like these much more helpful than 'just no.' Thank you for going through the hassle. Before I dig into the rest of what you wrote, I want to make sure we're talking about the same thing. I'm not defending the mission the party is doing right now. I'm interested in figuring out future goals that straddle the line between too dangerous and not difficult enough to appreciably raise our social and combat skills. A failure in accomplishing that that put us where we are now.

You're very good at explicitly stating definitions and generalities. I tend to rely on ambiguities and implication. Doing the former takes more time for me, but I'll work at it. My point is that I completely agree with your well put definition of utilitarianism.

The main appeal for me of splitting the party isn't speed, but making smaller challenges more challenging so we can stick to things that fail harmlessly. I would weigh the danger of chunin going together, in groups of 3, 2, or 1 vs the inflexibility of each based on local ninja density. It's important to remember that a failure in any decently sized village would necessitate leaving since eventually a big fish would come by to see what's going on. I'm sure there are some undeveloped towns being exploited for rare resources by merchants that travel to bigger places. We stand to gain something there. There might also be some undiscovered rare resources like the chakra infused porcupine spikes we encountered trade could be based on. Small towns also allow us to practice planning and get in-character acumen with less dire consequences. I would still like to hear your thoughts on picking off caravans(nonlethally) or impersonating local inspectors.

You address some of my statements dead on literally, but then go on tangents you've misconstrued. It's jarring, unproductive, and laborious to have to address false accusations. In one breath you're accusing me of wanting to hole up forever and in the next of going leroy jenkins when I advocate neither. I'm going to assume this is directed at the players in general and the most recent plan. If being the target of these posts is what's necessary to incite them, I'm more than happy to, but if it's avoidable, I'd prefer not being singled out.

Happy to table this if it's getting off topic, but I suspect it'll be a nonissue once the update hits.
Sorry if some stuff made no sense to you, it made no sense to me either upon reread. I tend to write...really weird stuff sometimes.always

I'm generally referring to you when I talk about the low reward with going to a small town (more on this later). The note on hiding in a hole was an made-up-out-of-my-ass example of why your definition of utilitarianism (we have to do something!) isn't a complete view, and not a comment on your views specifically. I know (hope) you don't want to turn in Kagome. My break on the current situation kinda bled through into my response, and the earlier confusion about small villages vs. larger towns kinda bled into that.

In ANY case, I still disagree with you that going to smaller villages, even individually, has merit. I do not believe the challenges inherent to successfully helping any such village (having Diplomacy 4, Combat 10...) are such that pose any sort of worry for any of us, except maybe Kagome. In the beginning, having Akane and Noburi take the lead on a mission to familiarize themselves with the "how-to" can be useful for them. But after that it's just a monotonous routine on Helping Villages 101, and doesn't gain us much in terms of physical reward (items/money), information reward (contacts, rumors), or meta reward (XP). The only thing it'd give us is a moral reward (happy faces at helping people), which admittedly might be needed to keep us from sinking into pits of despair and etc., but that's not quite enough to justify it. I just feel that smaller villages won't give much of a challenge even if 1 person does things at a time.

Villages with exploitable resources are a thought, but I don't think we'd want to be a single ninja working here. I get the feeling that once the merchants realize that the village has grown too strong for them to exploit enemy ninja will get hired to...remove...the leadership, to fully replant the village as dependent on the merchants. Beyond that I'm grasping at straws since I can't directly respond to the concept if I don't know how they're being exploited: are they a small village who harvest Element X only and sell it to the merchant for food/supplies; or are they more of a slave camp being actively watched over/shit on?

I don't think there will be any rare resources ninjas haven't discovered, because ninjas aren't stupid. They've lived some hundreds of years, the only real secret we've found (Hillbilly Mountain) required an active ninja conspiracy to keep secret and I doubt that a rare resource like that would exist without being protected by ninjas. And we really don't want to poke that nest.

Picking off caravans(nonlethally) strikes me as being Stupid Evil. Beyond the moral reasons, I honestly cannot see what we gain from it beyond physical goods, which aren't that hard to get.

Impersonating local inspectors is possible but risky, since they'd only really be relevant in larger towns where inspectors would be needed, and at that point there's a lot more things to do that are faster and equally safe. Having a bit of trouble picturing this, since the goal seems a bit vague.

My personal opinion on how to progess is to gain XP and advance our in-character goals (contacts, helping others) at the same time. The easiest way, and also the safest way, to do this is to go to a larger town, get info, and start helping people based on the local rumor mill.

I may have gone on tangents here, so apologies if I have.
 
I am spending about half of my playtime trying to (unsuccessfully, if the latest vote is any indication) explain this to the hivemind. Hivemind stubbornly wants to be Leroy Jenkins for some reason. :cry: I hope (likely in vain) that after the TPK and reboot people will get a bit more careful.

You know that we're not oblivious to the fact that actions have costs and benefits right?

As I read the situation we had a few broad options.

  1. Run Away
    1. Low Probability Outcome: We manage to get out of the building and far enough away that kagome can assist. This would be pretty good for us actually, much higher likelyhood of survival, getting to that point is much harder.
      This requires signals, everyone to make their weapons roll to PMYF through the window. Problem is Hazou can't hit the broad side of a barn, and because of the small window we can't just rely on Keiko throwing multiple targets for us. See the example here (people in red, window that's generously large in blue, and respective visibility cones in grey), people's fields of fire only overlap significantly if they're blocking each other and a tiny window means they're thin slivers besides. It's even worse in 3D, than the little drawing I made. I don't expect Keiko to pull canon!Uchiha bullshit like bouncing one kunai off the other in midair, because that's stupid and requires a level of computational power that really only exists in Lighting Up the Dark. If we're really lucky, Keiko is right in front of the window and has a wider field of vision through the window but that would make throwing through it more difficult.
    2. Higher Probability: Some of us succeed to get out, some of us fail by the time Jotarou gets into the room. Someone will die, likely one of the taijutsu specced kiddies.
      We're fighting with a smaller party and those who are outside will be the ones with the ability to provide ranged support anyway (the ones with good weapon rolls). But they're stuck trying to either bust through the walls to provide support or through the sliver of the window they can see. At which point the situation basically becomes one of a few taijutsu specialists against a kenjutsu specced jounin in an enclosed space where tacmove counts for much less.
  2. Attack Immediately, Without Provocation, and with Deadly force.
    1. Low Probability: Whatever alpha strike we do works and kills Jotaruou. This is an okay outcome, but would come with collateral damage. Low but not infinitesimal because we should get a DC for surprise and stuff.
      Our people would be safe though. I wanted to do this through MEW, but physics fucked that up. Alternate options would be a weapon barrage through the door, or some trick where we try to make a hole for a Genjutsu. All of these give Jotarou a good chance to dodge though, since he's a melee spec jounin anyway, he's probably pretty good at that. But simply expressing this would be hard for Hazou, he'd basically counting one everyone figuring this out on their own unless he's the one who starts it.
    2. Higher Probability: We're in a fight, but with the slight advantage of the initiative. We've discussed the various "in combat" options a bunch already, but consensus seemed to be that it would suck but we should be able to survive it. I've not run the numbers on a battle, but I trusted the thread consensus on that since I haven't focused on the roll mechanics all that much.
  3. Diplomance/Distract and if that fails, Attack
    1. Very Low Probability : He falls for whatever trick we pull. This is unlikely because he's a jounin, he won't be caught off guard by a simple bluff unless we get lucky. But the outcome is pretty good. Basically the only way this would happen is if he's in his PJs with the sword in the other room, and drunk to boot.
    2. High Probability: We get into a fight anyway, but this time he has the initiative, and we lose the ability to alpha strike effectively because he's prepared for a fight. Thre
There's a reason I advocated an alpha strike. Option 1 would very lightly lead to the straight up death of at least one of us, and Options 2 and 3 were a choice between greater or lesser levels of injury given thread consensus at the time.

We might be not be as Bayesian as I would like, but we're not actually ignorant of how it works. A lot of our problem seems to be lack of time to plan, and the same logarithmic discounting that is the bane of our species.

I advocated for "A Sealing Researcher Is You Quest" multiple times, but nobody wanted to listen. :V

Says you to the thread that has multiple kilo-word plans on how to do very silly things with sealing, along with careful analysis on the dynamics of explosive seals and other possible exploits.

You're far from the only person who wants a sealing research quest, even if we don't seem to be majority. I know I'm trying to push the "alternate doing stuff with sealing research downtime" motsly because that seems to be within the overton window of the thread.
 
Yes and no.

Once we get the social and combat skills needed to do these missions ourselves with minimal risk I have zero qualms about splitting the party. But that's the problem. We do not have the soclal and combat skills needed to do these missions ourselves with minimal risk.

Missions with minimal risk aren't worth playing out. If there's not some risk, there's nothing to write about and little reward. The idea as I generally see it is to have missions that are some risk on stats alone and then are reduced to minimal risk by clever planning during the adventure itself.

In other words, if you can look at the character stats and say, "Yeah the character can do it no problem," then it's a garbage mission that isn't challenging enough.

That said, I get 1234querty's desire to have some roleplaying where we have to worry about Hanzou alone, or at most Hanzou and one other person, rather than a group of six people to coordinate.
 
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