I don't want to write a whole plan right now, but I will build on Inferno Vulpix and RandomOTP's ideas. Feel free to add and change these points to any plans you guys come up with.
Apologize to Kagome for not involving him in necromancy talks, since so far it's been mainly his ideas that we've been pursuing. Maybe next time we have a necromancy meeting have Kei and Kagome in the same meeting? I don't want to go so far as to add Ami in there tho, Kagome might flip out.
talk about the 5SB fortified box around rift idea
Also talk about what sorts of sensory seals are needed for the current ideas + any tracking seals kagome is willing to give us
Akatsuki talk will likely need to happen with Kei along with Mari's knowledge of Akatsuki abilities + whatever Asuma/Naruto/some other jonin is willing to give us of their abilities. I think last time we talked about Akatsuki there was way too much speculation on what they can do.
since we still have two milds and wont' be doing any sealing in the next couple days until we get interrupted by kakuzu and hidan again, maybe check if we have time to do some ES research?
The Fated to Die XP system works reasonably well in most cases, but there are some things it doesn't capture very well. In the real world, improving at a skill is based on acquiringnew information and then finding and overcoming appropriate challenges in order to truly master the information. If you want to get better at playing the guitar then you need to learn how fingering works (new information) and then practice it enough that it becomes something you can do without thinking (finding and overcoming an appropriate challenge). Someone who picked up a guitar yesterday can improve by running scales, but if Santana runs scales all he's doing is preventing his skills from degrading from lack of use. Santana will stop advancing as a musician unless he challenges himself with harder pieces of music, new genres, etc. In game-mechanical terms, his XP rate declines to show that he's not improving. Likewise, programmers who spend 20 years writing shopping cart apps in C will barely improve while ones who master Perl, Python, PostgreSQL, R, machine learning, Lisp, Haskell, and information security will continue to improve.
We want the experience system of the Marked for Death universe to work on the same model, both because it's simulationist and because it explains why senior ninja aren't literal gods with unlimited power.
We implemented @Inferno Vulpix's stagnancy system around six months ago, but haven't used it much. It required active effort to consider and required judgment calls to implement. However, we still believe it's a good mechanic that represents something important in-universe. To get more use out of it, we're grounding it mechanically in total XP earned.
This change allows us to resolve several issues that have been building up in the narrative:
It normalizes older S-rankers somewhat. While talent can help you reach higher heights faster, in the long run it is more important to work hard at new things – i.e. to continually have new experiences and surpass new practical challenges. Top-end S-rankers are differentiated by the types of challenges they surpassed.
It explains why talented ninja have such impressive mission records. If you have a higher talent rating, you need to take more and harder missions in order to find challenges, as you hit stagnancy faster than your peers, despite stagnancy happening at the same XP totals for both of you.
It puts a more realistic premium on life experience. We've introduced many mechanics that scale off of talent rating (Shadow Clone, training techniques that grant a fraction of your base XP, lootboxes). This new system helps age and experience have a greater effect on ninja XP totals (and therefore, strength).
It rewards being good at multiple things so that you can seek out different types of challenges. As your XP total grows and finding appropriate combat challenges becomes harder, it becomes favorable to have more domains to unstagnate more easily. This is yet another reason why jōnin-level characters tend to branch out after attaining adequate combat stats.
It allows different character archetypes that we've portrayed on screen but that aren't officially supported in the demographics. E.g. a jōnin who had high base talent but stagnated taking easy missions as a genin and only blossomed once a war put pressure on them, or a chūnin that retired early and has been stagnating since.
Simplified Summary
Every character has one or more 'domains' that they focus in. Nearly all ninja have the combat domain while some will have additional domains such as sealing, socials, technique hacking, etc.
Every 500 XP is called a 'stagnancy barrier'.
Barriers are associated with a domain.
Barriers must be removed by a challenge in that domain. You cannot remove a combat barrier by doing a socials challenge and vice versa.
Your XP rate drops by 10% when you hit the barrier.
Your XP rate drops by another 10% for every 100 XP past the barrier.
There is a minimum XP rate; you will never go below 10%
By overcoming a level-appropriate challenge you can:
Remove an in-effect barrier, thereby removing its effect on your XP rate; or,
Remove a barrier at the next multiple of 500 before it goes into effect.
Noburi, Kei, and Hazō all have 2 domains and are stagnant in 1 of them, meaning that their XP rate will slow slightly when this rule goes into effect.
Note the implications: eventually, senior ninja reach a point where there are no level-appropriate challenges and their progress slows to a crawl. This is why (e.g.) Kakuzu, the Akatsuki member who is a century-ish old, is extremely powerful but not a literal god.
Full Details
(Note: There are illustrations below this that will, er, illustrate all of this.)
Characters have 'domains' of skills. For example, Gai's only domain was combat (specifically taijutsu) while Hazō has both combat and sealing. Jiraiya had combat, sealing, and socials. It is normal to pick up new domains as you advance.
You pick up new domains by spending significant amounts of XP in relevant skills.
Every character has a "stagnancy barrier" every 500 XP.
Barriers are associated with a particular domain, such as 'combat', 'sealing', 'socials', etc.
Stagnancy barriers accumulate; for example, at 1,000 XP you will have two barriers in place, one at 500 XP and one at 1,000 XP.
When you reach a barrier your XP rate is reduced by 10%
For every 100 XP past a barrier, your XP rate is reduced by an additional 10%.
Overcoming a meaningful, level-appropriate challenge in the appropriate domain removes the earliest barrier in that domain. This might be a barrier that you have already passed (if you currently have an XP penalty) or the next one in line if you are at full XP rate.
For characters with multiple domains, the stagnancy barriers cycle through their domains.
Within a given domain, only one barrier into the future can be removed; if you're at (e.g.) 10,000 XP then a level-appropriate combat challenge will remove the barrier at 10,500 but a second level-appropriate combat challenge will not remove the one at 11,000.
It is possible to remove the next barrier in each of your domains before you get to those barriers.
Only a challenge in domain X can remove a barrier in domain X – you cannot get rid of combat stagnancy by doing a socials challenge or vice versa.
Your XP rate never goes to zero. No matter what, you will always earn a certain percentage of your XP rate. That minimum depends on how many domains you have and how many of them you are currently stagnant in:
Stagnant in all domains: 0.1x (10%)
Stagnant in 2 of 3 domains: 0.2x (20%)
Stagnant in 1 of 2 domains: 0.3x (30%)
Stagnant in 1 of 3 domains: 0.4x (40%)
As you can see, stagnancy comes in degrees; someone who is stagnant in 1 of 1 domains is more stagnant than someone with 2 domains of which 1 is stagnant, who is in turn more stagnant than someone with 3 domains of which 1 is stagnant.
Stagnancy is based on total XP, not base XP. That means that Shadow Clone XP, Lootbox XP, OOC XP and so on are all included in the stagnancy counter. The logic here is that you can only learn so much from finite practical experience. Shadow Clone accelerates your learning by helping you memorize/rehearse a given amount of information more quickly, but it doesn't give you new experiences from which to gain new transformative insights. Likewise, XP lootboxes can teach you a lot through book-learning, but their understanding is best conveyed in tandem with real experience. Consider learning to play an instrument with only textbooks on mechanical skill and music theory, with only an instrument, or with both; you will advance fastest when you have both.
Let's look at some examples.
Scenario 1: The Basics
As mentioned above, Gai has only one domain: combat. As the starting point for the example let's arbitrarily say that he's at 20,000 XP and not stagnant.
Gai has been keeping up with his challenges, so he is not currently stagnant and therefore is earning his full XP rate. At 20,500 XP, he hits his next stagnancy barrier and his XP rate drops to 0.9x. It will drop by an additional 0.1x for every 100 XP that he remains stagnant – first to 0.8x, then 0.7x, etc, until he is earning only 0.1x his base rate. (0.1x is his minimum rate since he is stagnant in all of his one domains. If he picked up a second domain then he would be stagnant in 1 of 2 domains, so his minimum rate would suddenly be 0.3x. If he became stagnant in that domain as well then his rate would once more decline to 0.1x.)
If Gai has a meaningful combat encounter after hitting the barrier (e.g. at 20,617 XP) then his earliest stagnancy barrier (the one at 20,500) will be removed and he will be restored to 100% of his XP rate until he hits the next barrier.
Scenario 2: Removing a Future Barrier
As with the previous scenario, Gai is at 20,00 XP and not stagnant. Suppose he has a meaningful combat challenge at 20,300 XP, before reaching the stagnancy threshold. This would remove his next stagnancy barrier (the one at 20,500 XP) before he even got there! Now he would earn his full XP rate until the 21,000 XP barrier.
Of course, you can only remove one future barrier at a time, so it won't help him to have another meaningful combat challenge at the 20,400 XP mark.
He had already removed one future barrier (the one at 20,500), so that second encounter will not remove the one at 21,000 XP stagnancy. Only once he is past the 20,500 mark can he remove the 21,000 XP barrier.
Scenario 3: Multiple Barriers in Effect
Gai was at 20,000 and not stagnant, then he hit the 20,500 barrier and started to stagnate. He doesn't manage to find any worthy opponents, so he continues to face no challenges until after the 21,000 XP barrier. He now has two barriers in effect: the one at 20,500 and the one at 21,000. Here is where he currently stands:
With 21,000 XP and two barriers in effect, Gai's XP rate is at 0.4x his base rate and still dropping. His earliest stagnancy barrier would be the 20,500 XP mark, so that's the one that will be removed when he finally has an encounter. Suppose that happens at 21,167 XP:
This removes the earliest barrier (the one at 21,500) but not the second barrier. His stagnancy counter would be pushed back to 21,000 XP, and his XP rate would become 0.8x. He would need to find another challenging encounter to fully unstagnate and earn his full base XP again.
Scenario 4: Multiple Domains
So far we've been looking at a character with only one domain. Let's now look at Kurenai, whose two domains are combat and socials.
As in earlier scenarios, she is at 20,000 XP and not stagnant. With two domains, Kurenai has a minimum XP rate of 0.3x when stagnant in one domain, or 0.1x when stagnant in both. If she has a combat encounter at 20,100 XP, the next combat stagnancy barrier is removed; note that this is not the next barrier, the one at 20,500, since that is a socials barrier. Despite removing a future barrier, she will still grow stagnant from not testing her social skills.
If she then faces a social challenge at 20,300 XP, she can remove her socials stagnancy barrier before reaching it and will have a long stretch of full-rate XP gain:
And, of course, after her XP threshold crosses 20,500, she can then do another socials challenge and hold off stagnancy for even longer.
For a character with three domains, the situation would be much the same. Jiraiya, whose domains are combat, socials, and sealing, would still have one stagnancy barrier every 500 XP which would cycle between his domains, meaning that for each of his domains there is a barrier every 1,500 XP – e.g. combat at 21,000, socials at 21,500, sealing at 22,000, combat at 22,500, etc.
Hopefully this is all clear. The following stagnancy barriers have been added to the players' character sheets:
Noburi:
11000 XP: Combat. He has not had a challenging combat in over 300 chapters and 6000 XP, so he starts off slightly stagnant in this domain.
11500 XP: Medicine. He has been working hard at this and therefore is not stagnant in this domain.
Kei:
13000 XP: Combat. Again, she has not had a fight in a long time and therefore is slightly stagnant in this domain.
13500 XP: Leadership. She has been working with the KEI and the Nara, which has been keeping her leadership skills sharp, so she is not stagnant in this domain.
Hazō:
13500 XP: Sealing. Hazō is a jōnin or S-rank sealmaster who has been working only on easy seals, so he starts off slightly stagnant.
14000 XP: Combat. We want all the characters to have their combat domains on the x,000 marks, and Hazō fought recently in Hyena (though at a distance).
Please ping us with any questions or suggestions on how to clarify the writeup of these rules.
How does the stagnency mechanic interact with SC XP? Is it applied after the bonus XP or does it apply to base XP and then bonus XP is calculated as normal? How does stagnancy effect Brevity and QM Fun XP?
Is this calculated from a formula, or was each scenario evaluated individually and assigned a value? A part of me wants to know what would happen if a ninja had 4 domains.
In unrelated terms, this makes it very very valuable for Hazou to pick up a Socials domain ASAP. I strongly recommend we do not level combat stats until we've obtained this domain, because it will be easier for Socials to reach parity with Combat (and thus make a compelling case that, if Combat is one of our domains, Socials should be too) if we aren't also boosting Combat in the process.
I strongly recommend we do not level combat stats until we've obtained this domain, because it will be easier for Socials to reach parity with Combat (and thus make a compelling case that, if Combat is one of our domains, Socials should be too) if we aren't also boosting Combat in the process.
Fuck no, we need to survive first to get new domains. We can't keep putting off raising Alertness, and it's going to take long enough to raise socials that Hazou will need to have some level-appropriate Combat Encounters to keep accruing XP.
As part of raising Alertness to 50, I have us raising socials, and after Alertness 50 we'll need to raise more socials anyways to get Athletics into the 40s, but we can't avoid raising combat stats imo.
In other words, we could keep leveling socials and then have socials and sealing be our domains, and then we'll never run out of level appropriate challenges because basic interaction with Mari and Ami are beyond Hazo's level
In other words, we could keep leveling socials and then have socials and sealing be our domains, and then we'll never run out of level appropriate challenges because basic interaction with Mari and Ami are beyond Hazo's level
Fuck no, we need to survive first to get new domains. We can't keep putting off raising Alertness, and it's going to take long enough to raise socials that Hazou will need to have some level-appropriate Combat Encounters to keep accruing XP.
As part of raising Alertness to 50, I have us raising socials, and after Alertness 50 we'll need to raise more socials anyways to get Athletics into the 40s, but we can't avoid raising combat stats imo.
Maybe we can make up some of the difference by leaning into our Clan Head political duties a bit. Find some more reasons to do negotiations with our fellow Clan Heads or something to propose to the Clan Council.
I'd propose going back to the Honey Cave (which we know is a level-appropriate encounter zone, excepting the "Ultralethal" vine golems in the crystal cave chamber), but it'd be way too long a trip for us to justify while on the Necromancy grind. Maybe we could just send Kei and Noburi out, since they're the ones who need Combat encounters?
Should we just have them take ordinary combat missions like a regular ninja? No, impossible.
So I think we have to consider if sticking on the mono-focusing resolve train is worth it or if we should start spending XP on improving our domain stats to better prepare us for unlocking them.
So I think we have to consider if sticking on the mono-focusing resolve train is worth it or if we should start spending XP on improving our domain stats to better prepare us for unlocking them.
In theory, wouldn't that just make "level-appropriate" a higher threshold to reach? Maybe we could get an edge by leveling stats that support our domain stats though, like Substitution boosting Athletics.
In theory, wouldn't that just make "level-appropriate" a higher threshold to reach? Maybe we could get an edge by leveling stats that support our domain stats though, like Substitution boosting Athletics.
It all really depends on how level appropriate is defined. Would a current level appropriate challenge stop being one if we raised awareness to 39? There's lots of unknowns in how this will be defined. Plus if we're going out and trying to find trouble the biggest risk isn't that we won't get an unlock but, we will stumble into something over our head and die
After making a successful infusion roll on Rocket Boots, does Hazou think they (a jounin-level seal) are a difficult enough project to unstagnate his Sealing domain?
The Fated to Die XP system works reasonably well in most cases, but there are some things it doesn't capture very well. In the real world, improving at a skill is based on acquiringnew information and then finding and overcoming appropriate challenges in order to truly master the information. If you want to get better at playing the guitar then you need to learn how fingering works (new information) and then practice it enough that it becomes something you can do without thinking (finding and overcoming an appropriate challenge). Someone who picked up a guitar yesterday can improve by running scales, but if Santana runs scales all he's doing is preventing his skills from degrading from lack of use. Santana will stop advancing as a musician unless he challenges himself with harder pieces of music, new genres, etc. In game-mechanical terms, his XP rate declines to show that he's not improving. Likewise, programmers who spend 20 years writing shopping cart apps in C will barely improve while ones who master Perl, Python, PostgreSQL, R, machine learning, Lisp, Haskell, and information security will continue to improve.
We want the experience system of the Marked for Death universe to work on the same model, both because it's simulationist and because it explains why senior ninja aren't literal gods with unlimited power.
We implemented @Inferno Vulpix's stagnancy system around six months ago, but haven't used it much. It required active effort to consider and required judgment calls to implement. However, we still believe it's a good mechanic that represents something important in-universe. To get more use out of it, we're grounding it mechanically in total XP earned.
This change allows us to resolve several issues that have been building up in the narrative:
It normalizes older S-rankers somewhat. While talent can help you reach higher heights faster, in the long run it is more important to work hard at new things – i.e. to continually have new experiences and surpass new practical challenges. Top-end S-rankers are differentiated by the types of challenges they surpassed.
It explains why talented ninja have such impressive mission records. If you have a higher talent rating, you need to take more and harder missions in order to find challenges, as you hit stagnancy faster than your peers, despite stagnancy happening at the same XP totals for both of you.
It puts a more realistic premium on life experience. We've introduced many mechanics that scale off of talent rating (Shadow Clone, training techniques that grant a fraction of your base XP, lootboxes). This new system helps age and experience have a greater effect on ninja XP totals (and therefore, strength).
It rewards being good at multiple things so that you can seek out different types of challenges. As your XP total grows and finding appropriate combat challenges becomes harder, it becomes favorable to have more domains to unstagnate more easily. This is yet another reason why jōnin-level characters tend to branch out after attaining adequate combat stats.
It allows different character archetypes that we've portrayed on screen but that aren't officially supported in the demographics. E.g. a jōnin who had high base talent but stagnated taking easy missions as a genin and only blossomed once a war put pressure on them, or a chūnin that retired early and has been stagnating since.
Simplified Summary
Every character has one or more 'domains' that they focus in. Nearly all ninja have the combat domain while some will have additional domains such as sealing, socials, technique hacking, etc.
Every 500 XP is called a 'stagnancy barrier'.
Barriers are associated with a domain.
Barriers must be removed by a challenge in that domain. You cannot remove a combat barrier by doing a socials challenge and vice versa.
Your XP rate drops by 10% when you hit the barrier.
Your XP rate drops by another 10% for every 100 XP past the barrier.
There is a minimum XP rate; you will never go below 10%
By overcoming a level-appropriate challenge you can:
Remove an in-effect barrier, thereby removing its effect on your XP rate; or,
Remove a barrier at the next multiple of 500 before it goes into effect.
Noburi, Kei, and Hazō all have 2 domains and are stagnant in 1 of them, meaning that their XP rate will slow slightly when this rule goes into effect.
Note the implications: eventually, senior ninja reach a point where there are no level-appropriate challenges and their progress slows to a crawl. This is why (e.g.) Kakuzu, the Akatsuki member who is a century-ish old, is extremely powerful but not a literal god.
Full Details
(Note: There are illustrations below this that will, er, illustrate all of this.)
Characters have 'domains' of skills. For example, Gai's only domain was combat (specifically taijutsu) while Hazō has both combat and sealing. Jiraiya had combat, sealing, and socials. It is normal to pick up new domains as you advance.
You pick up new domains by spending significant amounts of XP in relevant skills.
Every character has a "stagnancy barrier" every 500 XP.
Barriers are associated with a particular domain, such as 'combat', 'sealing', 'socials', etc.
Stagnancy barriers accumulate; for example, at 1,000 XP you will have two barriers in place, one at 500 XP and one at 1,000 XP.
When you reach a barrier your XP rate is reduced by 10%
For every 100 XP past a barrier, your XP rate is reduced by an additional 10%.
Overcoming a meaningful, level-appropriate challenge in the appropriate domain removes the earliest barrier in that domain. This might be a barrier that you have already passed (if you currently have an XP penalty) or the next one in line if you are at full XP rate.
For characters with multiple domains, the stagnancy barriers cycle through their domains.
Within a given domain, only one barrier into the future can be removed; if you're at (e.g.) 10,000 XP then a level-appropriate combat challenge will remove the barrier at 10,500 but a second level-appropriate combat challenge will not remove the one at 11,000.
It is possible to remove the next barrier in each of your domains before you get to those barriers.
Only a challenge in domain X can remove a barrier in domain X – you cannot get rid of combat stagnancy by doing a socials challenge or vice versa.
Your XP rate never goes to zero. No matter what, you will always earn a certain percentage of your XP rate. That minimum depends on how many domains you have and how many of them you are currently stagnant in:
Stagnant in all domains: 0.1x (10%)
Stagnant in 2 of 3 domains: 0.2x (20%)
Stagnant in 1 of 2 domains: 0.3x (30%)
Stagnant in 1 of 3 domains: 0.4x (40%)
As you can see, stagnancy comes in degrees; someone who is stagnant in 1 of 1 domains is more stagnant than someone with 2 domains of which 1 is stagnant, who is in turn more stagnant than someone with 3 domains of which 1 is stagnant.
Stagnancy is based on total XP, not base XP. That means that Shadow Clone XP, Lootbox XP, OOC XP and so on are all included in the stagnancy counter. The logic here is that you can only learn so much from finite practical experience. Shadow Clone accelerates your learning by helping you memorize/rehearse a given amount of information more quickly, but it doesn't give you new experiences from which to gain new transformative insights. Likewise, XP lootboxes can teach you a lot through book-learning, but their understanding is best conveyed in tandem with real experience. Consider learning to play an instrument with only textbooks on mechanical skill and music theory, with only an instrument, or with both; you will advance fastest when you have both.
Let's look at some examples.
Scenario 1: The Basics
As mentioned above, Gai has only one domain: combat. As the starting point for the example let's arbitrarily say that he's at 20,000 XP and not stagnant.
Gai has been keeping up with his challenges, so he is not currently stagnant and therefore is earning his full XP rate. At 20,500 XP, he hits his next stagnancy barrier and his XP rate drops to 0.9x. It will drop by an additional 0.1x for every 100 XP that he remains stagnant – first to 0.8x, then 0.7x, etc, until he is earning only 0.1x his base rate. (0.1x is his minimum rate since he is stagnant in all of his one domains. If he picked up a second domain then he would be stagnant in 1 of 2 domains, so his minimum rate would suddenly be 0.3x. If he became stagnant in that domain as well then his rate would once more decline to 0.1x.)
If Gai has a meaningful combat encounter after hitting the barrier (e.g. at 20,617 XP) then his earliest stagnancy barrier (the one at 20,500) will be removed and he will be restored to 100% of his XP rate until he hits the next barrier.
Scenario 2: Removing a Future Barrier
As with the previous scenario, Gai is at 20,00 XP and not stagnant. Suppose he has a meaningful combat challenge at 20,300 XP, before reaching the stagnancy threshold. This would remove his next stagnancy barrier (the one at 20,500 XP) before he even got there! Now he would earn his full XP rate until the 21,000 XP barrier.
Of course, you can only remove one future barrier at a time, so it won't help him to have another meaningful combat challenge at the 20,400 XP mark.
He had already removed one future barrier (the one at 20,500), so that second encounter will not remove the one at 21,000 XP stagnancy. Only once he is past the 20,500 mark can he remove the 21,000 XP barrier.
Scenario 3: Multiple Barriers in Effect
Gai was at 20,000 and not stagnant, then he hit the 20,500 barrier and started to stagnate. He doesn't manage to find any worthy opponents, so he continues to face no challenges until after the 21,000 XP barrier. He now has two barriers in effect: the one at 20,500 and the one at 21,000. Here is where he currently stands:
With 21,000 XP and two barriers in effect, Gai's XP rate is at 0.4x his base rate and still dropping. His earliest stagnancy barrier would be the 20,500 XP mark, so that's the one that will be removed when he finally has an encounter. Suppose that happens at 21,167 XP:
This removes the earliest barrier (the one at 21,500) but not the second barrier. His stagnancy counter would be pushed back to 21,000 XP, and his XP rate would become 0.8x. He would need to find another challenging encounter to fully unstagnate and earn his full base XP again.
Scenario 4: Multiple Domains
So far we've been looking at a character with only one domain. Let's now look at Kurenai, whose two domains are combat and socials.
As in earlier scenarios, she is at 20,000 XP and not stagnant. With two domains, Kurenai has a minimum XP rate of 0.3x when stagnant in one domain, or 0.1x when stagnant in both. If she has a combat encounter at 20,100 XP, the next combat stagnancy barrier is removed; note that this is not the next barrier, the one at 20,500, since that is a socials barrier. Despite removing a future barrier, she will still grow stagnant from not testing her social skills.
If she then faces a social challenge at 20,300 XP, she can remove her socials stagnancy barrier before reaching it and will have a long stretch of full-rate XP gain:
And, of course, after her XP threshold crosses 20,500, she can then do another socials challenge and hold off stagnancy for even longer.
For a character with three domains, the situation would be much the same. Jiraiya, whose domains are combat, socials, and sealing, would still have one stagnancy barrier every 500 XP which would cycle between his domains, meaning that for each of his domains there is a barrier every 1,500 XP – e.g. combat at 21,000, socials at 21,500, sealing at 22,000, combat at 22,500, etc.
Hopefully this is all clear. The following stagnancy barriers have been added to the players' character sheets:
Noburi:
11000 XP: Combat. He has not had a challenging combat in over 300 chapters and 6000 XP, so he starts off slightly stagnant in this domain.
11500 XP: Medicine. He has been working hard at this and therefore is not stagnant in this domain.
Kei:
13000 XP: Combat. Again, she has not had a fight in a long time and therefore is slightly stagnant in this domain.
13500 XP: Leadership. She has been working with the KEI and the Nara, which has been keeping her leadership skills sharp, so she is not stagnant in this domain.
Hazō:
13500 XP: Sealing. Hazō is a jōnin or S-rank sealmaster who has been working only on easy seals, so he starts off slightly stagnant.
14000 XP: Combat. We want all the characters to have their combat domains on the x,000 marks, and Hazō fought recently in Hyena (though at a distance).
Please ping us with any questions or suggestions on how to clarify the writeup of these rules.
Is the fact that some skills take a LONG time to work on, considered intentional? For instance, it might take weeks or months to finish an on-level seal; if you have a reasonable XP rate, you could pass several sealing barriers in that time, and never meaningfully catch up.
In theory, wouldn't that just make "level-appropriate" a higher threshold to reach? Maybe we could get an edge by leveling stats that support our domain stats though, like Substitution boosting Athletics.
I'm with @Oneiros here. Alertness 33 -> 39 only costs us the sealing breakpoint but helps each combat significantly, while getting resolve to 69 will put us right back back to a .7xp multiplier.
If we foom to get more xp but fooming costs us 30% of our xp is it actually helping?
Is there a number for the average amount of stagnancy that a ninja (or, for that matter, chakra beast) of X age and Y talent has experienced, so as to account for the penalty that stagnancy would apply to other ninja?
Do we know where this Island is? This sounds extremely actionable. Forbidden Dungeon sounds dangerous, possibly like the living cave.
It would be great to get Naruto to ride along for combat security, and as kidnap/assassination prevention. We can hopefully hire him with Gem money, and/or get Asuma to order it.
We do want enough Goketsu in the mission to justify claiming the scroll for ourselves. Mari would be a good mission leader, with Yuno, Jin, and Shinji to round out the team and add numbers.
It would be really cool to give these guys screen time, even if Hazou isn't there.