I will say that, while we definitely want to research explosive charms, I think getting to at least a Rough Trick level with something we can actually use in a fight (like the Ignition Trick) is a good call this turn, so waiting for next turn to really start in on research seems correct to me.
 
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I will say that, while we definitely want to research explosive charms, I think getting to at least a Rough Trick level with something we can actually use in a fight (like the Ignition Trick) is a good call this turn, so waiting for next turn to really start in on research seems correct to me.
If we research it this turn though, we can already make more of it next turn.

I have a feeling we will need around 5 success though, or it would be too easy...
Would be nice if Hugr gave it bonus dice thoughh, but doubt it will.

Also, ignition infusion will eat up our Orthstirr reserves mid battle.
Good if we need to push in more damage at range, not that good if we fight in melee though.

And I only took dice from the infusion dice, not the melee ignition one, for that reason.
 
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If we research it this turn though, we can already make more of it next turn.

I have a feeling we will need around 5 success though, or it would be too easy...
Would be nice if Hugr gave it bonus dice thoughh, but doubt it will.

It seems likely to work more like a trick than a skill, which means we probably need 6 successes (if it works like a skill-trick, which seems likely...it is crafting) in order to actually produce anything, and 2 dice doesn't get us there.

Like, if it was a choice between getting immediate ability to produce grenades or the ignition trick, I'd be down for the grenades, but the choice is between probably having one of them usable, and very likely having neither of them usable. I'd rather one of the two be usable just in case we need it.

Also, ignition infusion will eat up our Orthstirr reserves mid battle.
Good if we need to push in more damage at range, not that good if we fight in melee though.

And I only took dice from the infusion dice, not the melee ignition one, for that reason.

Oh, we don't want to use any Rough Tricks if we don't have to. The hope would be to not use any Ignition tricks at all in our next fight (unless we get lucky and one winds up Refined)...but if we need a ranged trick at all, the Ignition one will be our only option (if we have it)...I'd rather have that option just in case.
 
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It seems likely to work more like a trick than a skill, which means we probably need 6 successes (if it works like a skill-trick, which seems likely...it is crafting) in order to actually produce anything, and 2 dice doesn't get us there.

Like, if it was a choice between getting immediate ability to produce grenades or the ignition trick, I'd be down for the grenades, but the choice is between probably having one of them usable, and very likely having neither of them usable. I'd rather one of the two be usable just in case we need it.
It's runes man, they cost no orthstirr to use, only to make (and that's just for the multiple dices to roll).
It's only downside is the prep time to make them.
Rune grenade wouldn't require orthstirr to function, so you could absolutely spam them out if you really wanted to and had the supply. On the other hand, it would take way longer to prepare than gambit rock and comparing it to generic explosion ability's speed is a laughable concept. Sure, the actual using them part is lickety-split, but you have to go through the process of making them first.
All we need to figure out is how the sentence is twisted on that sphere to reproduce it.
No, only the wording. The wording is very important, some might even say that it is the most important part.

It does not. You can really screw around with the shape of runes. Heck, code runes were a thing. Hiding letters inside other letters, amongst other techniques.
There is nothing saying we need orrtshtirr for it, aside when making them.

I doubt it's in the same active category as power chop or HV.
 
It's runes man, they cost no orthstirr to use, only to make (and that's just for the multiple dices to roll).
It's only downside is the prep time to make them.

Uh...I never mentioned orthstirr in regards to the grenades? At all? I entirely agree they take none to use.

What I was saying is that the action is to Research to learn how to make them. To pick up the Trick of making them...which, if it works like learning other crafting tricks, would require 6 successes before we can even start to make them (that's how much it takes to learn to make a shield, just as one example). Now, maybe it's less than that, but at even 3 successes needed, the odds of that on 2 dice aren't great. I highly doubt picking up the skill for them is only one success.

All we need to figure out is how the sentence is twisted on that sphere to reproduce it.

I'm not at all confident that learning to make them is as simple as that in practice, even if it is in theory. If it were that easy, I'm pretty sure there wouldn't be a Training Action for it. Since there's a Training Action for it, I suspect it requires at least 3 successes on training dice before we can make anything, and probably more like 6.

There is nothing saying we need orrtshtirr for it, aside when making them.

I doubt it's in the same active category as power chop or HV.

Again, not saying we need orthstirr to make them, I'm saying we need to learn how to make them. To put it another way, I'm sating we probably need significantly more training dice before we pick up the skill of making them.

Therefore, since we're not gonna learn to make them this turn unless we put in a lot more than two dice, I think that learning even an orthstirr inefficient Ignition trick is better since we have a fight upcoming and having some sort of ranged option (even an expensive one) would be good for that.
 
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Voting is now closed.
Scheduled vote count started by Imperial Fister on Mar 16, 2023 at 6:03 PM, finished with 109 posts and 11 votes.
  • 14

    [X] Discard the Poem
    [X] Plan And Finally The Meteor
    -[X] (Fire in the Sky) Alright, you've got the art skills, go see Aki to progress
    -[X] (Poetry) Try to realize an Inspiration (Write in one of your Inspirations)
    --[X] The Draugr
    -[X] (Personal) Spend time with...(Write in)
    --[X] Sten
    --[X] Ask about receiving training (in smithing, combat, whatever he's willing to teach)
    -[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
    --[X] Train attack hugareida that charges thrown objects with explosive force 6d6 (3d6)
    --[X] Train hugareida mobility trick using Ignite 6d6 (3d6)
    --[X] Train a direct attack hugareida with Ignite that enhances our melee attacks (setting things we hit with a weapon on fire or making them explode) 4d6 (2d6)
    -[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
    --[X] Train Leaping-Cleave Trick 1d6
    --[X] Ask about what tricks he would recommend for: defense, dodging, movement (mention the after images we seen by both the slagson and the draugr), and throwing. Preferably cheap ones.
    -[X] (Training) Hamr (30 successes to rank up)
    --[X] Train Glima 1d6
    --[X] Train Throw 1d6
    -[X] (Training) Hugr (31 successes to rank up)
    --[X] Train Artcraft 1d6
    --[X] Train Management 1d6
    --[X] Train Scouting 1d6
    --[X] Train Strategy 1d6
    --[X] Train Wordplay 1d6
    --[X] Train Weaponcraft 1d6
    -[X] (Orthstirr Usage)
    --[X] 5 Hamr
    ---[X] 3 Chop, 3 Defend, 3 Dodge, 2 Glima, (11 total)
    --[X] 6 Hugr
    ---[X] 3/4 Artcraft, 3 Composure, 2 Scouting, 3 Silver-Tongue, 3 Tactics, 3/4 Wordplay (17/19 Total, depending on if Artcraft and Wordplay increase)
    --[X] 4 Fylgja
    --[X] 3/1 free for tricks (depending on if Artcraft and Wordplay go up)
    [X] Plan Exploding things, small and big
    -[X] (Fire in the Sky) Alright, you've got the art skills, go see Aki to progress
    -[X] (Poetry) Try to realize an Inspiration (Write in one of your Inspirations)
    --[X] The Draugr
    -[X] (Personal) Spend time with...(Write in)
    --[X] Sten
    --[X] Ask about receiving training (in smithing, combat, whatever he's willing to teach)
    -[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
    --[X] (Research) Try to figure out how magical items work
    ---[X] Explosive Sphere 2d6
    --[X] Train attack hugareida that charges thrown objects with explosive force 2d6 (1d6)
    --[X] Train hugareida mobility trick using Ignite 6d6 (3d6)
    --[X] Train a direct attack hugareida with Ignite that enhances our melee attacks (setting things we hit with a weapon on fire or making them explode) 4d6 (2d6)
    -[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
    --[X] Train Leaping-Cleave Trick 1d6
    --[X] Ask about what tricks he would recommend for: defense, dodging, movement (mention the after images we seen by both the slagson and the draugr), and throwing. Preferably cheap ones.
    -[X] (Training) Hamr (30 successes to rank up)
    --[X] Train Glima 1d6
    --[X] Train Throw 1d6
    -[X] (Training) Hugr (31 successes to rank up)
    --[X] Train Artcraft 1d6
    --[X] Train Management 1d6
    --[X] Train Scouting 1d6
    --[X] Train Strategy 1d6
    --[X] Train Wordplay 1d6
    --[X] Train Weaponcraft 1d6
    -[X] (Orthstirr Usage)
    --[X] 5 Hamr
    ---[X] 3 Chop, 3 Defend, 3 Dodge, 2 Glima, (11 total)
    --[X] 6 Hugr
    ---[X] 3/4 Artcraft, 3 Composure, 2 Scouting, 3 Silver-Tongue, 3 Tactics, 3/4 Wordplay (17/19 Total, depending on if Artcraft and Wordplay increase)
    --[X] 4 Fylgja
    --[X] 3/1 free for tricks (depending on if Artcraft and Wordplay go up)
 
Gotta admit though, kinda curious why there is an action to look around better at the meteor....
very late to realize, i admit, but still...

You mean this one?

-[ ] The hills!
--[ ] (Optional) Towards where the flaming thing landed. Maybe there's something you missed?

That's actually just been there every turn since we visited it in the first place in case we want to go back. We'll probably wind up using it, too, once we've completed Aki's project (and gone to Asvir to see the seeress about Stigandr, and maybe gone raiding...we have a lot of stuff to do folks).
 
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When I say that the boss fight won't happen this turn, I mean that it won't start this turn's update. It's still, technically, happening in the time frame of this turn. But not the same update
 
Wait, what, it's happening Now? This is our last training period?

Oof, I thought we had one more. Well, we're still in a relatively good boat I think. We're on average a match for a raid-ready Norseman and we're well ahead of the curve in terms of Hugareida.
 
Wait, what, it's happening Now? This is our last training period?

Oof, I thought we had one more. Well, we're still in a relatively good boat I think. We're on average a match for a raid-ready Norseman and we're well ahead of the curve in terms of Hugareida.

Yeah, it happening now and not a turn later is the reason for a lot of my decisions and prioritizations the last couple of turns (most notably how worried I was about not having Halting Vortex at Refined, but also aiming for at least Rough Trick level on the Ignition stuff, and even trying again on the draugr poem immediately, as more orthstirr for this fight would be great).

And yeah, we're actually well ahead on combat pool as well as hugareida (we have a 29-31 before gear depending on our rolls this turn, and good mundane offensive options paired with good defensive hugareida)...I think we're as prepped as can be expected all things considered.

We're honestly notably better prepped for a straight fight than we are for the other aspects of going on a raid, though of course we have at least one more turn after this to prep for any raid stuff...assuming we survive anyway.
 
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