It's been enjoyable to read, and your consistency has unironically inspired me to be better about updating my own works at a reasonable pace, so I also have you to thank for that. I still maintain that the rather intense complexity of how the game works functions as something of a cap on how many people can effectively participate in planning decisions Halla makes, which has upsides and downsides, but should definitely have an eye kept on it in any case. All in all, I've definitely enjoyed it more than most other xianxias I've read.
It's not necessarily a bad thing! I think a lot of the engagement people have been getting out of this quest is the joy of seeing the systems working as intended and watching the all-important Number Go Up. Mechanics are good for when the quest is a game that needs to be played a certain way to be won, or when the outcome matters in some way. There's just a balance there, because typically the more optimized a game becomes, the fewer people will want to play it, and those who play it are the most skilled. Hence how Deadmanwalking has become the default person for making plans, because he's ungodly good at it and also because he's super consistent about putting the necessary work in about it. Most people aren't as committed as that, which is why the only way to get more people to participate in a thing is to lower the barrier of entry. Is the resultant loss of complexity worth it? I don't know.
As you Alloy together Banish the Night and Fight of Your Life, you find that it seems to spread out the boost of strength you get from Fight of Your Life to whoever is bathed by your light.
Alloying Puncture and Ignition has an interesting effect. It grants all your Ignition moves Puncture by default with no additional costs, but it means that you can't use Puncture on your other moves.
Regardless, you're just wearing a wooden mock-up at the moment as the real thing would require anywhere from 528 to 880 ounces of iron to make and also several months of dedicated work that you just don't have.
I'm really liking how the story is going, but I have to agree with Xantalos and Shard above that the complexity of deciding Halla's actions makes it so that it's really hard to keep track of what's happening and participate meaningfully, rather than just read what Deadmanwalking says, go "well, that sounds okay, let's just vote for it". Not necessarily a bad thing, because it's clearly led to the story going well, and for all I know, reducing the complexity will just worsen the scope of the story.
I agree that the complexity makes it a bit hard to understand the Plans (for everyone who isn't Deadmanwalking), but at this point the complexity is basicaly a feature of the quest and the story would not be the same without it.
Greaves are effectively bracers for your shins. They stop people chopping off your feet and lower legs. Currently our mail covers some distance down our thighs, so our knees and lower are in danger and greaves will mostly stop that.
Edit: the issue you may have had is that TheCount missed an "e" in "greaves"
If EWC is gonna hit Perfected in 4-5 turns anyway at 1d per turn (and it likely is), then trying to do it quicker is not reprioritizing things from other stuff to EWC because EWC will look the same either way by the end. It's effectively spending dice on making it happen sooner. It has no other benefit...therefore, we should only do it if that result (it happening sooner) is worth spending the dice.
but then, rather than invest the 1d every turn after, you can move it to different stuff. so you don't lose anything to get it sooner
on other notes, do we still want to make a plate armor? @Imperial Fister do we have any approximation of how many actions will making a plate take? the update says several months, but is it several months spent crafting only? or several months with one plate crafting action each? does our Fylgja bonus help there, or at least lets us make other stuff while working on plate?
(if it lets us do other stuff, we might be able to get the iron by promising said stuff in return for iron. basically a deal saying- you give me a lot of iron for something right now, and you get a bit of it as high quality runed weapons)
If EWC is gonna hit Perfected in 4-5 turns anyway at 1d per turn (and it likely is), then trying to do it quicker is not reprioritizing things from other stuff to EWC because EWC will look the same either way by the end. It's effectively spending dice on making it happen sooner. It has no other benefit...therefore, we should only do it if that result (it happening sooner) is worth spending the dice.
Sometimes, it 100% is worth it to invest in things happening sooner, because it would take too long without spending multiple dice. Heck, that's even often true these days given all the high level stuff. Like, if we were not gonna hit Perfected in EWC before Vestfold or our next trip I'd be all-in on investing more heavily in it. But anything that takes less than a year when we have a quiet year coming up? I don't think that's worth burning dice on speed.
I think that what I mean by "prioritisation" is not so much that the bus is going to explode if we don't get EWC ranked up right away, which obviously it isn't. It's more about looking at the value of things in aggregate. Honestly, maybe in a perfectly spherical optimal quest in a vacuum we wouldn't put more dice into EWC, we'd put it into Slowing Slog or Hamr. But we probably wouldn't put it into Campfire.
Like, the same argument you make here can be said for pursuing multiple social, wrestling, utility, and tertiary combat skills all at once, and it can be stated more forcefully. I'm not saying we will never want Throw, or more Glima moves, or a ninth social Trick to go with the right we already have. There's value to having them. But we don't need to put quite so many dice into them each turn; we can put more into core stats, or a small selection of carefully chosen tricks that allow us to end fights decisively.
Ultimately we are arguing about a margin of roughly eight to twelve training dice a turn; that's what I estimate we would save if we throttled back tertiary skills and tricks to pursuing only 2-4 per turn, and put more into frontline combat and stats. That's not a lot, but... it would let us get to Slowing Slog or perfect our Kindle-Spinners notably faster. It could let us upgrade our stats a bit quicker. It would mean that our OODA loop in terms of developing new Alloys or Tricks, testing them, and integrating them into a cohesive combat strategy could be significantly faster. It's also fun and exciting, honestly, to sometimes get things like perfected flight a bit sooner.
What I think happened is that in the early quest, the success mechanics made it so that putting one dice a turn into lots of things was mechanically optimal in terms of Success/dice ratio, and that became a habit. Now we have lots of training items, this is no longer nearly as true. But habits have a way of sticking.
To be clear, I think you've made an immense contribution to this quest, and Halla today is in many ways your brainchild. Your erudition with the mechanics, your hard work and persistence, I'm not trying to knock that. There's a value to well-roundedness and I think it's good Halla is such a versatile character. But I think now is the time where we knuckle down and really focus most of our spoons on getting stronger, and I don't think spending quite so much on Campfire or skills we use once in a blue moon is the way to go here.
It's so good at getting readers investment that currently two of your players are having the fifteenth instalment of a recurring argument about training dice.
I would echo some of the concerns about scope creep on the system complexity, but I think there's a solid plan in place to address this, which is more than you can say for 90% of Quests which find themselves in this position.
IF said that this turn we finished researching the more mundane parts of Knight Armor (how plate armor is made) while in the next turns we will have to research the more esoteric parts of Knight Armor.
@Imperial Fister With Stoking Engage, when it says "if hit during these attacks all remaining attacks are lost" does the hit have to actually do damage to us though the various lumps of DR we have, or is it just "he tapped you, now stop stabbing him".
I think that what I mean by "prioritisation" is not so much that the bus is going to explode if we don't get EWC ranked up right away, which obviously it isn't. It's more about looking at the value of things in aggregate. Honestly, maybe in a perfectly spherical optimal quest in a vacuum we wouldn't put more dice into EWC, we'd put it into Slowing Slog or Hamr. But we probably wouldn't put it into Campfire.
Like, the same argument you make here can be said for pursuing multiple social, wrestling, utility, and tertiary combat skills all at once, and it can be stated more forcefully. I'm not saying we will never want Throw, or more Glima moves, or a ninth social Trick to go with the six we already have. There's value to having them. But we don't need to put quite so many dice into them each turn; we can put more into core stats, or a small selection of carefully chosen tricks that allow us to end fights decisively.
Ultimately we are arguing about a margin of roughly eight to twelve training dice a turn; that's what I estimate we would save if we throttled back tertiary skills and tricks to pursuing only 2-4 per turn, and put more into frontline combat and stats. That's not a lot, but... it would let us get to Slowing Slog or perfect our Kindle-Spinners notably faster. It could let us upgrade our stats a bit quicker. It would mean that our OODA loop in terms of developing new Alloys or Tricks, testing them, and integrating them into a cohesive combat strategy could be significantly faster. It's also fun and exciting, honestly, to sometimes get things like perfected flight a bit sooner.
I mean, we're gonna hit Slowing Slog getting Perfected in 3 turns at the currently planned rate. Adding more dice to it maybe cuts that down to 2 turns. I don't think delaying half a dozen things by two turns is worth getting Slowing Slog a single turn earlier.
That said, a greater focus on the big project is something I actually agree on...there's just no reason not to get stuff we're currently working on out of the way first. This last turn was 28d in major projects, but next turn is 31, and turns after that are in the 33-34d range (occasionally higher). That's 5-6 more dice rather than the 8-12 you're looking for, but it's still a significant increase, and it persists even after we lose our 5d of temporary Hamingja (it actually would hit 10-11 if we kept that).
And speaking purely logistically (ie: in terms of how easy it is to keep track of everything and write the plans), it's just much easier to get, say, all the wrestling done in two turns than spread it out over twelve doing 1d in one of them every turn, and if those dice are going into big projects, the math winds up identical on the big projects long term.
What I think happened is that in the early quest, the success mechanics made it so that putting one dice a turn into lots of things was mechanically optimal in terms of Success/dice ratio, and that became a habit. Now we have lots of training items, this is no longer nearly as true. But habits have a way of sticking.
No, it's still true. Training Items that double successes and add +1 success actually make it even more true, mathematically. Right now, on Standstill stuff, 1d investments give us 3 successes. If we put in 15d in one turn, it gets us 21 successes...less than half the 45 we'd get over 15 turns of 1d investment. Now, we don't always have all the turns in the world (hence heavy Slowing Slog investments and getting it in three turns), but Training Items have made this more true, not less.
To be clear, I think you've made an immense contribution to this quest, and Halla today is in many ways your brainchild. Your erudition with the mechanics, your hard work and persistence, I'm not trying to knock that. There's a value to well-roundedness and I think it's good Halla is such a versatile character. But I think now is the time where we knuckle down and really focus most of our spoons on getting stronger, and I don't think spending quite so much on Campfire or skills we use once in a blue moon is the way to go here.
Campfire specifically we are raising because it will raise Forgefire, not for its own sake. You should look at that die in Campfire and replace it with 'Forgefire' in your head when thinking about its use cases...and we use Forgefire basically every turn. Shard is actually the one who pointed this out, but its true...48 Training Successes into Campfire (25, now) get Forgefire to 5 and +2d on basically all of our crafting. That's worth it.
As you approach the pair standing before the Headsman's hall, you note the sealed box in Nainn's hands. It's covered with bone inlay and the sealant can be identified by the cold, earthy scent of the Hading's clay. Presumably, it contains Moonless Night's heart.
Nainn Rotting is as impervious as ever, though he keeps a careful eye on a pair of sons playing in the village. A woman you assume to be his wife carries a young daughter on her hip as she barters with a merchant over some dyed cloth.
Skoll the Hasty, on the other hand, has a somewhat nervous look on his face. His shoulders stay bunched and his stance is weak and unsteady. Something's up with him, that much is certain.
As you come to a stop, Skoll strides forwards with hand outstretched.
"I'd like to make an apology, Halla Skyfire," he says as his hand wavers out front. "The heart is and always was yours and I rescind my claim on it."
You watch his face carefully for any hint of deceit and, finding none, you reach out to match his hand. "I accept your apology, Skoll, but I have to ask what's brought this about?"
His lips thin, "You saved my cousin, Gorm Bloodslick, while he was with you in Wessex. That," he continues, "and I spoke with Audrikr on the matter and he advised me to seek friendship."
"Audrikr is a wise man and a good friend. He'll be happy to hear of peaceful resolution," Nainn says while turning towards you, the box in his hands drawing the eye. Skoll steps back, physically distancing himself from the contents as Nainn cracks the seal and lifts the lid.
Inside the box is the still-beating heart of Moonless Night, Fenriskin and would-be despoiler. It is larger then four fists put together and weighs considerably more. It sits on a bed of cloth, which you gingerly use to pick it up. It's shockingly warm to the touch, considering the chilling effect that the Hading's clay has.
The box closes with a click as Nainn looks between you and Skoll. Finding no objection, he nods once and departs towards where his wife is verbally browbeating a far-too-cocky merchant. You exchange slightly awkward goodbyes with Skoll before you, as one, turn away and leave in opposite directions.
(The Heart of Moonless Night has been added to your inventory!)
What would you like to do next?
[ ] Go shopping!
-[ ] Write in
[ ] Go meet with the Headsman for some purpose or another
-[ ] Write in
[ ] Go listen to what rumors are floating around
[ ] Go see what the Skald is up to
0~0~0
AN: Not much to say here other then that your drengskapr score had a hand in this turning out like this.