Maybe I'm misreading what the crafting ones do, but combined with the Work system they seem to just naturally raise what level of gear we can make.

Not at low levels. By the wording they raise the minimum, not the maximum. With Infusion 2 you can never get less than 6 successes when crafting, but if you're already getting 21+, that doesn't matter much. We can already make Superior stuff with 1 Work each, Grand if it's metal...the Infusions would not help with that at all unless we get Infusion 6, which would potentially up it (something I wasn't thinking about when dismissing it). Infusion 6, however, is 63 Odr, and I'd rather have an extra Shapeshifting slot, at least this turn.

Having 5 infused ranks in Smithing would make us always craft Grand items. Which we would then be able to make for a single work dice. 6 ranks (affordable if we focused on it) for Mastercraft guaranteed? That seems worthwhile. I'm not sure how they're Useless at all. For 7 total infusions (would take a whole turn of Odr next turn but possible) we could mass produce Wondrous items. That's an insane benefit, unless I'm somehow reading the minimum quality bonus completely incorrectly.

Ah! This is the point of confusion: We can already make Grand Items with 1 Work each. That's how Work functions in NQ2. So...this provides no benefit on Work based actions until Infusion 6+. It does provide it at 6+ and that's maybe worth getting eventually, but Work made items can't have runes or bone ash so I'd say it's not an immediate priority.

Labor is straight up more Work Dice in a system where we have much fewer work dice than before, which makes it huge on its own. Combined with the above, 5 labor and 7 smithing would let us make 5 wondrous swords a turn without touching our work die pool. That's insane. It also makes us able to justify the 9 work die cost for Experiences more easily.

Work Dice don't work the same as they did. Grabbing an Experience is probably just one, maybe as much as three, definitely not 9. We do want more of it, but we run into diminishing returns eventually, and I think that may be before 5. At 3, plus the Trick we're advancing, we'll have 10...is a jump from 10 to 12 (bearing in mind that we have a bunch of extra Research from shapeshifts on top of that) actually worth 24 Odr? Maybe. But I don't think it's necessary this turn specifically.

Scouting and Tactics seem self evidently useful; additional insight improves our ability to plan. We like to fight smart, so they seem like natural places to focus on improving. Taking Tactics up to like infusion 6 this turn could be potentially more combat useful than one more Hamr, if we are going into battle.

Infusion on Tactics has never been at all clear what it does and, honestly, we have enough insight from our existing stuff and Tactics that more, while nice, is not as useful as another shapeshift slot most of the time. It's also a lot cheaper, so we probably grab it eventually, but I don't think it's needed this turn specifically...the nature of the foe should be kept in mind and the owlbear does not seem likely to be a creature of great tactical sophistication.

It is intentional, yes. I like it a great deal more than just having armor be raw HP.

Oh? Interesting. How does it work, then?
 
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How many hits can our armor negate and how does flashfire cleave interact with this?
Oh? Interesting. How does it work, then?
Essentially, your armor has a 'soak' value. Whenever you take damage, your armor absorbs up to its maximum Soak in damage before it hits you. Every time it does this, the maximum Soak is reduced by 1 until it is repaired. Flashfire Cleave strips more Soak away.

Your armor, I believe, has 20-something Soak.
 
Essentially, your armor has a 'soak' value. Whenever you take damage, your armor absorbs up to its maximum Soak in damage before it hits you. Every time it does this, the maximum Soak is reduced by 1 until it is repaired. Flashfire Cleave strips more Soak away.

Your armor, I believe, has 20-something Soak.

Check. That makes sense and works fine (though it makes armor very good)...I presume this comes after the actual pre-armor DR we have, though it doesn't matter much (as serious attacks will get at least one damage through the DR and thus reduce the Soak anyway).

Specific numbers will be needed at some point, but we can work those out easily enough.
 
Essentially, your armor has a 'soak' value. Whenever you take damage, your armor absorbs up to its maximum Soak in damage before it hits you. Every time it does this, the maximum Soak is reduced by 1 until it is repaired. Flashfire Cleave strips more Soak away.

Your armor, I believe, has 20-something Soak.
I feel like this both makes us too tough and disincentivizes big attacks, since this means that threadcutter is far more dangerous to us than even spark bombs.
 
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Essentially, your armor has a 'soak' value. Whenever you take damage, your armor absorbs up to its maximum Soak in damage before it hits you. Every time it does this, the maximum Soak is reduced by 1 until it is repaired. Flashfire Cleave strips more Soak away.
As a suggestion maybe also add a rule that the armor "soak" is only damaged if it was hit by an attack that did at least half its soak.

That way you can't just whittle down the armor with a bunch of strikes that do one damage each.

Also an additional rule that says that if the attacker dos half the soke in damage after the armor soaked the damage (in our case if an opponent dos 30 damage) they do an additional point of soak damage for each such instance.

This way high level armors are difficult to damage and truly powerful strikes also damage the armor more (as they logically should) and the more damaged an armor is the faster it breaks.
 
Essentially, your armor has a 'soak' value. Whenever you take damage, your armor absorbs up to its maximum Soak in damage before it hits you. Every time it does this, the maximum Soak is reduced by 1 until it is repaired. Flashfire Cleave strips more Soak away.

Your armor, I believe, has 20-something Soak.

Looking at the armor numbers, we could just halve them and be pretty much good to go, I think? That'd give Halla a 21 which matches what you suggested pretty closely. We'd maybe need to fiddle with shields a little (them adding more is maybe problematic? Or maybe not if they get less and need to burn it to cancel Tricks...)

I feel like this both makes us too tough and disincentivizes big attacks, since this means that threadcutter is far more dangerous to us than spark bombs

Not exactly. It depends on the amount of armor and what you're aiming for. If you just want to whittle away armor and are sure of hitting, then Threadcutter was always better than Sparkbomb, and remains so...but our Sparkbombs can do 24 damage each, so hitting someone with, say, 18 Armor with two Sparkbombs is very plausibly lethal, while Basics would likely just eat away Armor without killing. Admittedly, the follow-up Stoking Strike on Threadcutter is pretty likely to be lethal, but that was always true.

As a suggestion maybe also add a rule that the armor "soak" is only damaged if it was hit by an attack that did at least half its soak.

That way you can't just whittle down the armor with a bunch of strikes that do one damage each.

I think whittling down armor is intended. The edition change is intended to make Basic Attacks better, after all, among other things.
 
The system also needs to work for people who *can't* use a bunch of Odr at a moment's notice. For someone without Odr they're going to be having a much harder time with brute forcing armor.
So they shouldn't brute force it. Fight smarter, not harder. Leave the guy with the crazy armor for the people who can take him or work around the armor—like by slipping your spear up under the bottom or crushing him with a big rock or choking him out in wrestling or getting him drunk before the fight.
 
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The system also needs to work for people who *can't* use a bunch of Odr at a moment's notice. For someone without Odr they're going to be having a much harder time with brute forcing armor.

In addition to what IF said, that wasn't counting Odr. With Odr we can hit 34 damage Sparkbombs. Now, our non-Sparkbomb Tricks are mostly much lower damage, but yeah.
 
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Does that have mechanical support or is that more vibes based?
Column A, Column B
Also an additional rule that says that if the attacker dos half the soke in damage after the armor soaked the damage (in our case if an opponent dos 30 damage) they do an additional point of soak damage for each such instance.

This way high level armors are difficult to damage and truly powerful strikes also damage the armor more (as they logically should) and the more damaged an armor is the faster it breaks.
I do like this though
 

It's Perfected, so we can use it with Ignition, which can do +2 damage, we have Runes for a +1, and as of this upcoming turn we'll have 9 shapeshift slots...that'd get us to +12 damage, and it has a base damage of 12. That's 24. Actually, given we're hitting Ignition 9 (which adds another +1), so it'll actually be 25.

So technically only 23 with the current stat-line, but it'll go up to 25 real quick (getting it past that is much harder).

For the record, that's our highest non-Incalculable damage other than a maxed out Stoking Strike (which can hit 26 without causing a heart attack if we burn a whole 63 Stoked Pool on it). The next highest damage we can get after that is 20 on Knee-Drop Back Breaker, 19 on Leaping Cleave, then 16-18 on Firebomb Strike. The highest damage we can do on Basic Attacks, meanwhile is 13.
 
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I actually like the system if even lesser hits can impact armor because it provides a real incentive for numbers, even if individually weaker. 5 people doing 3 damage hits would reduce soak far faster than one person doing 15 damage hits. It makes ganging up even more efficient which I think fits the Norse Saga 'grab my buddies and gang up on some super heroic (in power) dude' vibe
 
I actually like the system if even lesser hits can impact armor because it provides a real incentive for numbers, even if individually weaker. 5 people doing 3 damage hits would reduce soak far faster than one person doing 15 damage hits. It makes ganging up even more efficient which I think fits the Norse Saga 'grab my buddies and gang up on some super heroic (in power) dude' vibe

Yeah, I'm in complete agreement here. I like the idea that armor can be whittled down, it's a solid piece of flavor and makes defensive things that allow you to defend against simultaneous attacks relevant, which is important. Guards are a lot less powerful in NQ2 and defending against multiple foes leaves something good and useful for them to do.
 
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Could you expand on this? It would be helpful to know about this kind of stuff before we encounter it on the battlefield.
Slipping up under the armor is a once-in-a-lifetime sort of deal. It's not something you're going to be running into all that often.

Being crushed by a big rock does arbitrary damage. Being choked out ignores armor. Being drunk adds a significant malus to your rolls.
 
IF was talking on Discord about relevant Traits being a thing to reflect specialization, which seems like a good idea. We even have a couple that are quite relevant to specific skills and change their effects a lot (Beautiful, Friendly, and Born With A Hammer all leap to mind, though Speaking Out Of Law is also an example), so there's precedent. There being more of those going forward among NPCs seems likely and reasonable.


This does make sense, and I'm glad it's a thing, but there is still the issue of everyone getting good at everything easily. Like, as you mention yourself, getting a skill a rank up is the same cost as increasing 2 skills to its current rank. Which wasn't too much before... but now its a quarter of the skill list. Increasing a skill by two ranks is the same as increasing almost all skills to that rank. Meaning everyone is really incentivized to just get every skill equally Hugh, rather then specialising. Which IMO feels weird, unrealistic, and kinda bland. Not to mention it takes lots of narrative weight off of a character's specialization. If the farmer has as high smithing as the Smith and the Smith as much housework as the farmer, what does being a Smith and farmer mean?

Also, beautiful and friendly are relatively weak by now, especially if skills become bonus successes rather then dice. Like, they are nice, but not very impactful. They are also not very 'felt' most of the time. They are flat bonuses only. Hopefully that changes though.
Combat Skill tends to get somewhat standardized, but I'm not sure that's a problem per se, and you can make up for lower combat in several different ways, potentially. Most obviously, the wrestling Tricks remove the Combat Skill from the equation entirely, but Attributes also provide bonuses that can easily prioritize them above combat skill, depending, and things like crafting can also make items that are a bigger advantage than one more die.

For instance, someone with Hamr 7, Combat 7 and a Good Forged Iron Sword is rolling 7d6+11 on Basic Attacks. If he gets another rank of Combat that goes to 8d6+11...but if he gets, say, Smithing 6 and Wordplay 6 (which is the same price as going from 7-8 in Combat) he could easily wind up making his own blade at Superior (even without Forgefire) and going to 7d6+13 as well as getting better armor and one or more Rune effects and Bone Ash stuff...and two or three Rune effects plus increased armor might well be better than the +1.5 the guy who went Combat 8 gets. Hamr 10 and it's ability to reassign shapeshifts at will is also not something 'more dice' is really comparable to, nor are Alloys or some Martial Style and Hugareida bonuses/options, and several other interesting things fall into the same category of 'things dice don't buy'.
Oh for sure, I don't think combats will become just a matter of who has a higher skill. I think builds will suffer. Its a bit like my problems with skills. Instead of every warrior having a list of skills applying to his weapon, having different tricks for each, and needing to improve them all meant he had to choose more meaningfully between combat skills and stuff like tricks. Here though, it's just how much you expand on that 'vanilla' combat skill which is uniform and kinda boring. It becomes just a scalar on combat strength, an obligatory xp tax with no choices or interesting impacts, and gain that is mechanically important but doesn't really feel exciting. When one rolls 7d6, rolling 8-9d6 instead matters a lot, but just doesn't feel very different. It's a boring skill that Halla and all future PCs will have to expand a lot on only to see numbers go up slowly. But I don't see anyone being very excited from it increasing as they would from a new trick, or from Hamr increasing or Stoker state bonus
 
Just noticed you wrote this! Nice work, thank you very much! 2 Reward Dice sent your way.

0~0~0
[X] Plan Goodbye Brother Bart v 2.0
I need to revise the Work mechanics if you're going to spend them all doing Research, which are one of the purposes of low-effort actions. A big reason behind why I went through with the mechanics change is because it was just too much for me to do. I want to be able to spend my time focusing on the actual content of an update rather than thinking and stressing about Research or crafting or what have you.

Essentially, I want to be able to make all of an update enjoyable to read, which is simply impossible (for me, at least) if there's too many disparate things going on
 
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I need to revise the Work mechanics if you're going to spend them all doing Research, which are one of the purposes of low-effort actions. A big reason behind why I went through with the mechanics change is because it was just too much for me to do. I want to be able to spend my time focusing on the actual content of an update rather than thinking and stressing about Research or crafting or what have you.

Essentially, I want to be able to make all of an update enjoyable to read, which is simply impossible (for me, at least) if there's too many disparate things going on

Just remove research as a work mechanic and instead make us spend actual actions doing our experimentation? Instead of something like Norse Armor being 5 Research actions over a year, have it be an Extended Action over a season to find the secrets of knightly armor, with adventures seeded in that same 'action' to like, find a Latin teacher and stuff. Make researching, really researching, more of an indepth time consuming thing. Our current 'add animals to our soulscape' type researches could fall under this as well, where we undertake an extended action to hunt down and make sure we have a balanced ecosystem, which evolves into us getting involved in the spirit disputes, etc? Less intensive researches could use our normal actions instead of our Extended Action, such as us building a bolt thrower with Sten, which can double as both crafting and us spending time with our brother and bonding over craft sciences.

For less interesting 'researches' like 'learn a language' I think that could just be turned into an xp type thing, but rate limited? So you can only go from Frisian 0->1 in a month, and then 1->2 in the next, etc, with the scale being like, Rough/Passable/Fluent/Native? Though that doesn't hit the nice Norse numbers :p

And other even less interesting researches like 'can we Alloy x' could remain as a work option since those don't seem like they require much work?



This would make some researches More intensive, but they'd be actual Actions, where we are making them a focus, doing them as a real adventure to really delve into the secrets.

It would also make us do less of them though.
 
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