@Imperial Fister looking over what skills we might want to raise going forward, I noticed that the skill examples listed in the info post are definitely at least partially obsolete (they still list Sword and Shield), and a couple of other entries raise questions:

Specifically, Charm is a listed example, but that would seem to fall under silver-Tongue, right? Memorization is also listed but, like, what would that even do? Just raise Capacity and nothing else, or what?
All of those were example skills I came up with in an early iteration of the mechanics page that I never ended up changing. I'll change them to some proper examples.
Another, unrelated, skill question is whether Business is a viable skill to learn, because we probably want to learn it if it is.
I'd probably have business be under Management (which also includes running a farm and/or a ship). Bartering is already covered by Silver-Tongue, you can just learn some barter-based tricks to compliment that.
Also, for another unrelated skill question, it was mentioned that having their main combat skill at 4 was about typical of an adult warrior, is the same true of other professional skills? How our skills compare to others seems relevant.
Your Average Joe is gonna have their highest non-combat be something like Farming or Labor at 5 or even 6, then a smattering of other skills like Blacksmithing and Architecture and Riding at 2 or 3. They probably also know some Weapon Smithing and, if they're good at it, perhaps even some Sword or Armor Smithing.

Of course, a Warrior-Who-Farms and a Farmer-Who-Wars will have different stats. A WWF is going to have way higher combat skills while having similar non-combat skills to an FWW's combat.
 
All of those were example skills I came up with in an early iteration of the mechanics page that I never ended up changing. I'll change them to some proper examples.

I thought so. Just checking since there isn't a skill list and it would be awkward to get to adulthood and, like, just completely lack some essential skill.

I'd probably have business be under Management (which also includes running a farm and/or a ship). Bartering is already covered by Silver-Tongue, you can just learn some barter-based tricks to compliment that.

That makes sense and we definitely want some Management then, as well as more Silver-Tongue...a bargaining trick is an interesting idea. Hmmm.

Your Average Joe is gonna have their highest non-combat be something like Farming or Labor at 5 or even 6, then a smattering of other skills like Blacksmithing and Architecture and Riding at 2 or 3. They probably also know some Weapon Smithing and, if they're good at it, perhaps even some Sword or Armor Smithing.

Check. We definitely want to get some of those in the near-ish future then, though we likely don't need more than 2 in any of them in the short term. I'm guessing Farming, Labor, and Riding are Hamr while Architecture is Hugr. I'm less sure which category smithing skills would fall under, and are all the different kinds of smithing really completely separate skills? That seems a little weird given how other skills work. Wouldn't the more difficult ones just be tricks?

Of course, a Warrior-Who-Farms and a Farmer-Who-Wars will have different stats. A WWF is going to have way higher combat skills while having similar non-combat skills to an FWW's combat.

So a WWF would be, like, 5-6 in their combat skill and 4 in farming while a FWW would be combat skill 4 and Farming 5-6 or thereabouts, with both averaging Hamr 4-5 and Hugr 4? Cool. That makes sense, just trying to get a feel for where Halla stands.
 
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I'm less sure which category smithing skills would fall under, and are all the different kinds of smithing really completely separate skills? That seems a little weird given other skills.
Blacksmithing is general tools and more working items. Weaponsmithing is all weapons aside from swords (because you need a specialist to make those) and Armorsmithing specifically refers to mail, which isn't exactly easy to make.

They'd fall under Hugr. Even I, out-of-shape dingus that I am, can swing a hammer for most of a day and be fine. It's way more mental than it is physical.
 
Blacksmithing is general tools and more working items. Weaponsmithing is all weapons aside from swords (because you need a specialist to make those) and Armorsmithing specifically refers to mail, which isn't exactly easy to make.

They'd fall under Hugr. Even I, out-of-shape dingus that I am, can swing a hammer for most of a day and be fine. It's way more mental than it is physical.
Wouldn't you be impacted by all the vibrations over time and get exhausted. Especially around fire. Also xianxia blacksmithing always seems to have more advanced stuff that requires hitting harder. Only reason I sorta bring this up is that like every blacksmith I see is like really jacked.
 
Wouldn't you be impacted by all the vibrations over time and get exhausted. Especially around fire. Also xianxia blacksmithing always seems to have more advanced stuff that requires hitting harder. Only reason I sorta bring this up is that like every blacksmith I see is like really jacked.

I mean, in real life absolutely, but it needs to be one or the other in this system (something also true of many other skills). I think going with either is fine as an abstraction given that fact.
 
Wouldn't you be impacted by all the vibrations over time and get exhausted. Especially around fire. Also xianxia blacksmithing always seems to have more advanced stuff that requires hitting harder. Only reason I sorta bring this up is that like every blacksmith I see is like really jacked.
Don't get me wrong, it is a workout, but it's really not that crazy.

For every minute spent hammering, four are spent heating the metal back up. That's a rough estimate, as it's been a hot minute since I last forged anything, but it's not as physically laborious as you'd expect.
 
Say, can we not put single die into training skills going forward. I feel they mostly fail and are a waste of both die and action points. Can we at least put 2 die in to anything we want to train, like actually commit to it, instead of leaving it to luck? We dont have enough time to waste it like this.
 
well, this is definitelly going to be an interesting trip!

Say, @Imperial Fister , how many mini turns will we get in the village? And how many of our initial choices can we go and look into?

On the skills, Managment is a must, yeah, gotta level it good before we turn 16... and its something to work with mother... perhaps, some extra training dice?

And... Halla just encountered the wall that is the lack of systematic education and information access...
I know its too early... but what if we become a teacher, later on? Its good for both networking and for getting Drengskapr, what with helping out the young or adults that want to teach their kids but can't, due to reasons outside their powers?

And, yes, i know we dont wanna go back to the witch, but not repaying a favor is just asking for it to come and bite us in the ass, later on. the bargaining tricks will come in handy there.
 
Say, @Imperial Fister , how many mini turns will we get in the village? And how many of our initial choices can we go and look into?
Town trips last as long as you want them to, because on farms there's always something that needs doing so people can't hang out for very long and towns don't really do that.
 
Say, can we not put single die into training skills going forward. I feel they mostly fail and are a waste of both die and action points. Can we at least put 2 die in to anything we want to train, like actually commit to it, instead of leaving it to luck? We dont have enough time to waste it like this.

So, I've gone into this a few times before but that's not actually how the dice probabilities work out best. With 1 die, there is indeed a 1/3 chance of failure, but the average number of successes per roll is 1 (the three results are 0, 1, and 2 and all equally likely). On average, every 20 dice invested in one die increments result in 20 successes.

If invested in 2 die increments, sure they fail completely only 1/9 of the time rather than 1/3, but the average number of successes is only a bit over 1.7 (due to 1-2 on the die actually subtracting successes), so 20 dice invested this way scores only about 17-18 successes on average.

That means that there's more waste on the 2 die increments than the 1 die ones, in the long term.

Now, if we're in a real hurry, putting in more dice is absolutely better as 1 die increments cap total number of successes and are indeed kinda hit or miss, but if we're not in a hurry it's the most efficient way to distribute dice by a fair bit. We are not currently in a desperate hurry on much of anything. Right now, we want to progress our existing tricks and stats, and increase a bunch of skills from 0 or 1 to around 2. We have several turns to do this before urgency starts becoming a factor. 1 die increments are made for that specific situation. Eventually, when we've whittled down the number of things to increase, we'll probably switch to 2 die increments to finish things off (particularly on anything that's still at 0), and if time becomes pressing on tricks or stats we may put a lot more dice than that into them, but that time for measures like that has not yet come.
 
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[X] Hey... You and your family have pretty unique hair, so why does a stranger have it too?
 
Whats the difference between Seidr and Hugareida? Both are magic, right?

From what we know, it seems like there are the following significant differences:

1. How you learn them is different. Hugareida are gained through muna (ie: moments of enlightenment) and thus require that specific muna to function (so you can't just teach others your own hugareida, it doesn't work), it seems like anyone can learn seidr, at least in theory, but I suspect it actually requires a mentor, while hugareida can be advanced alone (again, in theory).
2. They're different kinds of magic in terms of what they do. Hugareida each have a specific elemental/thematic area and only do things within that area (Steinarr's Wildfire presumably mostly burns things, our own Standstill can only mess with inertia, Eric's Gale does stuff with wind, and so on). Seidr is significantly broader than that in what it can do (specifically, it seems to cover subtle or indirect magic in general, including curses, healing, and prophecy), though it doesn't seem good at direct effects (ie: probably no fireballs in seidr, you need a fire-based hugareida for that).
3. How they are perceived. Hugareida is basically not considered magic, culturally, but just something people do. Seidr is magic and seen as such, and generally considered unmanly and inappropriate for a warrior.

Another way to look at it is that hugareida is like a superpower or inherent magical talent or dao insight, it's got a specific domain and you just learn new applications rather than suddenly doing something completely new with it. Seidr is more classic 'learned magic' like wizards in fantasy games often have where you can learn entirely new effects as long as you find a teacher. Plus the social aspect, of course.

That's all just from what's been revealed so far, mind you. A few of those details may be a tad off and there may be other differences as well.
 
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[X] Hey... You and your family have pretty unique hair, so why does a stranger have it too?

Eh, the Seeress has a fixed place, lets go with this for a first visit :V
 
Eh, the Seeress has a fixed place, lets go with this for a first visit :V

She doesn't stay here forever, though. She's only here during the Summer, and I'd like to learn seidr as soon as possible rather than waiting another year to meet her.

If the red-haired mam is supposedly Sten, he's on his way to meet us anyway, so I personally don't see a reason to pick him over the Seeress.
 
She doesn't stay here forever, though. She's only here during the Summer, and I'd like to learn seidr as soon as possible rather than waiting another year to meet her.

If the red-haired mam is supposedly Sten, he's on his way to meet us anyway, so I personally don't see a reason to pick him over the Seeress.
well, the town(/village) mini turn last as long as we stay here by Imperial Fister
Town trips last as long as you want them to, because on farms there's always something that needs doing so people can't hang out for very long and towns don't really do that.
And i meant fixed in that she can be found there, not wandering like Sten.
Good catch on that one.

wait... Are there still armed man looking for Steinar?
 
By the way, has anyone given any thought about what combat-focused trick we should learn? I considered Leaping-Cleave, as my belief was that Standstill would let us immobilise an enemy, which would negate its main weakness - the fact that people can dodge while you're mid-air.

However, Standstill can also be used to neutralize shields - as we have shown in our spar with Eric - and since we're (presumably) going for a build that uses seidr and hugreida, having a cheap offensive skill like Power-Cleave might be better.
 
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