What about the iron?
Slipped my mind, my bad.
Also, could someone please clarify what a "Hard" test means? It's not made clear in the mechanics info post, and I'm not sure where else to look.
Essentially, Easy requires half of your dice count to be successes to succeed, Normal requires an amount of successes equivalent to your dice count to succeed, and Hard requires half again the number of dice you have to be successes to succeed. It rounds down on Easy, up on Hard.

So, if you were rolling with five dice, you'd need 2 Successes to pass an Easy check, 5 to pass a Normal, and 8 to pass a Hard. I feel like that's reasonable, but I'm open to suggestions.

Not all rolls are subject to this rule, however, the ones that are are marked.
 
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[X] Question Minna over her comb (Hard Hugr (Silver-Tongue))

She has some interesting metalwork at hand, why not see if we can see what it is and try and get a clue about that meteor we have?
 
Slipped my mind, my bad.

Essentially, Easy requires half of your dice count to be successes to succeed, Normal requires an amount of successes equivalent to your dice count to succeed, and Hard requires half again the number of dice you have to be successes to succeed. It rounds down on Easy, up on Hard.

So, if you were rolling with five dice, you'd need 2 Successes to pass an Easy check, 5 to pass a Normal, and 8 to pass a Hard. I feel like that's reasonable, but I'm open to suggestions.

Not all rolls are subject to this rule, however, the ones that are are marked.

This terminology is gonna be confusing and result in hard feelings because we're gonna fail most Normal rolls going by these benchmarks. The actual average number of successes is just over 2/3 of the dice at most skill dice pools (it's basically 2/3 for practical purposes, only artificially higher because rolls of exactly one success are more common, which is irrelevant to things like this that require more than one success), so rolling successes equal to the dice is not an average roll, but a really good one.

I'm not a good enough math analyst to tell you the exact probabilities, which will vary by dice pool anyway, but getting successes equal to your dice pool will be happening well under half the time. I mean, to achieve that result, 5s and 6s need to outnumber 1s and 2s by a 2 to 1 ratio or more, which is a tall order (or you could roll zero 1s and 2s, I suppose).

I'd suggest Easy as either staying the same or being 1/3 the dice pool if you want it to actually be hard to fail, normal as 2/3 of the dice pool (rounded down...it kinda has to be), and Hard as equal, with something like Extreme for 1.5 times. This can certainly be an Extreme roll in that case, as I'm not arguing that this roll should be easier, just that Normal needs to be something there are at least around 50% odds to succeed at.

I will note Hard stuff becomes exponentially more difficult the more dice we have, as the larger the roll, the more it will revert to average. But if that's an intended effect, that's fine.

This is true, but less true in this system than is usual. The fact that averages include some dice rolling negatives makes dice pools wildly swingy by more conventional die rolling standards.

Like, the average on 6 dice is 4 successes (which is what you get if you roll 1, 2, 3, 4, 5, 6), but turn that 2 into a 3 and suddenly you have just rolled 6 successes. On the other hand, turn the 3 into a 2, and you've only rolled 2. Dice pools still tend more towards the norm as they get higher, absolutely, but it remains swingier than you'd expect.
 
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I'd suggest Easy as either staying the same or being 1/3 the dice pool if you want it to actually be hard to fail, normal as 2/3 of the dice pool (rounded down...it kinda has to be), and Hard as equal, with something like Extreme for 1.5 times. This can certainly be an Extreme roll in that case, as I'm not arguing that this roll should be easier, just that Normal needs to be something there are at least around 50% odds to succeed at.
Works for me. Rolls with difficulties aren't as common as rolls without, and they always have a way to be bypassed.

Also, the vote is currently tied between Steinarr+Kerr and Comb, so I'll leave it open for another 30 minutes
 
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Alright, voting is now closed
Scheduled vote count started by Imperial Fister on Feb 27, 2023 at 4:34 PM, finished with 11 posts and 6 votes.

  • [X] Question Minna over her comb (Hard Hugr (Silver-Tongue))
    [X] Ask Steinarr and Kerr for more information on the bandits.
    [X] Ask Stigmar for details on his feat.
 
Summer 3/Asvir Visit 1 Finale
(Hugr (Silver-Tongue): 2, 1, 2, 6, 1, 5, 3, 4): 2 Successes
"Minna?" You ask mid-way through the ride, a few lengths of iron rattling beneath your seat. "Can I ask what that comb is?"

She gulps and responds with a tiny, shaky voice. "I-it's a family heirloom."

She falls silent and no amount of prodding will get her to open back up.

You frown as Steinby pulls into view. Guess you'll have to get her to trust you more if you want her to open up.
0~0~0
Personal (Pick 2/3, if no Exploration is picked):
[ ] (Personal) Abjorn came by, asking if you wanted to go walking with him.
[ ] (Personal) That armor Steinarr brought back... You can't use it to its fullest potential, but is there anything else it can do?
[ ] (Personal) Gabriel, Jerasmus, and, apparently, Steinarr all know a language that you don't and it's called 'English'. It's time to learn it.
[ ] (Personal) Help out Sten as he works on getting the forge up to his standards.
[ ] (Personal) Ask Randi to tell you some stories
-[ ] (Optional) Write in the topic
[ ] (Violent) Pick a fight or spar with...
-[ ] Asva (You doubt she'd be willing to fight you, but maybe you can needle her enough?)
-[ ] ...Drifa? (Maybe when she's older...)
-[ ] Someone else (Write in)
[ ] (Personal) Spend time with... (Write in)
[ ] (Crafting) Try to make something (Write in) (Hugr+Some kind of crafting skill)
0~0~0
Exploration/Travel (Pick 1 or none):
[ ] (Visit) Go visit... (Unavailable)
-[ ] The Witch! (Actually, it's probably a good idea to avoid her entirely)
-[ ] Asvir!
-[ ] Vidby, Abjorn's Farm
-[ ] Kerby, Stigr's Farm
-[ ] Buriby, Osborn's Farm (Has a guaranteed chance of ending in a fight)
-[ ] Glebby, Sverre's Farm
-[ ] Runby, Aki's Farm
-[ ] Horrby, Horra's Farm (Has a very good chance of ending in a fight)
--[ ] Rather than visiting normally, you instead stealthily approach and try to scout it out. (Available)
-[ ] The one at the bottom of the river
[ ] (Exploration) Go on a walk through...
-[ ] The fields!
-[ ] The Hading!
--[ ] Try to find those bandits you heard about.
-[ ] The hills!
--[ ] (Optional) Towards where the flaming thing landed. Maybe there's something you missed?
0~0~0
Training: You have 11d6 training dice to spend as you see fit.
[ ] (Blackhand) Try to develop old/train new hugareida tricks (Write in)
[ ] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
[ ] (Training) Hamr (15 successes to rank up)
-[ ] (Optional) Train a hamr skill or trick (Write in)
[ ] (Training) Hugr (11 successes to rank up)
-[ ] (Optional) Train a hugr skill or trick (Write in)
[ ] (Training) Fylgja (1 successes to rank up)
-[ ] (Optional) Train a fylgja skill or trick (Write in)
0~0~0
Orthstirr Available: 21
How do you want to use your orthstirr?
[ ] (Orthstirr Usage) (Write in)
0~0~0
Fylgja Capacity: 0/2
Do you want to withdraw or deposit anything in your fylgja?
[ ] Write in (Optional)
0~0~0

AN: I'm scrapping the difficulty system, I'm just not very happy with it. From now on, as long as it doesn't result in a failure, you succeed to varying degrees. Which is what I intended from the start, I'm not sure why I started doing the difficulty thing in the first place, I'm sorry.

Very short update this turn, but that's how it goes sometimes

25-minute moratorium.
 
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Here's my thoughts on plan (in slightly modified format for readability):

[X] Plan Preparing For War (Part 1)
-[X] (Personal) Ask Randi to tell you some stories
-[X] (Personal) Help out Sten as he works on getting the forge up to his standards.
-[X] (Personal) Spend time with... (Write in)
--[X] Mom
--[X] Talk to her about the Horra situation, including the prophecy, and ask her advice and what she knows about Horra.

Training:
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] Train Reinforce-Shield Trick 1d6
--[X] Train Power-Chop Trick 5d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Contested Movement 1d6
-[X] (Training) Hamr (15 successes to rank up)
--[X] Train Hamr Itself 1d6
--[X] Train Defend 1d6
-[X] (Training) Hugr (11 successes to rank up)
--[X] Train Hugr Itself 1d6
-[X] (Training) Fylgja (1 success to rank up)
--[X] Train Fylgja Itself 1d6

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 4 Hamr
--[X] 5 Hugr
--[X] 2 Fylgja
--[X] 1 Blacksmithing
--[X] 1 Labor
--[X] 2 Silver-Tongue
--[X] 6 free for tricks

Okay, so, for actions, we want to permanently increase hamingja, which involves spending time with people who have it/raise it for us regularly and that's Randi and Stigr, and I think we should try both rather than just one of them (I'm hoping at least one action with one of them every single turn will be enough for permanence). We also really need to talk to Mom about the Horra situation for what I think are obvious reasons. For the third action, what I really want to do is take our friends and Sten out to look at the meteor, but that seems like Sten might be reluctant to come before we re-familiarize ourselves with each other, especially while he's still setting up, hence the action to do that. Like, asking him to come look at something is a lot less weird and off-putting after we've already helped him set up, y'know? We then do the meteor expedition next turn (hopefully along with going on a date with Abjorn...I really want to do that action, things just came up, the third action would depend on what happens in the interim).

For training, I was originally thinking this would be another heavy Hugr turn (since, as I mentioned, while we want Hugr skills, we can effectively raise them all by raising Hugr for a similar price right now), but with more info on Horra, rounding out our combat tricks is looking increasingly urgent, and we almost certainly do need to invest more than one die at a time in those at some point, so we'll do that for a bit until we have at least one more learned. Our biggest lack right now is an offensive combat trick and so we're focused on that here, with Power-Chop getting the boost over Leaping-Cleave because it is, I think, more widely useful in different situations...we want both, we're just doing this one first.

Aside from that, we're one success away from Defend going up, and want to make steady progress on our stats and the other two tricks we're currently working, so 1 die to each of those.
 
Should we train some stealth tricks to go after Horra (son of a horra)?

I don't think so, no. Horra himself is way too powerful for us personally confronting him to be a good plan (even if we dishonorably attacked from surprise), and all killing one of his kids does is make the confrontation immediate rather than longer term. Postponing the confrontation benefits us at the moment, I think, as it gives us time to gather info, train, and prep.
 
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Slipped my mind, my bad.

Essentially, Easy requires half of your dice count to be successes to succeed, Normal requires an amount of successes equivalent to your dice count to succeed, and Hard requires half again the number of dice you have to be successes to succeed. It rounds down on Easy, up on Hard.

So, if you were rolling with five dice, you'd need 2 Successes to pass an Easy check, 5 to pass a Normal, and 8 to pass a Hard. I feel like that's reasonable, but I'm open to suggestions.

Not all rolls are subject to this rule, however, the ones that are are marked.
So, first, it woudl be great to have this in the "Mechanics" post, as the way dice are described, it doesn't work like that.

So... you'll fail a normal most of the time, and hard is near-impossible? If I try to fit together the way that dice work according to your mechanics page with what you've said just now, it comes out as something like "5-6: 2 successes, 3-4: 1 success, 1-2: -1 success". Assuming that that is what's going on, with a totally average roll and a decent dice pool, you'll wind up with two successes for every three dice. Based on those numbers, you've got a good shot at an easy, you'll probably fail a normal, and if you see a hard then don't even bother. As an example, on four dice, a hard roll will succeed only 11/81 of the time (assuming my quick manual math is correct) and adding more dice makes it *worse*. If we assume any sort of real downside for failure, voting for a hard action, especially one that we have a decent number of dice in, is a fool's game... and normals aren't particularly good.

Am I wildly off-base here?
 
Side note: I'm pretty sure that Sten's secret is (in part) that he knows how to forge steel. I get the impression that that's something of a secret art, and the fact that he knows it (and possibly that he knows it and has left somewhere that was expecting him to stay) is a source of some danger for him.
 
Side note: I'm pretty sure that Sten's secret is (in part) that he knows how to forge steel. I get the impression that that's something of a secret art, and the fact that he knows it (and possibly that he knows it and has left somewhere that was expecting him to stay) is a source of some danger for him.

I don't think that's the whole story, but it's very plausibly a part of it, yeah.
 
[X] Plan Homebody
-[X] (Personal) Gabriel, Jerasmus, and, apparently, Steinarr all know a language that you don't and it's called 'English'. It's time to learn it.
-[X] (Personal) Ask Randi to tell you some stories
-[X] (Personal) Spend time with... (Write in)
--[X] Mom
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] Train Reinforce-Shield Trick 1d6
--[X] Train Power-Chop Trick 2d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Contested Movement 1d6
-[X] (Training) Hugr (11 successes to rank up)
--[X] Train Hugr Itself 2d6
--[X] Train Needlebinding 1d6
--[X] Train Silver-Tongue 1d6
--[X] Train Poetry Rank 2d6
-[X] (Training) Fylgja (1 success to rank up)
--[X] Train Fylgja Itself 1d6
-[X] (Orthstirr Usage)
--[X] 4 Hamr
--[X] 5 Hugr
--[X] 2 Fylgja
--[X] 2 Silver-Tongue
--[X] 6 free for tricks

Decided to give the plan making a go. Since character interaction looks like it will be bigger thing now as we interact with more adults, we should put some effort into Social Skills such as Silver-tongue and Barb-Tongue. Horra is not someone we will be able to take on any time soon, so it may be better to convince the clan to help. Needlebinding gives us another point of interaction with our mother and potentially gives another skill we can make money with.

Thoughts?
 
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Decided to give the plan making a go. Since character interaction looks like it will be bigger thing now as we interact with more adults, we should put some effort into Social Skills such as Silver-tongue and Barb-Tongue. Horra is not someone we will be able to take on any time soon, so it may be better to convince the clan to help. Needlebinding gives us another point of interaction with our mother and potentially gives another skill we can make money with.

Thoughts?

If wanting to focus on social skills (which is very defensible, and honestly more or less my plan after this turn and maybe the next), I strongly believe you should just raise Hugr directly. Getting Poetry, Silver-Tongue, and Barb-Tongue all up a single rank would be 8 successes...add in Needle-binding and that becomes 10 successes. Getting Hugr up one is better in every way (raises all those plus at least a half-dozen other skills we want, cheaper in otrthstirr to actually use) and is only 11 successes. It's just a much better choice mechanically to just put all those dice toward Hugr.

We want to up some of those skills eventually anyway once Hugr becomes more expensive, but right now Hugr is just a better bargain.

Oh! And you can't invest more than 2 Orthstirr in Silver-Tongue right now...three if you make it a conditional and happen to increase it. That's used to buy dice and it currently caps at 2.
 
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