I mean a plant hungdriga might help with the shields innards? Or something similar to crowfeeder runes?

We could probably work something out, but it's not worth it for us specifically.

Shields have advantages, but having a weapon or shield in both hands blocks Hugareida usage (which we are heavily specced into) and we can already conjure shields at will via Halting Vortex. Cool tricks with actual shields are a valid idea and likely great for some people, but not for Halla, given her specific build and options.
 
Always an option for one of the next characters though.

Definitely. Planning too in depth on their builds is hard, though, given they are likely to have their own preferences, and also their own idiosyncratic Hugareida lists. Like, we can teach them Campfire and maybe Clearwater (once we learn it), and it's highly likely they'll have other Fire-based stuff, but it's pure guesswork after that.
 
Assuming we take over one of our children that's already an adult (which is preferred, I think, since going through childhood again would be a slog. I wouldn't have any trouble going through it every now and then, but every character? No thank you, please), it's likely they'll already have an established fighting style and favoured weapon, unless we specifically train them in the usage of a specific one... which is something I'd rather not do, and instead I'd rather the child chooses whatever weapon they want to wield.
 
So, open handed strikes are fair game? even without tricks?
Blows to the face are still a bit of a gray area, but yes.

But having a weapon or shield in both hands blocks Hugareida usage
Not all hugareida have this limitation, I feel I should note. Firebomb Strike and EWC do not need a hand free while Kindle Spinner and Sparkbomb do, to give a couple examples.

0~0~0

Alright, I'm home. The appointment itself was fine, though getting there was stressful as heck.

Voting is now closed, sorry for not giving any warnings.

Also, because I don't think I made it all that obvious, you could've used the loadout selection option this time to swap around the bonuses your hugareida have. Since it was not made clear, and I only really realized it now, you'll have another option to do that specifically this turn.
Scheduled vote count started by Imperial Fister on Jun 21, 2023 at 5:17 PM, finished with 161 posts and 25 votes.
 
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Why do you think he hates Halla so much even after saving his family?

This is why Knee-Groin Trick isn't a great idea except against an enemy you intend to kill.
 
Not all hugareida have this limitation, I feel I should note. Firebomb Strike and EWC do not need a hand free while Kindle Spinner and Sparkbomb do, to give a couple examples.

That's fair. A lot of ours do, which makes them still fairly integral to Halla's build, but it's a good general point to keep in mind.

Also, because I don't think I made it all that obvious, you could've used the loadout selection option this time to swap around the bonuses your hugareida have. Since it was not made clear, and I only really realized it now, you'll have another option to do that specifically this turn.

Nice. Are the three options you've mentioned previously (dice, damage, and multiple instances) the only options? And would this allow us to, say, use Halting Vortex even with Mire Ward up if we went with multiple instances for Standstill? And, actually, how easy is swapping them? Like, are we talking 'shapeshifting slots' easy or what?

If those are the three options and it works that way, I'm thinking we swap out one level of dice bonus in Emberwind for +1 Damage, and drop one or two levels of bonus dice in Standstill for +1 or +2 instance out at a time. Everything else probably stays? Does that sound right-ish to everyone?

We'd also drop dice for damage on Forgefire right now if swaps are easy (since we have a single unrolled Forgefire Trick which does damage), but not if they're hard (since we use its dice bonus for smithing)

An argument could also be made for dropping Ignition to only +4 dice and getting +1 damage, but I'm less sure about that one...+6 dice is really nice.

We should probably teach Drifa other ways of attacking then, soon.

I mean, we very much are (Knee-Groin Trick is actually not on our curriculum for her, she picked it up on her own) she just, uh, appears to have a preference.
 
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Remind me again who Knappr is, apart from "guy we kicked in the balls," apparently?

One of Horra's sons (probably the second oldest after Hasvir). The one who dislikes us most due to us beating him very publicly at wrestling with that specific trick. He's also the one who borrowed Hasvir's name and took Stronghoof around to horse-fighting competitions. Didn't seem particularly pleasant when we met him even before we kneed him in the groin, but then he knew who we were, so I wouldn't expect him to.
 
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Nice. Are the three options you've mentioned previously (dice, damage, and multiple instances) the only options?
That's what makes sense to me.
And would this allow us to, say, use Halting Vortex even with Mire Ward up if we went with multiple instances for Standstill? And, actually, how easy is swapping them? Like, are we talking 'shapeshifting slots' easy or what?
Bonus instances would allow you to, for example, to have two IATs out without them canceling each other. So yes, your example works.

As for ease of swapping, I'm just gonna have it be like shapeshifting for ease of existence.
 
How would multiple instances with Ignition work? Would it make it so one Kindle-Spinner trick shoot at two at once if we put one in multiple instances, or would it not be applicable to Ignition?
 
That's what makes sense to me.

Bonus instances would allow you to, for example, to have two IATs out without them canceling each other. So yes, your example works.

As for ease of swapping, I'm just gonna have it be like shapeshifting for ease of existence.

Nice, that definitely works. Okay.

Oh, the first level of the Hugareida has to be a die bonus, right? That's what it sounds like, just want to confirm.

In that case, we need to assign the following Hugareida (my own suggestions in parentheses):

Forgefire: 2 Slots (+2 Dice when preparing to craft something, +2 Damage otherwise)
Emberwind: 1 Slot (+1 Damage)
Standstill: 2 Slots (+2 Instances)
Campfire: 1 Slot (+1 Dice)
Ignition: 3 Slots (+2 Dice, +1 Damage or, alternately, +3 Damage)

I'm actually sincerely unsure on Ignition, for this mission specifically. It's better assigned to dice if we're prizing endurance or fighting minions, it's better assigned to damage for single big targets. Personally, I think the +2 Dice (which gets us to +4 dice per usage), +1 Damage option is a better 'walking around' build, but I'm not sure whether longevity or raw power are better for this mission specifically.

If anyone's curious why +1 Dice, +2 Damage isn't being considered, it's because the first 'slot' spent on dice gives only +1 die, which is definitely worth giving up for +1 damage in isolation...the second slot giving +2 dice is much more arguable whether it's worth it.
 
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How would multiple instances with Ignition work? Would it make it so one Kindle-Spinner trick shoot at two at once if we put one in multiple instances, or would it not be applicable to Ignition?
This is correct. Two Kindle-Spinners for the price of one!
Oh, the first level of the Hugareida has to be a die bonus, right? That's what it sounds like, just want to confirm.
Also correct
 
Hey Blackhand, if high Seidr involves dealing with spirits, can we do high seidr spells invoking Sagaseeker? Or you?
'That... is something I have not yet considered. Perhaps?

I mean, you deal with spirits because they can do things that you can't, or at least in a much easier, far better way. I don't exactly have a lot of power at my disposal and Sagaseeker isn't quite fully sapient, so our capabilities are little.'
 
This is correct. Two Kindle-Spinners for the price of one!

Do we need to assign dice separately or would we just get, like, two attacks every time we attacked? Would someone defending need to defend against the two separately?

Because just getting simultaneous attacks for free seems a little too powerful. We could easily, right now, just take +3 Instances on Ignition and make attacks for 16 damage (four instances of 4 damage) for 2 Orthstirr. We'd probably fiddle with that a little so damage reduction wasn't so bad, but even with -2 damage each on that version, that's 8 damage for 2 Orthstirr which still seems a bit excessive in context.


Cool.
 
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Is Halfdan better at teaching than Steinarr? Also are there any teaching spells? I wonder what Abjorn does in his spare time.
 
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Do we need to assign dice separately or would we just get, like, two attacks every time we attacked? Would someone defending need to defend against the two separately?
Not entirely sure. I'm thinking that it would use the same dice, but that might be too much.

It depends on the defense that's been used. Some methods will have them rolling for both, some will have it be singular, some won't have it at all.
Because just getting simultaneous attacks for free seems a little too powerful. We could easily, right now, just take +3 Instances on Ignition and make attacks for 16 damage (four instances of 4 damage) for 2 Orthstirr. We'd probably fiddle with that a little so damage reduction wasn't so bad, but even with -2 damage each on that version, that's 8 damage for 2 Orthstirr which still seems a bit excessive in context.
Honestly, I might have it be that every instance requires half-again the previous level's cost. I could also assign an accuracy malus or something. You bring up a good point that I'm not 100% certain how to address.

I could also have it apply only to the more limited, one-at-a-time hugareida like Standstill. Or I could make all hugareida function like Standstill. There's a lot of things I could do, but none of them feel all that right.

What do you folks think? (the update is more or less done, I just need to finish writing up the new rules for hugareida bonuses, which kind of hinges on this)
 
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