Huh, so like, until a Squire's Focus (whatever that is) is broken, they'll constantly replenish their power? Not sure if I understood it correctly, but it sounds like we're set up to lose if we don't break his Focus, as he could just make it a battle of attrition like Hallr said. Except we weren't told how we actually break their Focus, or at least we weren't told anything substantial.

I think I'll let someone else come up with a plan, I'm at loss right now besides 'keep hitting him and hope it breaks his Focus'.
 
[X] Plan Measured Offense
-[X] Tap frami, virthing, and saemd (+36 Orthstirr)
-[X] Invest 18 Orthstirr into combat pool (-18 Orthstirr)
-[X] 22d6 Attack (all in Tricks)
-[X] 7d6 Defense
-[X] 0d6 Intercept
-[X] Use Halting Vortex pre-fight so we have something resembling a shield (-8 orthstirr)
-[X] Attack with three 4d Power Chops (-3 Orthstirr), use up to two 5d Hefty-Halter-Chop usages to defend against big attacks (-6 Orthstirr), use Hone on parries as necessary after that (-1 Orthstirr per non-Hefty-Halter-Chop defense)
-[X] If he looks to be launching a really huge attack be ready to respond with Contested Movement (-3 Orthstirr) but only if it looks too big for Hefty-Halter-Chop to work on
-[X] Tactics - Basically the plan here is to close immediately into weapon range and just methodically attack and wear him down, using Hefty-Halter-Chop or, if that seems insufficient, Contested Movement on any big attacks.

This is potentially pricier than I'd like, but seems sustainable for at least a few rounds. I dunno if it'll break his focus...but I'm not sure what would or how that works either, so this seems worth a try?

Honestly, we could instead try throwing a huge number of dice into an Inertia-Arresting Throw to disarm him right off the bat, but that doesn't seem like a good or honorable way to win a spar like this...I think we'd rather lose the fight than not gain Gabriel's respect, and would certainly rather lose than learn nothing from it (we need to know how knights fight...knowing that disarming them works is not new information). This turn should allow some solid offense, be potentially sustainable for a bit, and do some damage if it works.

For people worrying that's too much offense, remember that 10d6 of that is doing double duty as defense due to Hefty-Halter-Chop.
 
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I thought Contested Movement was a contest of Hamr?

I'm honestly not clear exactly how that works...adding dice to it should still work either way though, I think? If it doesn't I'll adjust the plan accordingly but since dice can be added I'd assume they mean something.

Like, either the roll is just the dice (6d6 in this case, 5 base +1 Hugareida) vs. his attack dice, or we both add Hamr to that...but either way that's enough dice to be significant. His Hamr equivalent can't be too much higher than ours, I don't think.
 
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Think any plan should involve trying to get his hackles up via taunting in a attempt to break his focus, something we're pretty good at.
 
Good lord, I'm sorry about how confusing I'm making this. It's not on purpose, I swear.

I'm just kind of stumbling around here so let me gather my thoughts and come back with a hopefully clear answer.
 
Think any plan should involve trying to get his hackles up via taunting in a attempt to break his focus, something we're pretty good at.

I feel like if the goal is to see how knights fight we shouldn't do that until we fight for at least a turn, and if it's to make friends (which it sort of is) we might want to avoid doing that if possible. So maybe next turn if it seems needed?
 
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How Does Contested Movement Work?
This is the definitive answer towards the question of Contested Movement, all others should be disregarded. Thank you for bearing with me here.

Contested Movement Does Not add dice to rolls. It facilitates a Hamr contest between Halla and her opponent, but does not add anything to it. The winner will carry out a basic attack against the loser.

It slows down Halla's perception of time, allowing her to respond to an incoming attack. It doesn't add anything to her response.


I'm very sorry for any confusion; I'm not sure why I'm having such a hard time with this right now.
 
This is the definitive answer towards the question of Contested Movement, all others should be disregarded. Thank you for bearing with me here.

Contested Movement Does Not add dice to rolls. It facilitates a Hamr contest between Halla and her opponent, but does not add anything to it. The winner will carry out a basic attack against the loser.

It slows down Halla's perception of time, allowing her to respond to an incoming attack. It doesn't add anything to her response.


I'm very sorry for any confusion; I'm not sure why I'm having such a hard time with this right now.

So...does that mean we can't put dice into it, we just spend and it happens creating a pure Hamr vs. Hamr contest? And that it doesn't add the Hugareida die?

That's fine if so (indeed, it provides a really excellent defense against high dice pool attacks since it ignores their high dice pool), just looking for clarity.
 
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Well, with the clarification in mind, wouldn't it be a better idea to put those dice used in Contested Movement elsewhere? (Is Contested Movement even a good idea? We did note that he was stronger than us by a fair bit.)
 

Okay, sweet. Replaced them with Hefty-Halter-Chop (which works more conventionally) in the plan, and added a note to use Contested Movement if he throws something ridiculous at us.

Well, with the clarification in mind, wouldn't it be a better idea to put those dice used in Contested Movement elsewhere? (Is Contested Movement even a good idea? We did note that he was stronger than us by a fair bit.)

Already edited. Contested Movement is great for trying to stop a 10 die attack or something silly like that (since it invalidates all those dice), but it's heavily conditional in this fight since he's got higher Hamr (or the equivalent) so I just replaced them with Hefty-Halter-Chop and noted we'll use Contested Movement if he throws something truly immense.
 
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As nice as it would be to win, this is still just a spar. I am hesitant to start on the insults especially when we do not know each other enough to make them sting and not hurt.
 
As nice as it would be to win, this is still just a spar. I am hesitant to start on the insults especially when we do not know each other enough to make them sting and not hurt.

Yep. It's also kind of bad practice, I think? Like, if this were a life or death fight of course we insult them to break their focus (if we think doing so has a chance of working), but seeing how one fights without their focus being broken is good, and trying to find alternative ways to break focus also seems pretty valid.
 
Are we sure we want to tap frami, virthing, and saemd on a spar? It was noted that "We're in a fight! Tap everything!" might not be the best plan every time.
 
Are we sure we want to tap frami, virthing, and saemd on a spar? It was noted that "We're in a fight! Tap everything!" might not be the best plan every time.

This is literally the last action of the turn (after which they refresh), so yes. If it weren't, you're potentially correct, but it is.

Like, we shouldn't do that in the first fight when out raiding in hostile territory because it leaves us unprepared for further conflict, but we don't have that issue here.
 
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Your orthstirr won't refresh during the fight.

Right, I get that. I'm saying it'll refresh before we do anything else after the fight (since the turn then ends and everything refreshes), not that it'll do so during the fight.

I do see how that could be confusing though. We may need different terminology for what you call 'turns' of combat and non-combat 'turns'...maybe go with 'rounds' for combat?
 
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Yeah, tapping everything doesn't make much sense, it's a spar. Let's leave something in case of a Surprise Interrupt or something.
 
Yeah, tapping everything doesn't make much sense, it's a spar. Let's leave something in case of a Surprise Interrupt or something.

This attitude will result in us never using all three ever under any circumstances which is a significant power down. Like, we are currently at home, with dad and Jerasmus both right nearby, in a safe place with no reason to save resources and about to end the turn, at which point everything refreshes.

This is basically the most ideal possible circumstances to use all three, so if we don't do so now, there is basically never a time when we will do so, and that's terrible planning. We need to keep something in reserve sometimes, yes, but never using things even when they're about to vanish if they go unused is not good planning. That's the attitude where you end up losing games with 100 healing potions because you never used them even when you should've (something I've totally been guilty of in the past, for the record).
 
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