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I'm not going to weigh in on the logic of either side's arguments, but I will ask that everyone read over what they write and really consider if the words they used are polite and won't be inflammatory intentionally or not. You cant account for people's tolerances perfectly but at least try to say your piece without saying things that can be easily construed as overly dismissive of the other side of the argument, thank you.

Please endeavour to be cordial. :^)
 
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The spite amulet can be done in one 3 action thing which will put 3-5 total actions into the build or with just 2 actions and live with only 1 going into the build. I don't think it's meant to be a serious investment, just something to crash build around when we go to war with actions spent depending on how much free space we can free up.

Edit: I'm partial to doing ZonDum + normal purification since we have that now as another crash build.
 
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The spite amulet can be done in one 3 action thing which will put 3-5 total actions into the build or with just 2 actions and live with only 1 going into the build. I don't think it's meant to be a serious investment, just something to crash build around when we go to war with actions spent depending on how much free space we can free up.

Edit: I'm partial to doing ZonDum + normal purification since we have that now as another crash build.

Karstah can also work on difficult requests, that goes for both planning and crafting.
 
Yeah so also nothing to do with the primodial earth theme we've got going currently :p
There was never going to be a case where this is involved. Spite is pretty incompatible with The World That Was, in terms of effects interacting.

It also doesn't really matter because of how Spite interacts with Multi-Wound, Spite hard counters that, and plays incredibly well with the special rules Snorri has.

I meant talking about it as in, do the plans have wiggle room to fit it before we're next off to war or is this hoping we won't be marching for 60 odd years because we're fully booked until then? And a bit of is this item a "We've got a free turn ___ for a design and another on ___ +2 for the build" or is it a "Oh we can clear out turn ____ for a 4 or 5 action investment."

Yeah I know this won't be going to waste however even if we're replacing it, however if we're expecting to replace it soon then we put different weights on how important it is that this combos with our kit and it is also worth asking if we have a plan for the Hearth Lord set that we want this to fit into instead.

Comparing your two combos, the thing that actually jumped out at me the most was that you'd ended up with higher tiered basic runes in there.
Makes me want to make both and compare really. :p
Apart from that, I don't know if we really need the extra spell resist that spell turning gives for Snorri and I can't tell if Gildercoat is incredibly smart or actually counterproductive. I'm slightly inclined to say counterproductive because:
And the Gildercoat limits damage by creating ablative shields.
However that would depend on what the hell Spite actually does, reflect damage, reflect force, reflect harm(?). Which might not quite be a durins consternation problem but with magical effects like this... I think we'd need WoG in the absence of what would probably be a very complex set of tests. And its also possible that soulcake does operate by rule of cool laws and there aren't negative effects, techically we never tested a thermal shock weapon combo, so I could also be completely wrong.
However it also feels really hard to call, in someways these feel like part of a timelapse "Heres my amulet of Spite when I was a new master. Here's my amulet of Spite now I'm a millenial."
I don't think we'll be marching for 60 years. That seems like overkill, and doesn't give the dwarves time to prep an offensive.

The plans also have wiggle room before the next war. I was thinking about designing it next turn and then saving making it until after Khazagar. That way we have it prepped and ready to be built if people start marching on turn 51, or 53 through turn 55. (If they start marching on turn 52, well tough, I don't want to go on that turn. We're gonna be busy then.) Making it would probably take 2 actions to part 2, it doesn't need a huge amount of committed effort.

I don't have a plan for a Firekeeper (Ylva is the Champion, not Hearthlord Rudil) set that uses Spite. Its potentially possible that Mountainsoul and the Drake's Vengeance could combo together, but on the other hand its not necessary (In comparison to what Spite does, the +15 from a Set is very small). If it doesn't work for the Firekeeper's set, I'd just give it to Rudil as a bit of fluff to explain the action of "giving it to the Hearthguard in general" I think. And on the fourth hand this is why I left a path open of giving it to some other champion of the Karak, if giving it to Rudil doesn't work for some reason.

But to be quite honest, even though it won't be a part of our Set Combo, I don't see us replacing it. Spite is very broken with Snorri's build. Like Soul has said before, we can load Snorri up with as much kit as we want, so the Spite talisman won't interfere with our Set slots.



Moving on, we're going to be fighting more powerful magicians, so pushing Snorri's magic resist higher and giving him an extra thing to do in the Magic Round is helpful. For example, if an enemy casts a "Penalize Snorri" spell in the magic round, spell turning could flip that around and turn it into a "Penalize the Meargh", so combat ends even faster and the death spiral gets stronger.

Spite's effect is very simple: for every Wound the wearer takes, the enemy takes 2 Wounds. Someone comes at you with Multi-Wound 2, they take 4 wounds. In visualization and narrative terms, it probably hits someone with kinetic energy. That's bog standard for Runes. Also it doesn't really make much sense for Spite to be doing reflection when you think about it for a minute. Reflection is 1 to 1, but Spite is explicitly 1 to 2 so reflection is inaccurate when trying to describe what its doing just based on that. And if Spite worked based on reflection then if a limbless snake bit off a dwarf's arm, it would be immune to Spite because there's no valid target on the serpent.

And that's not how Spite works on the Tabletop wargame, which is usually a good basis for how our stuff will work, and it does not align with the effect because the effect does not explicitly declare that as a limitation. And Rune effects in this quest are pretty clear about their limitations.

The conclusion then is that Spite just does a Lot of Damage in retaliation.

In regards to rule of cool stuff, Soul works on rule of cool pretty much all the time. He's stated before that this quest is basically him wanting to write about Dorfs making Cool Shit so I think we're gonna be fine if rule of cool is a concern. It's not really something in question from my perspective.

Anyway, to continue talking about runes.

Gildercoat creates a layer of scales to make the character more protected. As a mechanical interpretation, that's just a plus to combat effectiveness. It manifests this through scales that grow from the armor, taking damage and then flaking off as dust. If you re-read the write up, Gildercoat can reduce the number of situations in which Spite can activate, but if you are actually wounded and Spite thus needs to activate, Gildercoat is not going to get in the way of Spite doing its thing.

So, Gildercoat doesn't have anything that actually interferes with Spite's output. It just makes the circumstances of Spite's activation more specific, and that's not a bad thing because it gives Spite time to recharge. That's not really anti-synergistic, its more neutral in my eyes or situationally useful. We also know that Master Runes dominate a combo's effects based on Soul's WoG.

Gildercoat is also using magical energy to produce a protective layer. Its straightforward for a Master Rune that uses energy to cause harm to use some energy that is already present (the broken off scales) to manifest its effect (causing harm through those scales). Putting all this together, there is a chain of reasonable logic the more likely effect is that Spite will use Gildercoat as a vector for manifesting its Spite effect: using the scales broken off in a strike as projectiles, or converting some of them into bursts of harmful energy.

Essentially Gildercoat helps 'tune' the output of Spite.

We know 'tuning' stuff like this can happen in Combos.

For example, the Master Rune of Grungni creates a shield of wind around the user. You can add an element to that shield with the Rune of Fire or Rune of Lightning or Rune of Cold. The regular rune tunes the manifestation of the master rune. In the case of Drake's Vengeance, we're saying that the Master Rune will be able to make use of the scales by way of "Oh, I'm getting razor sharp scales shot into my face as basically Reactive Armor".

This is partly also the interaction of Theme and Effect, since Theme is important to combos too.

This made me think - dragons in Warhammer Fantasy absorb/eat/require/subsist off of magic, right? Or, at least, that's a hypothesis I've seen a good bit of in my admittedly limited experience with the title. Anyhow, do you think it would be possible to create an item that uses a combo of some dragon related runes and magic absorption runes to turn incoming spells into buffs for the user, specifically centred around granting dragon-like effects?
Quite probably, though we don't have the runes for that I think and we probably don't have the time to get them before the war starts again.
 
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Makerstrike has very heavy flame connotations, and it does not actually deal with anti-regeneration whatsoever. Nor does it do Multi-Wound, which is the reason people are interested in the other versions of the Master Rune Of Purification and what it may do.
To add onto what you're talking about here, from what we know, generalized Anti-Regen that works on most sources of regeneration has to do with cursed wounds based on the Master Rune of Vengeance on the Runelist. This is stuff that doesn't heal at all without magic, and heals slowly with magic.

Now that said, IIRC, Troll Regen can be countered with fire in Warhammer. So Makerstrike might have Troll Anti-Regen, but we have no idea because the situation has just not come up. And that shows how irrelevant fire is to most Anti-Regen discussions. Fire also doesn't seem to have any effect on Mountainsouled regeneration in the slightest and Snorri's blood is also magma.
 
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If gildercoat combos with Spite, i could see Spite triggering even when just gildercoat breaks.
I.e. Get through gildercoat but not my armor? Have same damage.
 
#DiscordDump.
1: Can we get Hippogryph parts by Orders?
2: Has any Runelord hollowed out a chamber inside their Gronti to pilot it from?
1. Grey Mountain only. Griffons seem to dominate the Worlds Edge and Anulii. So no not really.
2. No.
#Runesmiths #Culture
 
Well poo, Hippogryph is a great Rune of Fury item.

We can't exactly go out and poach a Khornate's heart or some nonsense.
 
Spite's effect is very simple: for every Wound the wearer takes, the enemy takes 2 Wounds. Someone comes at you with Multi-Wound 2, they take 4 wounds. In visualization and narrative terms, it probably hits someone with kinetic energy. That's bog standard for Runes. Also it doesn't really make much sense for Spite to be doing reflection when you think about it for a minute. Reflection is 1 to 1, but Spite is explicitly 1 to 2 so reflection is inaccurate when trying to describe what its doing just based on that. And if Spite worked based on reflection then if a limbless snake bit off a dwarf's arm, it would be immune to Spite because there's no valid target on the serpent.

And that's not how Spite works on the Tabletop wargame, which is usually a good basis for how our stuff will work, and it does not align with the effect because the effect does not explicitly declare that as a limitation. And Rune effects in this quest are pretty clear about their limitations.

The conclusion then is that Spite just does a Lot of Damage in retaliation.

In regards to rule of cool stuff, Soul works on rule of cool pretty much all the time. He's stated before that this quest is basically him wanting to write about Dorfs making Cool Shit so I think we're gonna be fine if rule of cool is a concern. It's not really something in question from my perspective.

Anyway, to continue talking about runes.

Gildercoat creates a layer of scales to make the character more protected. As a mechanical interpretation, that's just a plus to combat effectiveness. It manifests this through scales that grow from the armor, taking damage and then flaking off as dust. If you re-read the write up, Gildercoat can reduce the number of situations in which Spite can activate, but if you are actually wounded and Spite thus needs to activate, Gildercoat is not going to get in the way of Spite doing its thing.

So, Gildercoat doesn't have anything that actually interferes with Spite's output. It just makes the circumstances of Spite's activation more specific, and that's not a bad thing because it gives Spite time to recharge. That's not really anti-synergistic, its more neutral in my eyes or situationally useful. We also know that Master Runes dominate a combo's effects based on Soul's WoG.

Gildercoat is also using magical energy to produce a protective layer. Its straightforward for a Master Rune that uses energy to cause harm to use some energy that is already present (the broken off scales) to manifest its effect (causing harm through those scales). Putting all this together, there is a chain of reasonable logic the more likely effect is that Spite will use Gildercoat as a vector for manifesting its Spite effect: using the scales broken off in a strike as projectiles, or converting some of them into bursts of harmful energy.

Essentially Gildercoat helps 'tune' the output of Spite.

We know 'tuning' stuff like this can happen in Combos.

For example, the Master Rune of Grungni creates a shield of wind around the user. You can add an element to that shield with the Rune of Fire or Rune of Lightning or Rune of Cold. The regular rune tunes the manifestation of the master rune. In the case of Drake's Vengeance, we're saying that the Master Rune will be able to make use of the scales by way of "Oh, I'm getting razor sharp scales shot into my face as basically Reactive Armor".

This is partly also the interaction of Theme and Effect, since Theme is important to combos too.
Yes Spite does a lot of damage in retaliation, but damage proportional to what and in retaliation to what?
Feels like you got rather pedantic about my use of the word reflect without actually recognising the concepts I was trying to differentiate so I'll lay it out fully, and without saying reflect.
If Spite spites based on Force done, then Gildercoat ablatives are essentially free spite procs unless an opponent learns to hit them gently. Incredible synergy. 10/10.
If Spite spites based on Damage done, then since a Gildercoat can only take a small fixed amount of damage Spite would be wasting its initial possible procs on low damage effects. Anti synergistic.
If Spite spites based on Harm done, then theres not really any synergy until the enemy has chopped all the way through the gildercoat and hits Snorri and at that point its "potentially regenerate in time to slightly cover the MRunes recharge.". Extremely minor and seems unlikely to combo. Because yes combos are tuned, however we aren't guaranteed a combo, and the more it would need to be tuned to make sense the more I doubt it combos.

I think turning to the game is relatively little help, as soulcake developing a narrative and lore system doesn't have to stay constrained by the limitations of the board game, and MSpites functions have changed a lot depending on the game, for example in Total War its a damaging aura, in the card game it's a "why are you hitting yourself."
Its a good place to start, but theres no reason it also has to be where it ends.

As for how whether its possible to make an set combo with Spite, stuff like Magmatic Retribution makes me think it ought to be possible.
If we want to tilt the scales I'd point at the Rune of Embers. Especially with Gildercoat as its easy to see that as a bridge synergy with MSpite, and the only thing better than ablative shields are shields that explode in the other persons face.
And if we really want to get bizzare, echostrike. MSpite, Echostrike, Embers, trying to invoke the relationship between volcanoes and earthquakes.
 
I'm just not seeing the pressing need for Hearthguard equipment or a Spite talisman, compared to the opportunity cost of thek retarding our research. I think advancing our Windsight or Azakit or Runemetal or Mind of Things are all more valuable and useful. Even the likes of Aonoquean probably are. And if we have any 'spare' actions in the short run, they're better spent on the dragons or on Khazagar.

I can see an argument for a Master Rune or Purification sword, as we seem to be about to get the weapon version of that rune very cheaply soon, but that's about it. I believe that would be a good enough source of multiple runes and is both more interesting and more narratively linked to Snorri*, as he invented the MRoP and has seen Gazul wielding his own sword so an MRoP + Rune of Fire + Ancestor Rune of Gazul sword seems a natural thing for him to be inspired to create. The Ancestor Rune of Gazul on a sword also seems likely to help make things you hit with it die, given why Gazul commissioned the invention of dwarven swords in the first place, and how Ancestor Runes produce different effects based on what they're inscribed on.

* It seems much more in theme for a runesmith to use his own personally developed rune on his equipment to meet a specific need than to use a standard one.
 
I'm just not seeing the pressing need for Hearthguard equipment or a Spite talisman, compared to the opportunity cost of thek retarding our research. I think advancing our Windsight or Azakit or Runemetal or Mind of Things are all more valuable and useful. Even the likes of Aonoquean probably are. And if we have any 'spare' actions in the short run, they're better spent on the dragons or on Khazagar.

Snorris actions might be better spent elsewhere but there is nothing better to do with Karstahs actions.

She can plan an item in one turn, then put 2 actions into it the following turn to craft it.
From what we have seen so far, so long as it's made of adamant it will be a T4 with this kind of action input.
Entrusting her with such tasks would also fit in with her taking up more responsibility as the heir.
 
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I'm just not seeing the pressing need for Hearthguard equipment or a Spite talisman, compared to the opportunity cost of thek retarding our research. I think advancing our Windsight or Azakit or Runemetal or Mind of Things are all more valuable and useful. Even the likes of Aonoquean probably are. And if we have any 'spare' actions in the short run, they're better spent on the dragons or on Khazagar.
Speaking of actions and planning in the short term, do you have any particular thoughts on on the various plans I've been attempting to outline?
Alrighty, new list of plans which is somehow shorter than the last one! Same stipulations as the previous versions of this post; research action is assumed to be Odd Wyrm's Blood, not all of these plans use all the AP at our disposal in a given turn. The idea is just to clean up research that's been sitting out for a while.

Project NameActions SpentOther Notes
Khazagar1 General, 1 Heir, 1 Retainer, 45 Influence6 or 7 progress on Khazagar, depending on the Peerless Production coin flip. If the coin flip gives an extra progress, then it frees up an AP or reduces the Influence spending on a future turn.
Drakk Rearing1 General, 1 Heir, 1 Retainer3 Progress.
The Movement Of Things Pt. 62 General, 1 Master Of The Odd or Mind For ConstructsPotential +1 towards Master Of The Odd or Mind For Constructs.
I'm not entirely certain whether the Movement Of Things Pt. 6 falls under Master Of The Odd or Mind For Constructs, but either way, it definitely still benefits from at least one of them. It also leaves 1 AP open. Good for The Road To Anoqeyån Pt. 2 (1 action from being in 3 AP completion range), more Drakk Rearing, or starting on Understanding The Master Rune Of Thungni.

Project NameActions SpentOther Notes
Khazagar1 General, 1 Heir, 1 Retainer, 45 Influence6 or 7 progress on Khazagar, depending on the Peerless Production coin flip. If the coin flip gives an extra progress, then it frees up an AP or reduces the Influence spending on a future turn.
Drakk Rearing1 General, 1 Heir, 1 Retainer3 Progress On Drakk Rearing.
The Movement Of Things Pt. 5b2 General, 1 Master Of The Odd, 1 Mind For ConstructsPotential +1 towards Master Of The Odd, Mind For Constructs, 1 Overflow.
Making a Gronti like Mhorni definitely falls under novel phenomena, and it would be a Construct. It also leaves 1 AP open. Good for The Road To Anoqeyån Pt. 2 (1 action from being in 3 AP completion range), more Drakk Rearing, or starting on Understanding The Master Rune Of Thungni.

I'd normally put compressing Adamant Maker here, but the Adamant Maker combo doesn't have the [bizzare] tag on it at the time that I'm writing this. At 9 actions required, even with Talent Of Talismans and Soul Of The Earth applying to it, it simply cannot be finished in a single turn on 3 AP. Similarly, Mountainsouled can't be condensed in 3 AP on a single turn. However, since it would brought up in game...

Project NameActions SpentOther Notes
Khazagar1 General, 1 Heir, 1 Retainer, 45 Influence6 or 7 progress on Khazagar, depending on the Peerless Production coin flip. If the coin flip gives an extra progress, then it frees up an AP or reduces the Influence spending on a future turn.
Drakk Rearing1 General, 1 Heir, 1 Retainer3 Progress On Drakk Rearing.
The Brotherhood Calls3 General, 3 Peerless ProductionAnywhere from 6-9 progress on this. Potential +1 to Peerless Production.
We could just sink 3 AP into fulfilling The Brotherhood Calls. I know the thread is in favor of holding off until we've done The Movement Of Things Pt. 5b so that we could also explain Mhorni... but Mhorni isn't technically part of the actual forging process. Considering that Peerless Prodution's effective thresholds of increased value are 1, 2, 3, and 5 AP? Barring a desire to put in a full 5 AP on it, 3 AP is still going to be a considerable investment of Snorri's effort. And will payout with more favour, and possibly standing.

Project NameActions SpentOther Notes
Khazagar1 General, 1 Heir, 1 Retainer, 45 Influence6 or 7 progress on Khazagar, depending on the Peerless Production coin flip. If the coin flip gives an extra progress, then it frees up an AP or reduces the Influence spending on a future turn.
Drakk Rearing1 General, 1 Heir, 1 Retainer3 Progress On Drakk Rearing.
Once More With Smelting3 General, 3 Peerless ProductionMakes a new Adamant Smelter, 2~5 Overflow, potential +1 to Peerless Production.
We could make another of the existing Adamant Smelter with anywhere from 2-5 Overflow. Helps buffer Snorri's Adamant reserves for when we make Khazagar's guardian Gronti.

Project NameActions SpentOther Notes
Khazagar1 General, 1 Heir, 1 Retainer, 45 Influence6 or 7 progress on Khazagar, depending on the Peerless Production coin flip. If the coin flip gives an extra progress, then it frees up an AP or reduces the Influence spending on a future turn.
Drakk Rearing1 General, 1 Heir, 1 Retainer3 Progress On Drakk Rearing.
Once More With Smelting2 General, 1 Peerless Production3/4ths chance of a new Smelter, 1/4 chance of leaving at 1 progress remaining
Or we gamble on Peerless Production coin flips. Since we only need 1, this has a 3/4 chance of finishing the project. This also leaves an AP open. Good for The Road To Anoqeyån Pt. 2 (1 action from being in 3 AP completion range), more Drakk Rearing, or starting on Understanding The Master Rune Of Thungni.

Project NameActions SpentOther Notes
Khazagar1 General, 1 Heir, 1 Retainer, 45 Influence6 or 7 progress on Khazagar, depending on the Peerless Production coin flip. If the coin flip gives an extra progress, then it frees up an AP or reduces the Influence spending on a future turn.
Drakk Rearing1 General, 1 Heir, 1 Retainer3 Progress On Drakk Rearing.
Wardstones2 General, 1 Talent For Talismans/TD][TD]Potential +1 to Talent For Talismans
Finish researching what the Rune on the Wardstones that isn't the Rune Of Valaya is. Depending on what it is, the result of this could be incorporated into the defenses of Khazagar automatically as Snorri and Karstah get to that stage of Khazagar's construction. This also leaves an open AP. Good for putting into The Road To Anoqeyån Pt. 2 (1 action from being in 3 AP completion range), more Drakk Rearing, or starting on Understanding The Master Rune Of Thungni.

Project NameActions SpentOther Notes
Khazagar1 General, 1 Heir, 1 Retainer, 45 Influence6 or 7 progress on Khazagar, depending on the Peerless Production coin flip. If the coin flip gives an extra progress, then it frees up an AP or reduces the Influence spending on a future turn.
Drakk Rearing1 General, 1 Heir, 1 Retainer3 Progress On Drakk Rearing.
Re-Warding Work2 General, 1 Peerless Production1~3 Overflow, Potential +1 to Peerless Production
Given the increased activity of the Fimir and threat of permanent Chaos rifts, whenever word of those reach us, this might not be a terrible idea. Getting a second reroll stored up might not be a bad idea. This also leaves an open AP. Good for putting into The Road To Anoqeyån Pt. 2 (1 action from being in 3 AP completion range), more Drakk Rearing, or starting on Understanding The Master Rune Of Thungni.

Project NameActions SpentOther Notes
Khazagar1 General, 1 Heir, 1 Retainer, 45 Influence6 or 7 progress on Khazagar, depending on the Peerless Production coin flip. If the coin flip gives an extra progress, then it frees up an AP or reduces the Influence spending on a future turn.
Drakk Rearing1 General, 1 Heir, 1 Retainer3 Progress On Drakk Rearing.
Mysterious Mystery Stones2 General, 1 Master Of The Odd3 Progress out of 18.
Re-Warding Work1 General1/2 chance of completion, 1/2 chance of leaving it at 1 action remaining. Potential +1 towards Peerless Production.
Given the increased activity of the Fimir and threat of permanent Chaos rifts, whenever word of those reach us, this might not be a terrible idea. There could even be potential synergy for working with the stones in same turn that Snorri puts up more wards on them?

Project NameActions SpentOther Notes
Khazagar1 General, 1 Heir, 1 Retainer, 45 Influence6 or 7 progress on Khazagar, depending on the Peerless Production coin flip. If the coin flip gives an extra progress, then it frees up an AP or reduces the Influence spending on a future turn.
Drakk Rearing1 General, 1 Heir, 1 Retainer3 Progress On Drakk Rearing.
Mysterious Mystery Stones3 General, 2 Master Of The Odd5 Progress out of 18.
Given the increased activity of the Fimir and threat of permanent Chaos rifts, whenever word of those reach us, this might not be a terrible idea. While it doesn't store up any rerolls, it does give a strong start on working with the energy of the stones.

Project NameActions SpentOther Notes
Khazagar1 General, 1 Heir, 1 Retainer, 45 Influence6 or 7 progress on Khazagar, depending on the Peerless Production coin flip. If the coin flip gives an extra progress, then it frees up an AP or reduces the Influence spending on a future turn.
Drakk Rearing1 General, 1 Heir, 1 Retainer3 Progress On Drakk Rearing.
Diction Direction Pt. 2/Secrets Of Light Pt. 22 General, 1 Master Of The OddPotential +1 to Master Of The Odd
This finishes research into whichever of the above is chosen. They've been sitting fallow for a long time. This also leaves an open AP. Good for putting into The Road To Anoqeyån Pt. 2 (1 action from being in 3 AP completion range), more Drakk Rearing, or starting on Understanding The Master Rune Of Thungni.
I am looking for people's thoughts on them after all, and they are all for next turn, which puts them in the short term that you mentioned.
 
Speaking of actions and planning in the short term, do you have any particular thoughts on on the various plans I've been attempting to outline?

I am looking for people's thoughts on them after all, and they are all for next turn, which puts them in the short term that you mentioned.
As a guy working on improving Adamant Production, I will request you hold off on Adamant Production until we have compressed Adamant Maker into a Master Rune/Lonely Rune, and completed M6 so that we have the improved Siphoning. A Smelter made now is one much less effective than a marginally larger amount of effort spent will cough up.
 
Yes Spite does a lot of damage in retaliation, but damage proportional to what and in retaliation to what?
Feels like you got rather pedantic about my use of the word reflect without actually recognising the concepts I was trying to differentiate so I'll lay it out fully, and without saying reflect.
If Spite spites based on Force done, then Gildercoat ablatives are essentially free spite procs unless an opponent learns to hit them gently. Incredible synergy. 10/10.
If Spite spites based on Damage done, then since a Gildercoat can only take a small fixed amount of damage Spite would be wasting its initial possible procs on low damage effects. Anti synergistic.
If Spite spites based on Harm done, then theres not really any synergy until the enemy has chopped all the way through the gildercoat and hits Snorri and at that point its "potentially regenerate in time to slightly cover the MRunes recharge.". Extremely minor and seems unlikely to combo. Because yes combos are tuned, however we aren't guaranteed a combo, and the more it would need to be tuned to make sense the more I doubt it combos.
I think the gap between us comes about because from my perspective all three of these have been collapsed into Wounds, as a system and narrative concept in relation to Spite. I have this word of God that says so.

Because it was designed for gates and other such fortifications originally. Things that could take a lot of punishment and Dwarfs wouldn't get hurt to need proccing. It's just that Dwarfs being Dwarfs, are rather happy to have a final spiteful attack in the event that they end up taking damage/die. A good enough tactic considering the average Dwarf is indeed pretty tough, and a wound that hurts them, thrown back at twice fold strength is probably far more dangerous to the things/person that managed to hit them. Beastmen, Elves, Humans and stuff like that.

Its not sensible if you don't get hurt in the first place, and Dwarfs would prefer to not get hurt at all either obviously. But if you do get hit, you might as well hurt them back just as much, preferably more so.
It works on Wounds. The closest of your three concepts to Wounds is Harm. But we already established that I was essentially starting from a baseline of Harm to begin with and then exploring a little further in my previous posts.

In regards to your Harm concept specifically, I'm going to point out that your argument is not engaging with an important implication of what Gildercoat is. Its a fancy way to create a body shaped forcefield. The energy that goes into making and sustaining that forcefield is something that other runes can interact with. Fire could set it ablaze, antimagic could make it eat magic to increase regeneration, etc. Using the energy present in a pierced forcefield to do damage to the enemy is similar to those, and the runes that are about turning rune-energy into damage as retaliation are Parrying and Fury (as components of Spite) and Spite.

And here's the deal with tuning Spite like this, it doesn't need to be tuned very far at all. Imbuing Spite's strikes with the magical energy inside the forcefield isn't that different from wrapping Snorri in a protective barrier made of wind and having Spite turn those winds into cutting gusts when the wind shield is pierced. Instead of wind or fire, the "element" is protective golden energy.

Its just turning the scales into a variation of explosive reactive armor in summary.

E: And to be clear in this discussion I am assuming Gildercoat is pierced and Snorri is taking actual Wounds, rather than Spite activating because Gildercoat alone is pierced. Because as established, the way Spite activates is on Wounds being taken, and Gildercoat as a regular rune is unlikely to generate phantom Wounds.
 
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In regards to your Harm concept specifically, I'm going to point out that your argument is not engaging with an important implication of what Gildercoat is. Its a fancy way to create a body shaped forcefield. The energy that goes into making and sustaining that forcefield is something that other runes can interact with. Fire could set it ablaze, antimagic could make it eat magic to increase regeneration, etc. Using the energy present in a pierced forcefield to do damage to the enemy is similar to those, and the runes that are about turning rune-energy into damage as retaliation are Parrying and Fury (as components of Spite) and Spite.

And here's the deal with tuning Spite like this, it doesn't need to be tuned very far at all. Imbuing Spite's strikes with the magical energy inside the forcefield isn't that different from wrapping Snorri in a protective barrier made of wind and having Spite turn those winds into cutting gusts when the wind shield is pierced. Instead of wind or fire, the "element" is protective golden energy.
I get the concept, I think I touched on it already in when I mentioned:
and the only thing better than ablative shields are shields that explode in the other persons face
what I don't see is why Gildercoat's forcefield does something that is unique and synergistic in ways other runes aren't.
Which brings me around to here:
Because yes combos are tuned, however we aren't guaranteed a combo, and the more it would need to be tuned to make sense the more I doubt it combos.
The magical energy in the force field isn't actually doing nothing, its maintaining, regenerating and moving the Gildercoat fields around. For the Rune of Spite to alter that... You're expecting some combo where after Snorri gets hits all remaining Gildercoats shoot at the attacker cutting them like blades?
If so, kinda cool, I did want a more offensive spite combo, and I guess my initial impression of what you wanted was just wrong? However its kinda hard to evaluate this as a concept when the MSpites theme of retaliation has superseded Gildercoats theme of defence so thoroughly, at this point it feels kinda like an asethic choice compared to Blazes or some other offensive rune.
Unless we don't work from the assumption in which we're guarenteed a combo. Then we're back at the point where we just have runes doing two seperate things with relatively little influence on each others behaviour.
 
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what I don't see is why Gildercoat's forcefield does something that is unique and synergistic in ways other runes aren't.
Its unique in this case in my mind because GIldercoat plays well specifically with Spellturning where other runes might not, under the idea of "magic absorbing and reflecting scales", and on an aesthetic level it makes the whole thing easier to design for and think up a coherent theme if its got this core visual of 'golden scales'.

Spite + Embers + Gildercoat could work. But its locked entirely into the Combat Round, and part of the design goals for my talisman is to give Snorri at least one new thing to do in the Magic Round. That is something that hasn't happened this entire quest.

And that's why I like Spellturning, it seems like it rolls against a DC to send magic back at the caster - so in theory it may work such that even if Snorri loses a magic round (as can happen at the start of a battle), if we pass the DC we may still get something out of the Magic Round. And to be completely clear here the two design goals I don't want to move on are: Having Spite in the Combat Round, and having a chance to do something new in the Magic Round.

The magical energy in the force field isn't actually doing nothing, its maintaining, regenerating and moving the Gildercoat fields around. For the Rune of Spite to alter that... You're expecting some combo where after Snorri gets hits all remaining Gildercoats shoot at the attacker cutting them like blades?
Yeah, something like that! My first expectation is that only some of the Gildercoats would shoot at the attacker, but if it manifests as all of them shooting off I won't mind.

E: Oh, also, one other reason I picked Gildercoat over other runes is that Gildercoat seems related to Galkarin, Set-Galgrindal, and the Ancestral Aegis (so Master Rune of Grungni). Therefore T4 Barazgal should have some potent effects on it. Having an upgrade mat ready to hand was useful.
 
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