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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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I'm struggling to find the correct way to say it but it sounds like you're praising how soulcake handled the crit not that the exploding dice would have been more interesting regardless of how it was written.

Well, it's both.

Soulcake handled the crit very nicely, but the exploding dice crit "forced" him to handle it the way he did.

After reading the part with the Greedy One for the first time, I was really looking forward to other new amazing creatures/characters that would be introduced, and that were not present in the (sparse) canon.

I found out only later that Soulcake changed his mind...
 
Well, it's both.

Soulcake handled the crit very nicely, but the exploding dice crit "forced" him to handle it the way he did.

After reading the part with the Greedy One for the first time, I was really looking forward to other new amazing creatures/characters that would be introduced, and that were not present in the (sparse) canon.

I found out only later that Soulcake changed his mind...
Do you like Dwalin less because he wasn't able to explode his volume roll? Do you think he would be better?
 
I wonder... if Master Rune of Waking (Talisman) + 2 other Runes, as well as a Runic Shield optimized to work with Barak Azamar will unlock a set bonus that ends up in us being able to summon a Gronti-Duraz ala Susanoo (Naruto). It would certainly be an interesting effect.
 
Didn't you want Valaya on the talisman for an improved Hearthward?

MWaking on a talisman is either completely pointless or you might be on to something. I think if theres a down side to the action costs its that it kinda discourages the wacky experimentation.
It is a bit unfortunate. I get the purpose, of course, but having to carefully budget our Action Points, and then having a bunch of research and commissions to distribute them into really doesn't leave a lot of room to confirm any sort of creative theorycrafting we want to do, outside of "Hey soulcake, would this and that work together to produce such and such?". Real shame too, that kind of rune experimentation is some of the stuff I find most enjoyable about our runesmithing.
 
No that doesn't seem like it fits the setting.
Given demons are just masses of winds of magic/chaos energy that are intelligent enough to create bodies for themselves from said energy.

Having runes (which are described as forcing order at winds of magic/warp stuff) force said order on it in a way to shape avatar isn't totally unprecedented.


But it all drags down to "Does soul want it in his quest"
And if this is right combo of runic combos to program winds so they behave that way
 
Given demons are just masses of winds of magic/chaos energy that are intelligent enough to create bodies for themselves from said energy.

Having runes (which are described as forcing order at winds of magic/warp stuff) force said order on it in a way to shape avatar isn't totally unprecedented.


But it all drags down to "Does soul want it in his quest"
And if this is right combo of runic combos to program winds so they behave that way
Honestly though, that sounds like the sort of thing that would be in the purview of, like, actual magic. Runes can produce very powerful effects, more potent then actual spells, in some cases, but they kind of....aren't really suited for fine tuned control of the winds of magic. Creating a fully functional, controllable shell of magical energy in the form of a giant dwarf, while a cool idea, sounds like it might be a wee bit much for Runes to handle. Better off just creating a Gronti honestly, less effort for about the same payoff.
 
Given demons are just masses of winds of magic/chaos energy that are intelligent enough to create bodies for themselves from said energy.

Having runes (which are described as forcing order at winds of magic/warp stuff) force said order on it in a way to shape avatar isn't totally unprecedented.
Ah let me correct myself then.
Creating Runic Deamon Gronti's sounds like the sort of mistake that would send Snorri on a centuries long quest to redeem himself like a dwarven Frankenstein and Monster.
It also, may not be possible.
However I must applaud your innovative attempts to get around the "No exploding Char creation crits" by tring to find if we have exploding item creation crits.
 
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Ah let me correct myself then.
Creating Runic Deamon Gronti's sounds like the sort of mistake that would send Snorri on a centuries long quest to redeem himself like a dwarven Frankenstein and Monster.
It also, may not be possible.
However I must applaud your innovative attempts to get around the "No exploding Char creation crits" by tring to find if we have exploding item creation crits.
In fairness, I think they meant something more along the lines of a large, magical shell that we would control without any sort of actual sentience, since they were referencing Naruto. Which is probably still way too out there for a rune effect, but significantly less in the "technological hubris that brings about the destruction of a civilization" range.
 
In fairness, I think they meant something more along the lines of a large, magical shell that we would control without any sort of actual sentience, since they were referencing Naruto. Which is probably still way too out there for a rune effect, but significantly less in the "technological hubris that brings about the destruction of a civilization" range.
I agree thats what they meant, however my understanding of the setting is that compressing the winds of magic to the point it becomes a physical shell is long past the point that it starts doing weird and unpredictable stuff.
Important take away here: This is a warhammer quest, not a Naruto quest. The winds are not chakra.
 
I agree thats what they meant, however my understanding of the setting is that compressing the winds of magic to the point it becomes a physical shell is long past the point that it starts doing weird and unpredictable stuff.
Important take away here: This is a warhammer quest, not a Naruto quest. The winds are not chakra.
Yeah, definitely a little too outside the box side I think, though I respect the initiative. A traditional spellcaster might be able to pull something like that off, but it's probably outside the capabilities of runes. Personally, if I were to try for a weird rune effect, I'd rather like to see if there was some runic combo that could allow one to grow to a giant size, temporarily. Always liked those kinds of items and magic effects, in tabletop games. Didn't much think such an effect was possible before, since I hadn't seen any dwarf runes or combos that actually physically altered something's bodily composition, but considering our armour can now turn our skin to stone and blood to magma, it suddenly doesn't seem too outside the realm of possibility.
 
Ahh, yes i meant Sussano like shell. But i agree about the point about " too dense warp stuff = troubles".

My post was more about "does it fit the setting" and "would it be possible" than "we should do it".

I am sorry for confusion.
 
Ahh, yes i meant Sussano like shell. But i agree about the point about " too dense warp stuff = troubles".

My post was more about "does it fit the setting" and "would it be possible" than "we should do it".

I am sorry for confusion.
Mm, a proper spellcaster could probably do it, there's precedent for large magical avatars and the like, but it probably wouldn't be possible with Runes. They just aren't really suited to producing that sort of effect. Even creating some sort of projectile magical attack with runes would require a powerful combo, let alone some sort of sustained, dense magical shell that the creator could control.
 
Hmm, I think that's a little off? If perchance we had a steel axe, with a single Rune of Stone, we could never make a T5 out of it even if we put every action we had into it. We might make a T2, maybe a T3. It straight up doesn't have enough capacity to get to T5.

A Runesmith fantastically better than Snorri to use your example, could do it with that steel axe, and a single rune of stone, could get it to T5. And they could do that because their skill has massively increased the item's hypothetical capacity so that it can reach T5, otherwise it wouldn't be able to in the first place right?

Now skill could also touch on making our actions worth more, that makes a lot of sense, but it does sort of complicate the logic since it effects both how high we can go with very little and how much our actions are worth. This sort of odd fusion is why I've been treating Combos and Skill as basically the same thing, where the Combo is representative of Snorri's skill. I could totally see a fantastically skilled Runesmith making a T5 using an amazing combo or Rune they had discovered since Runes are the most important part of a thing and it doesn't have the issue of messing with how much our actions are worth.

I'm not sure tbh. Its pretty intentionally vague, but I have been treating it with the idea that combos and the skill they represent can basically expand an item's capacity for overflow.


Moving on to this stuff. For the combo thing I generally think the best way we have of finding more, best in this case being optimized for fastest with least failures, is to base off of what we have right now. A set of runes not Comboing only provides so much information: that those specific Runes don't combo, and gives us some material to speculate as to why.

That's not great. Whereas we have a greater base of knowledge to aim for from our other combos. Take for example the Crushing Fate hammer that you changed the name of to mook hammer and the Grudge weapon which is based off of the principle of "Two ancestor runes and a derivative rune seems to work really well" plus information from soulcake. We're pretty sure these are going to combo because they're using similar principles to other combos and the concepts line up. These ones I think (after thinking about the Grudge one a bit) we're both very confident will Combo, but we disagree on how likely the other three are going to combo. Frex, I think the Generalist one might Combo because the concepts line up nicely. I'm uncertain the Javelin would combo since the runes are kind of disconnected, though I can see some vague possibilities. The Daemon one I'm just uncertain of.

You see what I mean? By basing future progression off of what we already know, we can get there with less incomplete Combos, and I think that's good because failed rune sets aren't very helpful to the methodology I use to find new Combos since it just invalidates one set of three out of some absurdly massive number that requires scientific notation to write of sets of three.
I've been thinking about combos very differently, as features of the runic language, and like poetry. With the skill of the "speaker" as irrelevant to whether or not three words turn out to "rhyme". Using the patterns helps you find more of the same pattern, like using a haiku's pattern helps you make more haiku, but if you want to figure out how to predict what "rhymes" then you need to search for other patterns of poetry too, instead of sticking with only one or two patterns.

So the grudge weapon and the crushing fate hammer are both iterations on existing patterns, while I suspect the anti-daemon hammer has a new pattern to it, and you seem to suspect the same of the generalized axe. I more see the generalized axe runes as... synonyms, rather than proper "ryhmes". And now I'm wondering if I've stretched the metaphor too far.

Neither of us think the anti-dragon weapon will combo, though we won't fully dismiss the possibility, while I think it'd be effective even without a combo and thus is worth making anyway.

Anyway, I think combos raise the value and effectiveness of the item, all by itself. So the same skill and effort simply has better results on a runic combo.

This means that discovering new patterns for combos is super important because it expands the number and types of high-quality items we can more reliably make.
For example, if everything needed two Ancestors, or Might and Impact, our number of options would plummet.

Until we see a particular sort of potential pattern succeed or fail, we can't know if combos really work in that way, or if the percieved pattern was an illusion.


Making a T5 out of the Yeeting Hammer I am honestly not that interested in. It doesn't appeal much for a couple of reasons. I'd much rather make a creative T5, some kind of super powerful magical tool hammer that's designed to be solely a tool, if we really truly end up making a T5 that technically qualifies as a "weapon" because it has to use Weapon Runes. I see Snorri as more of a defender and creator, and maker of shields and walls and that aspect appeals to me more than Snorri as a maker of weapons and there is also a thing that as a Runelord in the Golden Age we actually have time to not make weapons or armor or even infrastructure but creative things that improve all works that follow.
The problem with that is that we have no existing patterns that would do as you describe. To arrive at that point with a 'creative' combo for the T5, we'd need to experiment, and wouldn't it be so much better to experiment with what I'm suggesting rather than with a T5? The cost of failure is so much lower here and now.

The set of five items would be 3 actions, for "large number of individual items". That means that with overflow, each item effectively gets one AP devoted to it. It's neater that way than trying to split 2 AP between five items equally.

And as I told others earlier, it is bad if the write in difficult actions start spasmodically having their part twos exceeding the scale we are given. That means that we can't use the scale for its original intent, which was to predict and be able to plan around the action cost of Difficult Sets reliably. Right now we have the anchor of "it caps out at three actions for the Very Large Stuff, or lots of little stuff".

If suddenly a five item set, or two griffon armors, or what have you turns out to be exceptions then it firstly invalidates the entire meaning of the cap. Particularly the five item set, which is pretty clearly just "lots of little stuff". Secondly, it means we no longer have a firm anchor. And adjusting the scale just leads down the path of trying to account for every little exception, which is just incredibly messy and hard to understand for new and regular readers. It is, to paraphrase the esteemable words of Jon Chung, "a situation that is broke as fuck".
I'm not sure where the problem is exactly, because a 5 item batch does not exceed the scale we are given. The scale tops out at "a full set" which is 5 items: 2 weapons, armor, banner, talisman.

The only competitor for efficiency with a 5 item set would be a 3 item set if the AP cost was 2, and even then, 5 wins out.

We don't actually know if such "efficiency" actually dilutes the quality of the products. Snorri's whole thing is making a higher quantity in the same time with no drop in quality, and the way the scale works could be another reflection of that.

This would be a good way to test that. If it does fail, we'd know more about the mechanics and still have a number of T3's to work with, but if it succeeds then we're free to do stuff like making a whole set of arms and armor for a champion at once without worrying about quality loss.

Anyway. We know why Pyrestrike didn't become a T4, in that it didn't have a boosted rune like Hailmantle did. That's basically the only difference and, structural materials like dragon hide mean very little basically. Adamant is the sole exception because it also counts partly as a Rune Ingredient, though not in the usual sense of Rune Ingredients.

I'm not going to dispute that it'd likely be more informative than a project to make our main workhorse weapon, but tbh I don't see how that really has much impact on the order in which we make them. None of the suggestions are all that much better for our main workhorse weapon, aside from the Master Rune of Smiting, Rune of Might, Rune of Impact hammer but I want to make that as our main workhorse weapon until we make a champion killing axe like @BelligerentGnu's Kazakokri.
My understanding is that Pyrestrike is high T3, and Hailmantle is low T4 because they both were right on the border, and while they both had combos, those combos were of basic runes, so their value wasn't very high. The extra boost to Hailmantle just pushed it over the edge.

That's super valuable information because now we know pretty much exactly where the threshold for T4 was back then.

I'm gambling that with this set of 5, any differences in overflow are going to be compensated for by the use of Master Runes in the combos, and our increased skill level since then.

I think it's a reasonable gamble to make, and if we get combos but still fail, that tells us that overflow and not working in sets is more important to the tier than Master Runes in the combo and the increase in skill level. It helps us adjust our expectations and plans going forward.

The thing is, I can't think of any other context in which this sort of experiment, where we must accept the possibility of failure, would be palatable.

It's not for commissions, it's not for gifts crafted with a recipient in mind, and it's not for high-value investments in infrastructure or gear we're locked in to using.

If we want to learn this sort of information, this sort of context where what is done with the results depends on what the results are is the best option, and I don't want to miss out on it.
 
Grimnir, Grungni and Brotherhood had me until you said banner.
I don't think its a bad idea, although I am a little concerned that Grungni's actual effects are usually barrier things which don't synergise naturally with the other two, but putting it on a banner knocks it down into the "Cool ideas if we're commission or have a reason" pile for me. For the reasons I've given about why AA and MS would combo well so having to replace AA would be a step sideways in my view not a step forwards.

Also all of this bullshit "The best thing Snorri can do with a T5 is give it to Otrek" is back. FFS I though we were past this.
Give away the t5 is the new use the heart/wasting the heart debate :p
 
I've been thinking about combos very differently, as features of the runic language, and like poetry. With the skill of the "speaker" as irrelevant to whether or not three words turn out to "rhyme". Using the patterns helps you find more of the same pattern, like using a haiku's pattern helps you make more haiku, but if you want to figure out how to predict what "rhymes" then you need to search for other patterns of poetry too, instead of sticking with only one or two patterns.

So the grudge weapon and the crushing fate hammer are both iterations on existing patterns, while I suspect the anti-daemon hammer has a new pattern to it, and you seem to suspect the same of the generalized axe. I more see the generalized axe runes as... synonyms, rather than proper "ryhmes". And now I'm wondering if I've stretched the metaphor too far.

Neither of us think the anti-dragon weapon will combo, though we won't fully dismiss the possibility, while I think it'd be effective even without a combo and thus is worth making anyway.

Anyway, I think combos raise the value and effectiveness of the item, all by itself. So the same skill and effort simply has better results on a runic combo.

This means that discovering new patterns for combos is super important because it expands the number and types of high-quality items we can more reliably make.
For example, if everything needed two Ancestors, or Might and Impact, our number of options would plummet.

Until we see a particular sort of potential pattern succeed or fail, we can't know if combos really work in that way, or if the percieved pattern was an illusion.
I was not saying that you need to be more skillful in order to make something Combo. We know that isn't the case after Soulcake answered a question about it a while back IIRC. What I'm saying is that knowledge of runes, what Combos we have, and what research we've done and the traits gained from them are what carry about the ephemeral idea of skill. And I call it ephemeral because we players have no way to measure or manipulate it, but we do have means to manipulate Combos, Effort, Rune Ingredients, and Structural Materials and those are what are brought up most specifically as Important for crafting something.

The synonym vs rhyme idea I've contextualized as effect stacking vs effect evolving. Personally I see the Generalist axe as more of an effect evolving thing because it is specifying stuff like mighty and fast mountain winds but eh. It might not be distinct enough! *Shrug*

I also think a Runic Combo raises the value and effectiveness of the Combo and Effort basically pulls out all of that Combo's possible potential and the Ingredients potential and what little potential the Structural Materials have, and that that is what is happening when an Overflow goes from mechanical changes to narrative ones. I don't think this makes Effort the most important factor, that's Combos.

Myself I see each new Combo as a new pattern, if one that can be related to another so as to create a family of related Combos. It's leveraging similar principles in order say new things. A single lesser Rune has a meaning, that meaning can be modified by a second Rune, and a third Rune, and if they come together right there can be either an entirely new meaning or a meaning that is even more specific than the initial lesser Rune. This is how you get Master Runes from combinations of lesser Runes, and potentially more powerful Master Runes from a Master Rune and two lesser Runes (I am still somewhat dubious on that but it makes some sense).

Making outright new Combos is super important, but my thinking is that we're always taking it into our own hands based off of a really good image. When making an entirely new combo we are by necessity of it being entirely new, not using another Combo as a direct basis, though we are using principles learned from unrelated Combos.

You're right in that we can't know if a particular image is real or just an illusion until we poke it, but my point is that the failures don't say very much that we can actually use when it comes to going forward. For me the buck kind of stops at "Yeah that pattern didn't work, and I can think of some reasons why based on context but I can't confirm any of them" as I've explained previously.

The problem with that is that we have no existing patterns that would do as you describe. To arrive at that point with a 'creative' combo for the T5, we'd need to experiment, and wouldn't it be so much better to experiment with what I'm suggesting rather than with a T5? The cost of failure is so much lower here and now.
Yeah. We have to take our efforts into our own hands and use only the principles we've learned so far.

Experimenting would help some, but frankly I've already described why its difficult to use for this kind of effects based thing. For this idea I've had I basically have to sit down and chew over what might work, and furthermore the thing might just crap out entirely if the Master Rune of Thungni doesn't do what I want it to when we finally figure it out. My main issue with experimenting with the kind of exclusionary form you're talking about is that we don't know which Rune or Runes caused a particular failure and iterating through single rune variations trying to seek one pattern will take a very long time.

I'm more interested in using experimentation to try and find Master Runes we know exist like the Master Rune of Everfrost. I've had a thought for a while to give Rudil (leader of our Huskarls) an axe with three Runes of Cold to see what happens and if it combos to compress that Combo to see if we get the Master Rune of Everfrost so we can finally finish Gloin's weapon. I.e I like experimentation when we basically have a goal to seek.

I'm not sure where the problem is exactly, because a 5 item batch does not exceed the scale we are given. The scale tops out at "a full set" which is 5 items: 2 weapons, armor, banner, talisman.

The only competitor for efficiency with a 5 item set would be a 3 item set if the AP cost was 2, and even then, 5 wins out.

We don't actually know if such "efficiency" actually dilutes the quality of the products. Snorri's whole thing is making a higher quantity in the same time with no drop in quality, and the way the scale works could be another reflection of that.

This would be a good way to test that. If it does fail, we'd know more about the mechanics and still have a number of T3's to work with, but if it succeeds then we're free to do stuff like making a whole set of arms and armor for a champion at once without worrying about quality loss.
So here is the scale:

Write in Equipment Action Costs:
1 Action - 1 standard piece of equipment.
2 Actions - Multiple pieces of equipment or Large individual items.
3 Actions - Very Large individual items or a full/near full set of items.

A near/full set of items, five items, has a very specific cost which is already specified as 3 actions. If we make five individual items, the number of items in a full set, and it isn't 3 actions the scale is outright incorrect. See the problem? A set of five individual items cannot cost more than three actions as a set or the entire scale just goes "lol what's reliability?"

The entire point of why we got it was when someone basically asked about "hey how do we know how much a Write In is going to cost for part 2?" and soulcake provided the guidance we now have.

Basically, the scale is set down, and write ins ending up with strange exceptions that cause them to exist off the scale means that every write in from that point if it has any kind of exception is completely unreliable to plan around using the scale. It might have 2 actions, it might have 3, or 4 or 5 or whatever. Scale is unusable for its original purpose.

As for sets diluting things, we know it changes how overflow works from this statement when sets were first introduced:
NOTE: Regarding the mechanical difference regarding the amulet as a combo vs the amulet on its own, itll mostly be narrative but also mean you have 3 different rune combos to make/theme to make/make me come up with instead of just two with a minor mechanical change regarding overflow and how much you can do before it becomes a waste. Not that I'll tell you what that limit is. :^V

A set necessarily means a splitting of focus, which means each item gets only a certain amount of attention and number of years put into it, and from all indications all of our T4+ works have taken more than six years if I remember the passage of years right. (Barak Azamar took six years). We know overflow works via a pretty straightforward logic from what Soulcake has said.

A splitting of focus means a splitting of effort, and effort is important to the tier at which a thing emerges. By those axioms we can conclude that if we for example, have two hammers with good Combos, Adamant, and good supporting ingredients then the deciding factor (Not the factor with the biggest value, that's combos) on where they end up after everything else is tallied up is effort. If we have them in a set and finish its part 2 with 3 actions, thus getting five actions total due to traits, then the effort represented by those five AP is the split between the items. Each hammer gets less total effort put into it. Whereas if you don't put them in a set you can hypothetically apply three actions to each of them and they each get 4 actions of overflow instead of like one and a half. Each hammer gets more total effort put into it because we focused solely on that.

My understanding is that Pyrestrike is high T3, and Hailmantle is low T4 because they both were right on the border, and while they both had combos, those combos were of basic runes, so their value wasn't very high. The extra boost to Hailmantle just pushed it over the edge.

That's super valuable information because now we know pretty much exactly where the threshold for T4 was back then.

I'm gambling that with this set of 5, any differences in overflow are going to be compensated for by the use of Master Runes in the combos, and our increased skill level since then.

I think it's a reasonable gamble to make, and if we get combos but still fail, that tells us that overflow and not working in sets is more important to the tier than Master Runes in the combo and the increase in skill level. It helps us adjust our expectations and plans going forward.

The thing is, I can't think of any other context in which this sort of experiment, where we must accept the possibility of failure, would be palatable.

It's not for commissions, it's not for gifts crafted with a recipient in mind, and it's not for high-value investments in infrastructure or gear we're locked in to using.

If we want to learn this sort of information, this sort of context where what is done with the results depends on what the results are is the best option, and I don't want to miss out on it.
Yeah, that is what my own understanding of Pyrestrike and Hailmantle was as well.

As for the experimental value of the set, yes? But I don't see the connection to our main workhorse weapon(s). We can do this after or before but it functionally has no real connection the main weapon. None of the information we might gain from this is all that useful for the main workhorse weapon, unless one of them ends up being the Crushing Fate hammer. To raise a point, if we do end up making the Crushing Fate hammer as a main weapon like some folks want, since it seems pretty damn likely to combo, we can replace it in the set with something else.

But yes, fundamentally I have an issue with them being presented as things Snorri might seriously use. If they come out as T3s, which most of them likely will due to a combination of lacking Combos, and effort spread lightly, then I don't think they'd actually put to bed the discussion of Snorri's weapons. We'd still need to make a T4 for me to be satisfied, for example, and I think that's where a lot of other folks are as well. If you came forward with the proposal that they were experiments we'd hand off to other folks, I wouldn't have had a problem, that's T3s going out to the Throng to improve its Rune Weapons bonus.
 
So here is the scale:

Write in Equipment Action Costs:
1 Action - 1 standard piece of equipment.
2 Actions - Multiple pieces of equipment or Large individual items.
3 Actions - Very Large individual items or a full/near full set of items.

A near/full set of items, five items, has a very specific cost which is already specified as 3 actions. If we make five individual items, the number of items in a full set, and it isn't 3 actions the scale is outright incorrect. See the problem? A set of five individual items cannot cost more than three actions as a set or the entire scale just goes "lol what's reliability?"

The entire point of why we got it was when someone basically asked about "hey how do we know how much a Write In is going to cost for part 2?" and soulcake provided the guidance we now have.

Basically, the scale is set down, and write ins ending up with strange exceptions that cause them to exist off the scale means that every write in from that point if it has any kind of exception is completely unreliable to plan around using the scale. It might have 2 actions, it might have 3, or 4 or 5 or whatever. Scale is unusable for its original purpose.
If we never try any significant exceptions because we're afraid of breaking the scale through weirdness of types, (as opposed to quantity which would be something crazy like a 20 item set), then we haven't actually preserved any functionality of the scale for our use.

If we never make use of the lee-way for fear of breaking it, then saying that doing so risks breaking what lee-way we have means we might as well not have any in the first place.

If we try this, and it breaks, then all we've lost is something we weren't using anyway.

Yeah. We have to take our efforts into our own hands and use only the principles we've learned so far.

Experimenting would help some, but frankly I've already described why its difficult to use for this kind of effects based thing. For this idea I've had I basically have to sit down and chew over what might work, and furthermore the thing might just crap out entirely if the Master Rune of Thungni doesn't do what I want it to when we finally figure it out. My main issue with experimenting with the kind of exclusionary form you're talking about is that we don't know which Rune or Runes caused a particular failure and iterating through single rune variations trying to seek one pattern will take a very long time.

I'm more interested in using experimentation to try and find Master Runes we know exist like the Master Rune of Everfrost. I've had a thought for a while to give Rudil (leader of our Huskarls) an axe with three Runes of Cold to see what happens and if it combos to compress that Combo to see if we get the Master Rune of Everfrost so we can finally finish Gloin's weapon. I.e I like experimentation when we basically have a goal to seek.
I'm not suggesting we do an exhaustive search, we can and should cherry-pick options we have strong feelings about. I feel as though it's more about training the intuition than science here.

As for existing Master runes, my opinion is that since we potentially can negotiate with other runesmiths for them, we're better off using what experimentation we have to make our own, which we can then use or trade.
A set necessarily means a splitting of focus, which means each item gets only a certain amount of attention and number of years put into it, and from all indications all of our T4+ works have taken more than six years if I remember the passage of years right. (Barak Azamar took six years). We know overflow works via a pretty straightforward logic from what Soulcake has said.

A splitting of focus means a splitting of effort, and effort is important to the tier at which a thing emerges. By those axioms we can conclude that if we for example, have two hammers with good Combos, Adamant, and good supporting ingredients then the deciding factor (Not the factor with the biggest value, that's combos) on where they end up after everything else is tallied up is effort. If we have them in a set and finish its part 2 with 3 actions, thus getting five actions total due to traits, then the effort represented by those five AP is the split between the items. Each hammer gets less total effort put into it. Whereas if you don't put them in a set you can hypothetically apply three actions to each of them and they each get 4 actions of overflow instead of like one and a half. Each hammer gets more total effort put into it because we focused solely on that.
Okay, so adding it to the set increases the overflow cap on the set. That's a valuable data point I had forgotten. That implies that overflow does get split among the components to some degree.

That doesn't mean, however, that the base level of the items also degrade. I think his post also assures us that if we were to do them all individually with no overflow or all in a set with no overflow, the result would be the same.

Since the point of this experiment is partly to substitute overflow for added Master Runes and skill to see if we still can reach T4, that's not a dealbreaker.

Yeah, that is what my own understanding of Pyrestrike and Hailmantle was as well.

As for the experimental value of the set, yes? But I don't see the connection to our main workhorse weapon(s). We can do this after or before but it functionally has no real connection the main weapon. None of the information we might gain from this is all that useful for the main workhorse weapon, unless one of them ends up being the Crushing Fate hammer. To raise a point, if we do end up making the Crushing Fate hammer as a main weapon like some folks want, since it seems pretty damn likely to combo, we can replace it in the set with something else.

But yes, fundamentally I have an issue with them being presented as things Snorri might seriously use. If they come out as T3s, which most of them likely will due to a combination of lacking Combos, and effort spread lightly, then I don't think they'd actually put to bed the discussion of Snorri's weapons. We'd still need to make a T4 for me to be satisfied, for example, and I think that's where a lot of other folks are as well. If you came forward with the proposal that they were experiments we'd hand off to other folks, I wouldn't have had a problem, that's T3s going out to the Throng to improve its Rune Weapons bonus.
Okay, so I can't tell if you're rejecting the core idea as unpalatable, or if you're just not considering it viable.

Suppose the whole experiment is a massive success, and at the end of it we have five shiny new T4 weapons. With combos.

I know you think it's unlikely, but suppose it happened anyway.

Are you telling me that you still would be seeking to make a T4 weapon for Snorri to use? When he's got a specialized weapon for so many different threats, and they probably are more effective against their specialty than a general weapon would be?

It's an image that appeals to me, but if nothing else the response has made me aware that it doesn't appeal to everyone.

I mean, if the idea offends people so viscerally, there's not much point in me pursuing it further.

If you really think people would vote to make experimental weapons for the Throng, i'm willing to try for that instead to salvage the benefits of the idea while abandoning the original intent.
 
One thing an Awakening+Stone+Thungni combo might do is let rune stuff run automatically - "Awaken dwarf runes". We'd no longer have to think about casting Wrath and Ruin, it'd just happen when needed. If it set comboed with our armor, then it could happen for an arbitrarily long time. Whether it happened just for our stuff or for everyone's stuff would probably depend on what kind of item the combo was on.
 
It's an image that appeals to me, but if nothing else the response has made me aware that it doesn't appeal to everyone.

I mean, if the idea offends people so viscerally, there's not much point in me pursuing it further.

If you really think people would vote to make experimental weapons for the Throng, i'm willing to try for that instead to salvage the benefits of the idea while abandoning the original intent.

Low-stakes combo experimentation is not something I particularly care about, but for whatever it may be worth, I think it's possible to submit a genuinely cool write-in about making a set of weapons and giving them away. Snorri could petition the hold to host games of skill or a tournament during some feast day or another, for example, and offer to forge a few powerful weapons to be given as prizes to the victors. Snorri's work has benefited the hold enormously but it's mostly been bone-dry stuff so far, like building infrastructure or expanding the industrial backbone, so I think it'd be pretty cool for him to use his craft to engage with the community in a more lighthearted way, and maybe remind himself there's more to the world than the grim business of survival in the process. He could then experiment with some rune arrays that are maybe a little odd on the prize weapons, which is incidental as far as I'm concerned but perhaps of interest to you. I'd vote for something like that, I think, as long as some of my powerful research thirst is slaked first.
 
If we never try any significant exceptions because we're afraid of breaking the scale through weirdness of types, (as opposed to quantity which would be something crazy like a 20 item set), then we haven't actually preserved any functionality of the scale for our use.

If we never make use of the lee-way for fear of breaking it, then saying that doing so risks breaking what lee-way we have means we might as well not have any in the first place.

If we try this, and it breaks, then all we've lost is something we weren't using anyway.
This is missing the point I'm trying to make.

The five weapon set is not supposed to be an exception, but if it turns out to cost five actions instead of three when very clearly it is a full set of items that matches the requirements for the three action cost section then the scale is unreliable. This isn't even me using it as a counterpoint to your set, it doesn't matter for that, I am telling you and everyone here the consequences of what happens if exceptions start cropping up when it comes to planning how we're going to make things.

I'm fine with trying write ins or story generated Difficult Requests with significant exceptions, see me being okay with your set in a specific context of use, but I am stating that if those exceptions end up creating part 2's with action costs that go against the scale as it stands then the scale is not usable for its purpose. I am very explicitly talking about the scale and the mechanics attached to it and not the merits of your set. I am not using it to shoot down your set, I'm just pointing out that your thought of your set taking five actions to complete part 2 would be very bad for our mechanics going forward because of what established mechanics it undercuts. I don't care about weirdness of types or quantity, as it stands the system should have the leeway to handle those fine.

This is in effect, a separate side discussion tied to the main one. Moving on to the main one.

Low-stakes combo experimentation is not something I particularly care about, but for whatever it may be worth, I think it's possible to submit a genuinely cool write-in about making a set of weapons and giving them away. Snorri could petition the hold to host games of skill or a tournament during some feast day or another, for example, and offer to forge a few powerful weapons to be given as prizes to the victors. Snorri's work has benefited the hold enormously but it's mostly been bone-dry stuff so far, like building infrastructure or expanding the industrial backbone, so I think it'd be pretty cool for him to use his craft to engage with the community in a more lighthearted way, and maybe remind himself there's more to the world than the grim business of survival in the process. He could then experiment with some rune arrays that are maybe a little odd on the prize weapons, which is incidental as far as I'm concerned but perhaps of interest to you. I'd vote for something like that, I think, as long as some of my powerful research thirst is slaked first.
You know you're legit on the same wavelength with me, I've been seriously contemplating having Snorri posit the idea to Otrek of Otrek setting up a tourney and week of feasting seeking the greatest warriors in the hold so that he could gift them with Stuff as a means to test things (Which is also kind of connected to my ideas for Rudil). Do something to enrich Kraka Drakk narratively and give soulcake a chance to style on us with depictions of its evolving culture or something in that vein. It's been 70 years since the siege! We beat Haruzildrakk twenty years ago! Its actually pretty peaceful all things said and done and it feels like a Good Year. I'd be down to do it after we slake our research thirst and have a bit of fun with it.

Okay, so adding it to the set increases the overflow cap on the set. That's a valuable data point I had forgotten. That implies that overflow does get split among the components to some degree.

That doesn't mean, however, that the base level of the items also degrade. I think his post also assures us that if we were to do them all individually with no overflow or all in a set with no overflow, the result would be the same.

Since the point of this experiment is partly to substitute overflow for added Master Runes and skill to see if we still can reach T4, that's not a dealbreaker.
For overflow spreading and his posts related to this I can't find anything about them coming out the same if there's no overflow. It'd make sense if there were because well, no overflow just the right amount of effort to complete it but I did find this:
Bungie is correct If im reading their response correctly. The combo would be 1 action for pt 1 then a minimum 2 for pt.2 to complete, disregarding overflow. Of course you can't input the same number of actions as you did Trollslayer and expect equal tier items, if only because that overflow is spread over three items total. Well that and the material, depending on how you want it.

EDIT: wrote can, meant to write can't
We already know that Master Runes and skill kind of sub in for effort to reach a T4, see Otrek's Armor and the Hearthward amulet which ended up a T4 with basic runes (so obviously it'd be even better with Master Runes) and the Ancestral Aegis Banner. So like, what your experiment seeks has kind of already been sought and discovered at least by accident. That doesn't make it less worth doing to me though. Its just worth doing for different reasons.

Okay, so I can't tell if you're rejecting the core idea as unpalatable, or if you're just not considering it viable.

Suppose the whole experiment is a massive success, and at the end of it we have five shiny new T4 weapons. With combos.

I know you think it's unlikely, but suppose it happened anyway.

Are you telling me that you still would be seeking to make a T4 weapon for Snorri to use? When he's got a specialized weapon for so many different threats, and they probably are more effective against their specialty than a general weapon would be?

It's an image that appeals to me, but if nothing else the response has made me aware that it doesn't appeal to everyone.

I mean, if the idea offends people so viscerally, there's not much point in me pursuing it further.

If you really think people would vote to make experimental weapons for the Throng, i'm willing to try for that instead to salvage the benefits of the idea while abandoning the original intent.
The core idea is to have an armory of prepared specialized weapons sitting in Snorri's vault that he can hand out or use as needed, right? Then yes I find the idea of using these suggested items in that manner not worth it. I'd rather pass them out to the throng or Otrek's Huskarls. I do not like the idea of building up a vault of premade specialist items when I don't think we need them.

If it would end up as all T4s, I'd probably take Stokdrek/Rikkanzendum/Crushing Fate and maybe the generalist axe as weapons for Snorri since its a pretty good champion killer, call it a day and give the other three weapons to the Throng so that we could spread more circumstantial +10 bonuses to the Throng which is already our most effective force in combat if Otrek is leading it.

And as bird yells pointed out, I do think that the right context could totally make it viable to test things out like your set wants to.
 
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This is missing the point I'm trying to make.
Ah, you were refering to back when I thought it might cost us 5AP. Yes, I had missed that point, thank you.
For overflow spreading and his posts related to this I can't find anything about them coming out the same if there's no overflow. It'd make sense if there were because well, no overflow just the right amount of effort to complete it but I did find this:
Maybe I'm reading too much into it, but in the quote you posted, where he said:
NOTE: Regarding the mechanical difference regarding the amulet as a combo vs the amulet on its own, itll mostly be narrative but also mean you have 3 different rune combos to make/theme to make/make me come up with instead of just two with a minor mechanical change regarding overflow and how much you can do before it becomes a waste. Not that I'll tell you what that limit is. :^V
If the only mechanical change from including it in the set as opposed to as an individual item has to do with overflow, that implies the non-overflow mechanics are unchanged. I would bet that the base tier of an item outside of overflow counts as a non-overflow mechanic.

We already know that Master Runes and skill kind of sub in for effort to reach a T4, see Otrek's Armor and the Hearthward amulet which ended up a T4 with basic runes (so obviously it'd be even better with Master Runes) and the Ancestral Aegis Banner. So like, what your experiment seeks has kind of already been sought and discovered at least by accident. That doesn't make it less worth doing to me though. Its just worth doing for different reasons.
Well yes, we know that, what we don't have a good grasp on is how much our current skills and Master Runes help out.

If the goal is to hit T4, how much overflow should an item be given? 1? 3?

This experiment aims to undershoot our traditional estimations by using about two-fifths per item. If we succeed anyway then we know that nowadays, our skill level makes using just +1 or +2 overflow enough, and piling much more on out of fear of T3's is unnecessary. This would let us save AP on the less narratively important crafting turns for other projects.

The core idea is to have an armory of prepared specialized weapons sitting in Snorri's vault that he can hand out or use as needed, right? Then yes I find the idea of using these suggested items in that manner not worth it. I'd rather pass them out to the throng or Otrek's Huskarls. I do not like the idea of building up a vault of premade specialist items when I don't think we need them.

If it would end up as all T4s, I'd probably take Stokdrek/Rikkanzendum/Crushing Fate and maybe the generalist axe as weapons for Snorri since its a pretty good champion killer, call it a day and give the other three weapons to the Throng so that we could spread more circumstantial +10 bonuses to the Throng which is already our most effective force in combat if Otrek is leading it.

And as bird yells pointed out, I do think that the right context could totally make it viable to test things out like your set wants to.
If we're going for the tournament thing instead, I would likely want to swap out Crushing Fate from the set, as that's a high-likelyhood combo anyway, and is likely to make a good primary all-rounder for Snorri, if his other weapon is to be a hero/mage killer like has been talked about.

Instead, I'm actually curious about shooting for what you've mentioned regarding a 'creative' combo.

I'll see what I can come up with.
 
Ah, you were refering to back when I thought it might cost us 5AP. Yes, I had missed that point, thank you.
Maybe I'm reading too much into it, but in the quote you posted, where he said:
If the only mechanical change from including it in the set as opposed to as an individual item has to do with overflow, that implies the non-overflow mechanics are unchanged. I would bet that the base tier of an item outside of overflow counts as a non-overflow mechanic.
Yeah I'm not disputing that the non-overflow mechanics are changing. No point for him to do that you know? Its just spreading around the effort and that has an influence, because of overflow, on how they come out at the end.

If we're going for the tournament thing instead, I would likely want to swap out Crushing Fate from the set, as that's a high-likelyhood combo anyway, and is likely to make a good primary all-rounder for Snorri, if his other weapon is to be a hero/mage killer like has been talked about.

Instead, I'm actually curious about shooting for what you've mentioned regarding a 'creative' combo.

I'll see what I can come up with.
I wasn't actually planning on showing this off until Turn 30 or so but this is I think a good time to spur you on if you want to.

Grundgorm Makaz: High Tool Hammer, Bearded Tool Hammer.
You're past your eighth century now, the lines on your face growing deeper like slowly growing cavern stone. These hands of yours have held hammer and chisel and tong since the earliest days of your life, long before your new home's first stone was ever carved. It's been a long time since you made a tool for the sake of a tool. But you've grown, the halls of your mind filled with the lore of Rune Metal and creation. And you've found yourself the oldest Runelord of a bunch of them, which by tradition means you're in charge of this particular herd of ornery goats. Maybe you can make a tool for a tool's sake and as a gift to those who come after you in this position. Grundgorm Makaz is a ball-peen smith's hammer, meant to fit comfortably in a single hand, with its Runes finely etched into the hammerhead with lines as thin as the finest maiden's hair.

Master Rune of Grungni, Rune of Thungni, Rune of Smednir.

The idea here is to try and tap into the tool maker, and smith aspects of the three smith ancestor gods. I'd use the Master Rune of Thungni instead of the Master Rune of Grungni, but at the time I thought it up we didn't have any real leads in the direction of the Master Rune of Thungni. But now we do because of Snerra's work.

Now that we do I'd make it instead with the Master Rune of Thungni, Rune of Grungni, Rune of Smednir.

All crafters, a smith, runesmith, and metalworker. Grungni and his direct sons, those closest to Snorri's work. Thungni, Snorri's patron who has seen much of his work before.

I also started making this up before the most recent post on Ancestor Runes.

Smednir as shaper of Ore and crafter of great works. On talismans, it would make your work better or would it be the knowledge that you're bearing his Rune make you work better? As a weapon Rune, the interpretation could be that it abhors lesser or shoddy craft. Snorri would note that the Master Rune of Breaking shares some very base parts or aspects with the Rune of Smednir.

Thungni, now thats a topic Snorri has put a bit of thought in. Thungni's rune is odd because the rules sort of break down. Thungni as Ancestor of Runes would arguably have the effect of every Rune be improved slightly with its presence, but testing reveals this isnt so much the case. Craftsmanship improves, and so does the act of creating Runes but Runes themselves are not stronger directly because of Thungni's Rune. The Rune of Thungni on a weapon creates weapons that last Longer before maintenance on the Runes needs to happen.

GRUNGNI:
Grungni as God of mining, metal and patriarch of the dwarfs covers a lot, but depending on what his Rune is put on it can affect the expression of the effect. On a building, it draws more on his portfolio over craftsmanship and smithing, on a weapon it depends on whether it has an edge/point vs a flat surface. Because Grungni uses Drongrundum in his war aspect and a pickaxe in his more mundane aspect. On armour it's a general defensive buff not too dissimilar to the Rune of Stone though arguably more focused. On Banners and Talismans that protective aspect is drawn to more physical threats because magical/esoteric shenanigans are far more in Thungni and Valaya's ballpark. In his other aspects the Rune of Grungni could equally provide a miner with a bit of luck in prospecting, not a truly large benefit, but noticeable/recordable to the Runesmiths at least. Of course, it doesn't make up for skill, as a less experienced miner may miss out on the signs the Rune uses.

SMEDNIR:
Smednir as the Shaper of Ore and crafter of great works. On talismans, it would make your work better or would it be the knowledge that you're bearing his Rune make you work better? Either way, the work improves. As a weapon Rune, the interpretation could be that it abhors lesser or shoddy craft. Aspects of the Master Rune of Breaking bear a few connections to Smednir's Rune. Armour Runes bear similarities in some way or another, but less so than Grungni which makes sense. Where Smednirs Rune is most obvious is when it's inscribed on a structure. Metalwork that leaves the building is better, edges are honed faster, plates fit together more easily, less metal is wasted, the forges burn hotter, more consistently and use just a tad less fuel. It's here that you have to disregard the placebo as a possible explanation.

THUNGNI:
Thungni is...complex and odd. The general trend of "things under their purview get better" that Ancestor Runes seem to follow breaks down here in a very fundamental way. Thungni as the Ancestor of Runesmiths should mean His Rune improves Runes and their effects. Yet it does not. Rather it seems to improve the craftsmanship of things. On weapons and armour, there has been a noted slowdown in terms of maintenance and degradation of the equipment itself and any Runes it bears. On structures, which is almost universally a Runesmith's workshop there has been a traceable improvement on the quality of goods leaving the shop in question, but again it could simply be because Runesmiths are a perfectionist sort and the Rune of Thungni is less seeni n the workshops of Journeymen and Younger Masters who may not have learned the Rune yet. What CAN be said, is that Thungni's Rune has connections and roots similar to the Runes of Spellbreaking and Spelleating, which makes sense as Thungni is the dwarf credited with discovering Runecraft. Though both his parents have a say in that as well.

The idea here is well kind of indirect. They are gods of Crafters and metalworkers, and the stuff that improves their work is generally talismans. What I'm hoping is that the weapon aspect of Smednir's Rune abhorring lesser or shoddy craft will drive Snorri to improve, as will Grungni's rune making him a little more lucky, all tied together by the Master Rune of Thungni acting as a focus which guides great energy from the Glittering Realm and outright better craftsmanship.

Something like a phrase of "Thungni and his family watch over you and your work, judging your craft and guiding your hand to reach the Glittering Realm."

It may not work on a weapon though. Depends what the Master Rune of Thungni does.
 
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I think it's possible to submit a genuinely cool write-in about making a set of weapons and giving them away.
I agree, but a tourney seems like a narratively unsatisfying and dull way to do it.
Is there any reasoning behind that except for trying to give the equipment to whoever soulcake decides is the best in the hold. The two outcomes are either character bloat (something we decided we would probably not take apprentices in the future to avoid) or the items fade into oblivion and don't get tracked in the future, expect in the vague way that Gormak is presumably being tracked.
I think a better way to do it would be that :
- Snorri gets word that one of the missing apprentices is dead.
- Realising that hes now not only outliving his wife but also the apprentices that are close to children to him he resolves to make some artifacts to try and make sure that they will survive past him.
- Big road trip as he hunts down the ones that are still missing.
 
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