Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
Random thought of the day: With her burgeoning paranoia, loyal posse, focus on buff/debuff/stealth, and social abilities, Qi is basically a very friendly Inquisitor.

It's hard to think of anything scarier than a friendly Inquisitor...

IMO not counting her spirits, she doesn't have a posse.

In the Inner Sect she has a liege she works for, the best snek-friend among higher ups, a good friend in the production and is an only friend of a now unstable fiery lady. In the better timeline, we would also have a bigger-than-you colleague and a fox girl friend.

None of whom really fit the bill for loyal followers.
 
Last edited:
Alright so plan lock up is going to be tomorrow, first off.

Second order of business is that skill advancement has been editted since the previous system was giving perverse incentives. The intention is that the more time you invest in certain skillsets, the greater the resolution the system displays them in. However this was taken as losing skill which is not wanted.

So instead, Art, Music and Dance have been made baseline skills(~we'll say dance was granted specially by moonrave). Skills, when reaching the cap for their tier, now no longer split. Instead their xp counter resets and a new specialized skill is generated at the higher rank. For an example of this see one that has already happened.

Music reaches max xp for C rank, and being the cap for a first tier skill it's counter resets and a new skill 'Woodwind' is generated at B rank, picking up where it left off. Every time you train the lower tier skill up to cap it spits out a new specialized skill. I'll be doing some character sheet editing tomorrow to reflect this new reality, but you can assume that none of your numbers are going to change bonuses which applied to music will either also apply to woodwind or be adjusted.
 
Sounds a lot more intuitive that before. Specialization evolves out of consistent effort in a skill. I imagine that means that we'll need to account for the specialization we want out of any skill we train up.
 
I dig it! Producing specialized skills one at a time sounds like a great system, and we can smoothly advance in our targeted areas.
 
I like, that's a good fix I think--it models how someone can have broad competence, but ultimately has specialties that they focus on.

You're still going to be doing that Skill Merger thing though, right? Because the idea of merging Dodge to Dance thanks to the nature of our two Foot Techniques seems appealing, and the route that all Cultivators eventually try to aim for anyway.
 
@yrsillar So, for example if we find a great unarmed melee art and subsequently advance melee to B, would we focus down to a particular unarmed style like karate, or shaolin kung fu?
 
@yrsillar So, for example if we find a great unarmed melee art and subsequently advance melee to B, would we focus down to a particular unarmed style like karate, or shaolin kung fu?

Well, probably something focused on kicks and expressive motion. Gotta use our hands, and Martial Arts can be made into a facet of expression.
 
Music reaches max xp for C rank, and being the cap for a first tier skill it's counter resets and a new skill 'Woodwind' is generated at B rank, picking up where it left off. Every time you train the lower tier skill up to cap it spits out a new specialized skill. I'll be doing some character sheet editing tomorrow to reflect this new reality, but you can assume that none of your numbers are going to change bonuses which applied to music will either also apply to woodwind or be adjusted.

So in short:
We max Music at Rank C and we get Woodwind at Rank B.
We then max Woodwind at Rank B and we get Flute at Rank A.
We max Flute at Rank A and we get something else? Like waterbased Flute Music at Rank S.

Will it get more and more specific everytime till reaching UUU?
(not that we would have any way of reaching that as each AP transtlates into a d6, ergo a 3 xp average per xp and we are limited to 4 ap investments per turn per skill)
 
So in short:
We max Music at Rank C and we get Woodwind at Rank B.
We then max Woodwind at Rank B and we get Flute at Rank A.
We max Flute at Rank A and we get something else? Like waterbased Flute Music at Rank S.

Will it get more and more specific everytime till reaching UUU?
(not that we would have any way of reaching that as each AP transtlates into a d6, ergo a 3 xp average per xp and we are limited to 4 ap investments per turn per skill)
I'm kinda hoping it gets more esoteric after a bit. Like sure, it could become a specific type of flute, and then a specific type of flute at night, and then...

But it would fit better if it becomes Flute of the never-caught moonlight or some such.
 
I think how it's supposed to work is that first-tier skills cap at C, then it spits out a specialised skill that has a higher cap. However, I doubt the specialised skills will be capped, since otherwise there's the problem of skills getting too specialised of skills can split too much. Take, for example, music. specialisations in types of instrument makes sense, then in instruments, but I don't think it actually makes sense- certainly not at Green- for it to split further.

Similarly with Melee, it make sense for it to split into, say, kicking, punching, swordfighting, dagger fighting...you get the idea specialities, but not nessecarily much further.

Also, please remember that we do still need to keep the other skills up- if we split skills too much, we'll just end up with crippling overspecialisation. Which I think is actually the whole point- if you train a skill so much that it's reaching 3rd or 4th tier, you may well be neglecting your more general training. Remember Gan Guangling? he concentrated on training Cai's enforcers, so badly underperformed in the Tournament. We don't want something similar with our Music.
 
Music reaches max xp for C rank, and being the cap for a first tier skill it's counter resets and a new skill 'Woodwind' is generated at B rank, picking up where it left off. Every time you train the lower tier skill up to cap it spits out a new specialized skill. I'll be doing some character sheet editing tomorrow to reflect this new reality, but you can assume that none of your numbers are going to change bonuses which applied to music will either also apply to woodwind or be adjusted.
What's the advantage over simply having Music continue growing past C rank ?
 
So in short:
We max Music at Rank C and we get Woodwind at Rank B.
We then max Woodwind at Rank B and we get Flute at Rank A.
We max Flute at Rank A and we get something else? Like waterbased Flute Music at Rank S.

Will it get more and more specific everytime till reaching UUU?
(not that we would have any way of reaching that as each AP transtlates into a d6, ergo a 3 xp average per xp and we are limited to 4 ap investments per turn per skill)
I think the earliest we'd specialize to Flute would be S.
What's the advantage over simply having Music continue growing past C rank ?
He wants high levels of skill to be specialized so you can't just be omnicapable with ease, I think. Gives actual reasons to stick with specific strategies and weapons and makes people less interchangeable.
 
Last edited:
So right now, we would only get to see the first floor archive, while presumably there are higher floors. So not only would taking Archive actions now be frontloading something that we won't need for the better part of a year, but we might not want to pick books from there at all!
Do we have to write off the free inner sect library as quickly as we did the free outer sect library?
 
As in only follow a few good ones?
Not quite, what I mean by that is that when a quest gets too heated or in the middle of the explosion, pace your exposure and/or involvement to that quest so you don't get turned off from the quest.

Do we have to write off the free inner sect library as quickly as we did the free outer sect library?
I would also rather not write it off, because I think(kinda like Ark), that we have gaps in our knowledge of "What even are Arts?"
 
Last edited:
I'm more interested in the non art things in the archive.

Domain formation, spirit rearing, things like that.
 
Do we have to write off the free inner sect library as quickly as we did the free outer sect library?


it's precisely because they're free. Let me make one thing clear- it's not that the free library should be ignored, it's that Arts from there shouldn't really be core Arts. It's most useful for secondary Arts to round out your Art suite, or where you need an Art to cover a weakness and can't get a better one.

There's two reasons for this.
1. It's unlikely the Sect put the decent Arts on the freely-accessible floor.
2. Everyone has access to the Arts on that floor, so it's a reasonable assumption that they won't be a massive surprise to most Inner Sect Disciples.

Also, I suspect the First Floor Arts are really intended for people that will stay in the Inner Sect- indeed, probably for those who will stay on the first of the Inner Sect mountains. For that matter, I suspect that you should actually parse that sentence as "Those above Rank 900 get free access to Elder lessons in addition to the access to the Archive all disciples have" and that it's intended that those below 900 are the primary users of the Archive- presumably those who either slacked off, or aren't actually intending to progress further in the Sect- remember that for many mortals, even just achieving Green would be considered a massive achievement. Indeed, achieving Green is the pinnacle of ambition for most commoner cultivators. Remember that the Patriarch of the He was, IIRC, a Yellow cultivator.
 
Back
Top