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

Voted best in category in the Users' Choice awards.
Outer sect offered red stones that cost points. Inner sect offering green stones that cost points is a logical progression.
I don't agree. In the Outer Sect, there were commoner disciples who had to rely on turning sect points into RSS to afford basic cultivation past Red 1. In the Inner Sect, disciples are given access to Argent Vents and a stipend of YSS that covers basic cultivation needs. Additionally, the way that spirit stones work means that a spirit stone is a pretty mild benefit until you're using two of them, which the 1/month model doesn't permit.

If a disciple is poor, they're more likely to simply sell the GSS they earn with sect points than they were under the previous system. If a disciple is not poor, then the benefit compared to other things they could be doing with their time isn't great. The sect point -> GSS model appears to be less appealing as a cultivation aid for, well, everyone as far as I can tell. In-character. It's also a scheduling nightmare for us out of character because of variable sect job payouts and the low per-turn cap.

I take all credit.
 
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alright, nobodies probably gonna be happy when I'm done, but I'll poke around at the numbers being talked about here and the green stone thing. I guess I could just give you the 200 rss green stone but forbid reselling but then people are just gonna complain about it being arbitrary
 
Hmm.

Honestly, it might just be better to not make Spirit Stones buyable by Sect Points. Just leave Sect Points as stuff that buys kickers and opens up plotlines in my opinion, and just increase the amount of stones gained by increasing rank, to encourage that. Or alternately, have Sect Duties give Spirit Stones as well as Contribution Points (Since it's not just trading skills around among the Inner Sect economy, it's actually doing work for the Sect, and thus deserves more than Contribution Points)

Like, keeping the discounted exchange for the first month as sort of a grace period for a new graduation, but otherwise.
 
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With talismans and 'rare' pills being kicked over to the Sect Point economy, which I think is fine, there's less reason that we should need or want to liquidate a subsidy-purchased GSS. We'd just be stocking up for GSS turns.
 
But yeah, that seems the best solution. Have Sect Duties give so many YSS based on how many CP you get out of it.

"Sect Jobs" are engaging in the favor-economy of the Sect community--a simulation of what Cultivators do to get what they need for their passion projects and personal Cultivation. "Sect Duties" are what you should be 'Doing for a living', getting the hard currency and recognition needed to rise in the ranks of the Imperial Hierarchy.

And considering that--as of now--we have no idea what CP are even good for outside of "You need these to do Challenges, and you need an unknown but presumably high value to gain ranks above 500" Giving another incentive to do Duties aside from a mysterious but presumably powerful resource (That we can't even spend yet outside of rank challenges) seems like a good idea.
 
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alright, nobodies probably gonna be happy when I'm done, but I'll poke around at the numbers being talked about here and the green stone thing. I guess I could just give you the 200 rss green stone but forbid reselling but then people are just gonna complain about it being arbitrary
I think we are at the point very soon where we'll want to stockpile GSS for cultivation use, so that's fine.
Hmm.

Honestly, it might just be better to not make Spirit Stones buyable by Sect Points. Just leave Sect Points as stuff that buys kickers and opens up plotlines in my opinion, and just increase the amount of stones gained by increasing rank, to encourage that. Or alternately, have Sect Duties give Spirit Stones as well as Contribution Points (Since it's not just trading skills around among the Inner Sect economy, it's actually doing work for the Sect, and thus deserves more than Contribution Points)

Like, keeping the discounted exchange for the first month as sort of a grace period for a new graduation, but otherwise.
Yeah, Something here is that having Spirit Stones buyable by Sect Points keeps us having a weird 'How much RSS is worth a AP' calculation going in the background, and that's I think counter-productive for having a healthy planmaking.

Better let the actual sect point at least somewhat divorced from pure money so that we can't do a simple calculation like this.
 
Random example. With a pool of 100 dice, a Talent Two would get 20 successes on average, while a Talent 3 would get 30 on average.
Those would be values for talent 3 and 4, respectively.

A 1.2 multiplier, by itself, is nothing particularly special. Stacking those multipliers is what you really want to accomplish, because that's how you double or triple your successes and magnify the effects of going up in Talent.
It should e noted that art XP multipliers actually don't stack multiplicatively. If you have 1.7x thanks to a site and +.7x from the art elements or meridians, it adds up to 2.4x, not 2.89x. The benefit from each bonus is the same regardless of other such bonuses.

What does stack is the number of dice, the number of successes per diem, and art multipliers. E.g. using more resources to get extra dice and taking time in a rare site would stack, and both stack with Talent or talent-esque boosts like the rerolling of 1s that we got from AS.
 
Yeah, Something here is that having Spirit Stones buyable by Sect Points keeps us having a weird 'How much RSS is worth a AP' calculation going in the background, and that's I think counter-productive for having a healthy planmaking.
Unless we have no way of getting more spirit stones though that will exist regardless.
 
alright, nobodies probably gonna be happy when I'm done, but I'll poke around at the numbers being talked about here and the green stone thing. I guess I could just give you the 200 rss green stone but forbid reselling but then people are just gonna complain about it being arbitrary
Just increase our Yellow stone allowance from the sect and call it a day. (I had actually thought our original yss income was already such a replacement).
 
alright, nobodies probably gonna be happy when I'm done, but I'll poke around at the numbers being talked about here and the green stone thing. I guess I could just give you the 200 rss green stone but forbid reselling but then people are just gonna complain about it being arbitrary
Forbidding arbitrage isn't a bad idea imo, though maybe Renxiang can pay us in RSS some months if that's the case so we aren't awkwardly selling our other GSS.
 
alright, nobodies probably gonna be happy when I'm done, but I'll poke around at the numbers being talked about here and the green stone thing. I guess I could just give you the 200 rss green stone but forbid reselling but then people are just gonna complain about it being arbitrary
I'm okay with forbidding arbitrage.
 
Those would be values for talent 3 and 4, respectively.

Geh, forgot about the 'below talent' threshold on the d10 as opposed to 'equal to talent'. Adjusted.

It should e noted that art XP multipliers actually don't stack multiplicatively. If you have 1.7x thanks to a site and +.7x from the art elements or meridians, it adds up to 2.4x, not 2.89x. The benefit from each bonus is the same regardless of other such bonuses.

What does stack is the number of dice, the number of successes per diem, and art multipliers. E.g. using more resources to get extra dice and taking time in a rare site would stack, and both stack with Talent or talent-esque boosts like the rerolling of 1s that we got from AS.

I know, that's the 'stacking' that I was referring to - the additive increase in the success multiplier.

I can see where others might have missed that.
 
I'm almost certain this has been discussed in the old thread but I don't remember it, who else is getting the impression that Ren-Ren's light mantle is a better window into the health of her emotional state than much else?
 
I'm almost certain this has been discussed in the old thread but I don't remember it, who else is getting the impression that Ren-Ren's light mantle is a better window into the health of her emotional state than much else?
Yeah it's definitely used that way, though whether she can fake it (yet) I don't know.
 
OK, so, in light of the new information about the archive, a few things have changed.

We don't need to be afraid of taking archive art of earlier floors because of quality concerns. The 'only' thing higher floor gives is a higher starting point of needed cultivation. However, this does have a few knock-on effects on how to plan things.

There seems to be 5 main factors on how to decide which archive floor to aim for:
  1. Cost of getting said art
  2. At what cultivation level we'll need said art (E.G, we won't strictly need a TRF replacement before green 3)
  3. At what cultivation level the art finishes
  4. At what cultivation level we expect to be for the tournament (and whether we can get arts of that level)
  5. At what cultivation level we'll be when Ling Qi finishes the sect
Now, if I am correct about the trajectory Ling Qi is going, we can expect her to be at around Green 4 during the competition, and Green 5 when she leaves the sect. This means ideally that we'd want art that are mastered in Green 4/5, so that we can both get the art's full power during the competition as well as get a replacement from the sect that begins at Green 5 before leaving the sect.

We'd have to see what @yrsillar tells us during the art research action this month (I am hoping for some info on when arts finishes for certain floors, what sect rank we need to be to access certain floors, etc), but it seems to me that the sweet spot is likely to be Archive 2, if it begins Green 2 and finishes Green 4/5. Archive 3 might or might not be better depending on whether our trajectory is better than expected (especially as most our arts get mastered by Green 2) and if we can expect to master them.

Another question is whether we are doing away with Successor arts being a thing. The set up of the archive does seem like it as it would motivatie Archive 1 => Archive 4 and Archive 2 => Archive 5 otherwise, but who knows? If there are no successors it is plausible we are expected to develop them ourself, and one of the advantage of higher archive is not needing to do it for a while longer as well as having deeper developped art to teach us to do so.

Noting we actually want some lower terminus arts to interview for domain slots as well(at a measured pace, rather than a big surge as all favorite arts master at once). Message is independent of art level after all.

We got quite a few slots, and I think incrementally assessing them piecemeal is better for thread stability
Yeah it's definitely used that way, though whether she can fake it (yet) I don't know.
Heaven and Mountain are...not naturally good at deceit. I expect if she can hide it, its via Malfean Stealth.
 
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So poking at the character sheet stuff:
Eight Phase Ceremony:
[*]Cultivation, Night, Moon, Perceptiveness, Stellar, Yin.
[*]Qi, Stealth

A little odd here, it trains Stealth, but not Perception? Think thats a tag that might want to appear twice

Sable Crescent Step
[*]Darkness, Moon, Motion, Shadows, Yin
[*]Dance, Dodge, Dexterity, Stealth, Wits

Shadowdancer go~

One with Shadow: C rank
Duration: Short
The user merges with the shadows and dark, dematerializing entirely. In this form they may slip from shadow to shadow, without crossing the space between so long as the destination shadow is large enough to hold them. In this form the users presence is muted, even to spiritual senses. If the user slips successfully into the shadow of an opponent, their connection grants their fist attack against that enemy a great potency. However, an attack on the shadow the user inhabits can harm the user, and damage will break this technique.
Quick, raise Unarmed to C!

Forgotten Vale Melody
[*]Darkness, Loss, Music, Perseverance, Water, Yin
[*]Composure, Manipulation,

Like EPC, I think the Music probably wants to be duplicated as its both a trainable skill and an element.

Also I think the Damaging Doots wandered off somewhere?

Starlight Elegy: C
Duration: Persistent
The mournful and despairing tune saps the energy of those not insulated from the mist, making their limbs heavy and their thoughts clouded with exhaustion and longing for home. The cloying mist drags at their limbs and drains away their qi, making it difficult to move, let alone attack. --Despair of the Lost
Alternatively, the power of the Elegy may be focused on a single target, drowning them in the endless mist, leaving them to wander as if alone and far from from home. So long as they remain lost, their allies aid cannot reach them, and they will wander alone in their perception, aware only of the haunting notes of the melody and its musician.
Missed a linebreak for Despair of the Lost.

Frozen Soul Serenade
[*]Cold, Dark, Endings, Water, Yin
[*]Presence, Music

I assume Frozen Soul Serenade probably should have Music as one of its descriptor tags as well? The Skill That Is A Descriptor complicates things a bit.


Rebirth Inferno: Special
Special
Damage: A
When reduced to F rank health. Zhengui may instantly discharge all of his remaining qi into a roaring inferno that consumes all save Ling Qi within Near range. This massive explosion tears through defenses and moves with incredible speed In the aftermath Zhengui falls unconscious, and cannot act, but receives a temporary Health Attribute of B Rank.
As an aside, Erupting Zhengui Fever deals some pretty impressive damage.

This is going to be absolutely SAVAGE when he breaks through.
 
Cultivation Aids
Junior Pillmaker: 30 points
Senior Pillmaker: 60 points

Tutoring
Core Disciple(minor): 40 points
Core Disciple(Major): 80 Points

Elder(minor): Unavailable at Current Rank
Elder(major): Unavailable at Current Rank

Green Stone (1/month): 30 Sect Points

So, an interesting comparison here is that a green stone costs 30 sect points (currently, Yrs may change) and a Cultivation aid from a junior Pillmaker costs 30 sect points or 60 sect points from a Senior Pillmaker. Which means... does a "rare" pill with unique effects cost the same as a green stone?

While our system for gaining resources hasn't fully been developed (given that we haven't further developed our sources of sustainable income), we have decided to auction off the 4th grade Death mirror. Given the potency of the talisman and the... historical value of finding it in a Weilu tomb, we should be able to sell it for an incredible amount. I believe the number that was previously given was around 13,000 RSS. Given the amount of GSS that can purchase should fuel our cultivation for at least several months I would think that getting rare pills would be a more useful expenditure of our sect points. Unless we can purchase those rare pills with spirit stones, then the using it for tutoring would probably be the best option. Getting tutoring from Core students should be extremely valuable.
 
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I am wondering if pills now have a effective life of one month or if they are still only a week long in effect.

If they are one month long, getting SLP would ensure we hit S rank Qi very soon.
 
Given the amount of GSS that can purchase should fuel our cultivation for at least several months I would think that getting rare pills would be a more useful expenditure of our sect points. Unless we can purchase those rare pills with spirit stones, then the using it for tutoring would probably be the best option. Getting tutoring from Core students should be extremely valuable.
Well, let's ignore qualitative unlocks (such as why we might want dance tutoring), and focus on the stone/pills economy.

Of the top of my head I think we pull ~60-65xp per AP with our current standard resource use. This means that, if we spend 2 actions on missions to get something we want to be getting more than 120xp back. This means ~240 dice - and since the economy should make sense for people at talent 5 as well, arguably more.

With that in mind let's look at GSS. 1 GSS give us +30/4 dice atm. This means we get 7.5 dice/action. At 16 cultivation actions that would be 120 dice. Not really worth.

If we get virtual GSS things change. At that point a GS gives +70/4 dice, or 17.5/ap. This would be +350 dice for a full 20 ap month, or 280 for 16ap. Worth for us, borderline for talent 5's.

Similar calcs can be done for pills.

Edit: wait, no. Didn't account for multipliers. Currently our bonuses range from about 1.2 - 1.6 for most stuff. Need at least x2 for base GSS to be worth. Second GSS pretty great though.
 
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Similar calcs can be done for pills.
While I don't disagree with the calcs for the green stone, I think that the calculations for pills will actually have to be different, if only because pills seem to cheat the AP system. For instance, take the silver blood pill, a strong pill made by an outer sect member, which means that the stuff we could actually get would probably be stronger.

1 Silverblood Pills
Adds ten dice to the cultivation of Argent Arts. Adds one tenth of the resulting successes to spiritual and physical cultivation
Now, the ten dice are pretty... meaningless in my opinion. But the 1/10th of the resulting successes looks like a way to cheat AP restrictions. For instance, even with Green stones, we still need to spend AP training what we want to train, we just get more out of each AP spent. With the Silver Blood Pill, you don't need to spend AP on spiritual or physical cultivation to get successes in it, meaning that you can use that AP for something else.

Now, 1/10th doesn't seem like a lot, but it can add up pretty quickly. For instance, if we do... train the argent arts (I'm convinced the strongest reason is this pill) with 12 ap then we could get in excess of 60xp to both spiritual and physical, which given the calculations you used above is equal to about 2 AP. And this is with the silver blood pill, which I'm sure there is stronger stuff in the Inner Sect from junior pill makers.

Which means that pills from Junior pill makers might simply net us effectively more AP then we spend on getting the points to acquire them. So if there is a decision to get a GSS with sect points or a pill from a junior pill maker, it seems that a pill would be the better choice, from the limited information we have.
 
Noting we actually want some lower terminus arts to interview for domain slots as well(at a measured pace, rather than a big surge as all favorite arts master at once). Message is independent of art level after all.

We got quite a few slots, and I think incrementally assessing them piecemeal is better for thread stability
I'd say that incrementally assessing them is awful for thread stability? We currently have (5-1) slot available, and at appraisal we'll get (8-1) until Green 6. Yrsillar is currently thinking that cultivation art could be slotted.

This means that we have 7 discrete slots for EPC, AG, FVM, FSS, PLR, TRF, SCS, AE, AC, AS, AP, and up to 7 different+ new arts we'll be picking up. An art's popularity will very often be most popular when it's actively being trained, and it's hard to assess the exact message of art that we are very early in their training, either.

Incrementally assessing art for slotting purpose is basically a recipe for making every single monthly plan vote a battle because the first few arts to finish will have a huge advantage compared to the next few when we'll actually be feeling the slot shortage, and it will promote perverse incentives like 'I want to get a really low level stealth art as I want stealth to be a major part of our domain and it's the only way this is possible'.
 
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I'd say that incrementally assessing them is awful for thread stability? We currently have (5-1) slot available, and at we'll get (8-1) until Green 6. Yrsillar is currently thinking that cultivation art could be slotted.

This means that we have 7 discrete slots for EPC, AG, FVM, FSS, PLR, TRF, SCS, AE, AC, AS, AP, and up to 7 different+ new arts we'll be picking up. An art's popularity will very often be most popular when it's actively being trained, and it's hard to assess the exact message of art that we are very early in their training, either.

Incrementally assessing art for slotting purpose is basically a recipe for making every single monthly plan vote a battle because the first few arts to finish will have a huge advantage compared to the next few when we'll actually be feeling the slot shortage, and it will promote perverse incentives like 'I want to get a really low level stealth art as I want stealth to be a major part of our domain and it's the only way this is possible'.

While I agree with your general point, I want to mention that you can currently intuit the art general lesson by looking at its description.

Sure, it will be colored by Ling Qi's domain and experiences using it; but you should be able to guess the general lesson by the art's info blurb unless it is too unfocused to have a coherent theme.

(For instance, Argent Current is about striking together as one and would probably give bonuses to focus firing along with allies)
 
While I agree with your general point, I want to mention that you can currently intuit the art general lesson by looking at its description.

Sure, it will be colored by Ling Qi's domain and experiences using it; but you should be able to guess the general lesson by the art's info blurb unless it is too unfocused to have a coherent theme.

(For instance, Argent Current is about striking together as one and would probably give bonuses to focus firing along with allies)
Not only don't I consider the general lesson that easy to intuit, but I don't consider the general lesson to be enough for knowing whether we want to slot an art.

My own personal list for slotting arts we know of is is EPC/FVM/PLR> FSS > TRF > SCS > AE/AC > AG > AP > AS, for example, but a good part of this will depend on the actual details for TRF as well as the general lesson for SCS.

I want the detail of the lesson of TRF to be about Ling Qi being a mighty tree bringing health to the loved ones under her branches. Not 'help defend against an enemy' or 'defence', but 'general quality of life' or 'health'. That, and I want this lesson to be compatible to the overall lesson we are planning for Ling Qi's theme (Which I should be making a post about hopefully).

I want the general lesson of SCS to not be about stealth and not be about infiltrating an enemy's stronghold and never being stopped, but rather about being a trickster worming her way into the heart of her friends. Which is, well, fairly unlikely.
 
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