Time of the Gods: Into the Amber Age

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Successes are calculated based on a starting DC and how much you exceeded it by, so it varies from item to item. Reading the past has the easiest DC of all the astro actions, but it's also more of a shotgun spread even if it goes over well at a high level of skill.
Reiterating the rules previously described for the 2d10 system I use:
The cumulative percent chance of occurrence dictates the value out of 100 the roll has. 2 is 1%, 5 is 10%, 11 is 55%, 13 is 72%, etc. Typically DCs will be broken up into sets of 20, and most modifiers provide 2% per point (attribute, skill, etc.).

That's easy. The first time they double-down with the most nonsensical option, smack them on the hands with a ruler when it fucks up. Then say "you get away with it this time. Next time you'll get everything you thought you'd get and worse."

Nope, no shrine. Too busy enjoying the afterglow to remember his original demand and reason for stopping by.

A pantheon can be as small as two spirits with enough regular interaction and a roughly clear line in the sand on who's dominant out of the group. More spirits lend it more legitimacy of course, and along with the pantheon's size, the tier of the members and era of the locals affects the number of 'named' positions in it, granted to those with the most legend or most dominance (a combination, usually) aside from the Head.

so if saiga was under control of someone else, would that place under their control... or what?

or would we just be in that pantheon? I mean in myths just being in the same group did not necessarily make you subordinate to the pantheons leader.

(Loki is the big one, But I distinctly recall the greek gods giving each other the finger all the time, including disobeying zeus.)
 
so if saiga was under control of someone else, would that place under their control... or what?

or would we just be in that pantheon? I mean in myths just being in the same group did not necessarily make you subordinate to the pantheons leader.

(Loki is the big one, But I distinctly recall the greek gods giving each other the finger all the time, including disobeying zeus.)
Pantheon membership doesn't automatically confer the dominance the Head has onto all new members, but they still get their bonuses against you for that purpose.

The Greek gods were all just assholes, just, a collective of the biggest jackasses ever conceived all rebounding their jackassery off of each other as it grew geometrically with time. As pantheons go, they're probably the worst example of a functional one.
 
Reiterating the rules previously described for the 2d10 system I use:
The cumulative percent chance of occurrence dictates the value out of 100 the roll has. 2 is 1%, 5 is 10%, 11 is 55%, 13 is 72%, etc. Typically DCs will be broken up into sets of 20, and most modifiers provide 2% per point (attribute, skill, etc.).
...I apparently missed that when you first described it. I'd been assuming that the values were the actual values (that is, 2 is 2, 5 is 5, 11 is 11, instead of 1, 10, and 55). What do you mean by "DCs will broken up into sets of 20"? As in, they usually are values like 20, 40, 60, etc? or that whatever the DC is, successes are given at 20 point increments passed it, so a 65 or higher on a DC 25 check is a major success?
 
Pantheon membership doesn't automatically confer the dominance the Head has onto all new members, but they still get their bonuses against you for that purpose.

The Greek gods were all just assholes, just, a collective of the biggest jackasses ever conceived all rebounding their jackassery off of each other as it grew geometrically with time. As pantheons go, they're probably the worst example of a functional one.

oh, good, we can just avoid the leader at all costs until our skills our higher.

then dominate or kill them at our leisure.
 
...I apparently missed that when you first described it. I'd been assuming that the values were the actual values (that is, 2 is 2, 5 is 5, 11 is 11, instead of 1, 10, and 55). What do you mean by "DCs will broken up into sets of 20"? As in, they usually are values like 20, 40, 60, etc? or that whatever the DC is, successes are given at 20 point increments passed it, so a 65 or higher on a DC 25 check is a major success?
Actual values twists things too badly as you have the highest chance to just roll an 11, and makes skills less effective. The latter, though I'll generally just use 20/40/60/etc.
 
Reiterating the rules previously described for the 2d10 system I use:
The cumulative percent chance of occurrence dictates the value out of 100 the roll has. 2 is 1%, 5 is 10%, 11 is 55%, 13 is 72%, etc. Typically DCs will be broken up into sets of 20, and most modifiers provide 2% per point (attribute, skill, etc.).
With regard to explosive rolls past 20, this is still percentage based. A thirty is 0.1%, and an order of magnitude better than a 20. Likewise, a 40 is an order of magnitude better than a 30, and so on. When I'm trying to think of an acceptable circumstance that comes about as the result of an exploded crit, the first question I ask myself is "This had a 1 in X chance of occurring, what is appropriate as a reward for that?"
So. After reading @Abby Normal's questions on the subject, I find that I actually didn't understand what you were doing (and why) as well as I through you did.



Here is what I've got now - correct me if something is wrong. Rolls are done using 2d10, which is translated into a percentile depending on the total roll. Then, bonuses are applied to the percentile, and the percentile is compared to a DC. But, if that is correct... what is the point of the original 2d10? As far as I can tell, you aren't actually doing anything to the original roll before it is converted to a percentile... in which case, what is the point? Why not roll a percentile die in the first place and remove a layer of opaqueness?
 
True, but how long do you think we can remain Independent? Eventually we will get overwhelmed by another Spirit and be dominated. I'd rather have a choice in the matter and ally with someone who can protect us then have that happen.
Not saying to never marry anyone, only that now is not the time. We need time to fortify our position before we seek an audience with her.
Don't know that. All we know is that she has an emblem, apparent dominance over Saiga, and is known as "The Crone". And a reference to her age proves jack sh-t. For example, Gaerig isn't even a full decade old, and already she's playing with men's hearts!

Further, people are talking like being part of a Pantheon is to be cemented into a permanent place in the pecking order. While that may seem true in traditional mythology, it doesn't take much digging to see that, no, upsets happen. Before the Greek Gods rose to power, they had to overthrow the Titans (and were, in fact, waiting for their number to come up as well). Odin went through a whole series of trials before he became old man badass head of his pantheon. YHWH basically went Harzivan on his entire pantheon, but then turned into 1 to 6 other gods? Common Ancestry monotheism is weird.

Anyway, point is that joining a pantheon cements nothing. Presuming an actual Pantheon has even been formed, of course. Any one know what that actually requires?

What we know is that Saiga used to be very different until roughly a century ago, what makes you think it wasn't the Crone and part of why he is under her? We also know that she at least has someone with higher Craft and Art to be able to use create those amulets and managed to keep his services.

@Abby Normal
[X] Plan No Husbando (yet)
[X] Acquiesce to Saiga's first condition (not voting for this is implicit refusal of the condition, can be difficult and will likely upset Saiga).
[X] Give something else instead of either condition (can upset Saiga regardless of what is offered if it doesn't include easing up on his fishers).
-[X] We will bless some of his people to make up for this year, as soon as we have a shrine in his village
[X] Demand more in exchange for granted requests.
-[X] A shrine to us in his village
-[X] Information about the island, especially any nearby villages and spirits; we need to know more before we make such a commitment.
[X] However he has not proven that he is worthy of our hand If he wants our hand he has to do three things for us to prove that he is capable (not sure yet what kind of challenges to give him but having to do some impossible tasks is kind of standard for this kind of thing)
-[X] In return we will tell him of the Future that we see in the stars, his people will have access to Calm Seas, and he will have suit of armor rarely seen and made with powerful magic.

I'm kinda busy too, and your help to argue for the plan:oops:. I have added it and you would merely have to copy it to your master plan. It's easier to ask for people to speak up to disagree than it is to get them to speak up to agree.

@chocolote12 @Edkose @Fumbles @lioli @Omegahugger @PrimalShadow @Raising Kittens @tricholysis @Void Stalker
We are adding to some things to the plan to get more things.
 
Actual values twists things too badly as you have the highest chance to just roll an 11, and makes skills less effective. The latter, though I'll generally just use 20/40/60/etc.
Ahh--so, generally, a 7 or higher is a single success, ignoring modifiers? and with 4 skill that 6 in this update was probably a single success? And to get a Major Success to trigger Moonbeam, we'd need an 11 (value 55, plus ~8, for >60) or higher atm? (Edit: which has a 55% chance to happen, which is much more often than i'd assumed when we picked up moonbeam, and with 10 skill we'll only need a 10, which boosts the chances to 64%?)

Also, yeah, i'm confused as to why you set up the system this way instead of using 1d100 as well...
 
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Not saying to never marry anyone, only that now is not the time. We need time to fortify our position before we seek an audience with her.


What we know is that Saiga used to be very different until roughly a century ago, what makes you think it wasn't the Crone and part of why he is under her? We also know that she at least has someone with higher Craft and Art to be able to use create those amulets and managed to keep his services.

@Abby Normal


I'm kinda busy too, and your help to argue for the plan:oops:. I have added it and you would merely have to copy it to your master plan. It's easier to ask for people to speak up to disagree than it is to get them to speak up to agree.

@chocolote12 @Edkose @Fumbles @lioli @Omegahugger @PrimalShadow @Raising Kittens @tricholysis @Void Stalker
We are adding to some things to the plan to get more things.

Wait...tasks? i don't want to add that much to the plan. I thought you meant literally just add in a "and we'll tell you what we see of the future" as an option, keeping our demands the same...
 
Wait...tasks? i don't want to add that much to the plan. I thought you meant literally just add in a "and we'll tell you what we see of the future" as an option, keeping our demands the same...
People want to add something interesting to it and realistically why would he want to marry Gaerig if we are already giving him everything we have to offer? It's to entice him further because the plan is no husbando yet. We need something to keep him coming back.
 
I'm kinda busy too, and your help to argue for the plan:oops:. I have added it and you would merely have to copy it to your master plan. It's easier to ask for people to speak up to disagree than it is to get them to speak up to agree.

@chocolote12 @Edkose @Fumbles @lioli @Omegahugger @PrimalShadow @Raising Kittens @tricholysis @Void Stalker
We are adding to some things to the plan to get more things.
Thank you for the notice. However, I'm afraid that changing the plan in this fashion probably loses my vote. I vote for the No Husbando (yet) plan largely because the demands were streamlined - they were simple, eloquent, and definitely stuff that was worth asking for. The proposed new plan doesn't fit this bill.
 
See? Easier to get people to speak up to disagree.
Thank you for the notice. However, I'm afraid that changing the plan in this fashion probably loses my vote. I vote for the No Husbando (yet) plan largely because the demands were streamlined - they were simple, eloquent, and definitely stuff that was worth asking for. The proposed new plan doesn't fit this bill.
Do you have any suggestions to help streamline it? It is an attempt to help consolidate votes against marriage. We need all the help we can get._.
 
See? Easier to get people to speak up to disagree.

Do you have any suggestions to help streamline it? It is an attempt to help consolidate votes against marriage. We need all the help we can get._.
I mean, i'm not too fond of the suggestions myself; i think i still would prefer it to the marriage plan, but i'm not sure...incidentally, can you edit the posts where you tagged people to make it clear that we haven't actually made the change, but are discussing possible changes, please?
 
So. After reading @Abby Normal's questions on the subject, I find that I actually didn't understand what you were doing (and why) as well as I through you did.



Here is what I've got now - correct me if something is wrong. Rolls are done using 2d10, which is translated into a percentile depending on the total roll. Then, bonuses are applied to the percentile, and the percentile is compared to a DC. But, if that is correct... what is the point of the original 2d10? As far as I can tell, you aren't actually doing anything to the original roll before it is converted to a percentile... in which case, what is the point? Why not roll a percentile die in the first place and remove a layer of opaqueness?
As opposed to percentile rolls of 2d10, in which the second die basically does nothing, and you might as well be rolling a 1d10 with the one's die being mostly useless flavor. Functionally, rolling a 7 is no different from an 8 on a percentile die. A 48 is just a 49. The 2d10 lets me merge the mostly-useless extra numbers and have clear values for a given roll. The 2d10 allows me to also make use of value modifiers, die adjustments that are more or less effective the closer you are to the average roll, which is something that stacked successes in extended encounters generally cause, or the Shrine defense bonus, etc.
Ahh--so, generally, a 7 or higher is a single success, ignoring modifiers? and with 4 skill that 6 in this update was probably a single success? And to get a Major Success to trigger Moonbeam, we'd need an 11 (value 55, plus ~8, for >60) or higher atm? (Edit: which has a 55% chance to happen, which is much more often than i'd assumed when we picked up moonbeam, and with 10 skill we'll only need a 10, which boosts the chances to 64%?)

Also, yeah, i'm confused as to why you set up the system this way instead of using 1d100 as well...
Generally, a 10 or higher is a success, no skills accounted (40 is usually my base success threshold for moderate difficulty actions). To get a major success for moonbeam, you'd need an 80, at least a 14 on the scale so long as you've got skill points.
 
Do you have any suggestions to help streamline it? It is an attempt to help consolidate votes against marriage. We need all the help we can get._.
'fraid not. As far as I could tell, the original plan hit all the important points - we were willing to accept his appeasement, and would even bless his people after they built us a shrine, but he would need to tell us more about the local environs before we were willing to get married. I think all of these elements are important and useful; there isn't much to get rid of. The only thing you could do is try adding elements, but I'm not the right person to ask about what those might be - the things I cared about are already in the plan as-is.
 
The 2d10 allows me to also make use of value modifiers
What are these value modifiers you speak of?

I through you said that each point in a stat would give 2% progress towards the DC after the percentile conversion; was that wrong?


If you are applying modifiers pre-transformation-to-percentiles, the way you have it working now is good. I just wasn't aware where those are applied?
 
Thank you for the notice. However, I'm afraid that changing the plan in this fashion probably loses my vote. I vote for the No Husbando (yet) plan largely because the demands were streamlined - they were simple, eloquent, and definitely stuff that was worth asking for. The proposed new plan doesn't fit this bill.

*gestures to Plan Not Quite*
 
die adjustments that are more or less effective the closer you are to the average roll, which is something that stacked successes in extended encounters generally cause
I'm not sure what exactly you mean by this (mechanically that is, in terms of effects on the dice/calculated value/probability)
the Shrine defense bonus, etc.
Did we ever find out how much this is, btw?

Also, curse you! Now i'm busy making excel spreadsheets to help visualize how this works nad how likely things are :p
 
Mainly I don't like the near ultimatum where we only agree to lay off of him if he offers us another target. Also, no Husbando is pretty much exactly what I want, so unless it gets changed I'm afraid you are out of luck. :(

Any particular reason that's your sticking point/you have a suggestion that'll make it more to your liking?
 
What are these value modifiers you speak of?

I through you said that each point in a stat would give 2% progress towards the DC after the percentile conversion; was that wrong?


If you are applying modifiers pre-transformation-to-percentiles, the way you have it working now is good. I just wasn't aware where those are applied?
Skills and other straight modifiers go immediately to a percent increase. Some more esoteric bonuses like the Shrine Defense, or stacked prior successes, apply first, and apply to the roll as written, not to your percentages. I haven't notated them because it clutters things up, like trying to write the actual % of each die roll next to each die roll.

Mechanically, 'as-written modifiers' have the biggest effect on a roll under the average, but close to it. A 10 (45) becomes an 11 (55), while a 3 (3) becomes a 4 (6), and then you'd apply +8 for astrology, or what have you. They shore up a minor failure, and are applied when I need to give a bonus when larger, flat percent increases are paradoxically either too effective or not effective enough depending on circumstance. Overall they don't do much if you're already miles away from a close success in either direction. In contrast, skills always have the same level of effectiveness at a given value, and are typically worth a full success tier at 10 (this may only protect you from an even worse failure if you were under a 20 threshold).
 
People want to add something interesting to it and realistically why would he want to marry Gaerig if we are already giving him everything we have to offer? It's to entice him further because the plan is no husbando yet. We need something to keep him coming back.
One reward for each task, but start with the easiest thing and work your way up. Calm, then fortune telling once a year or whatever, and then the super armor. The current order annoys my sense of proper pacing and grandeur.

Also, we totes need to be explicit about what the actual tasks are beforehand. And not only do they need to be conventionally impossible, they also have to be capable of being rules-laywered into a technical success.
 
One reward for each task, but start with the easiest thing and work your way up. Calm, then fortune telling once a year or whatever, and then the super armor. The current order annoys my sense of proper pacing and grandeur.

Also, we totes need to be explicit about what the actual tasks are beforehand. And not only do they need to be conventionally impossible, they also have to be capable of being rules-laywered into a technical success.
@Abby Normal. @PrimalShadow what do you think of this idea? After every task we give him(and the people) rewards.
 
Any particular reason that's your sticking point
Yes. I value Saiga's goodwill sufficiently that I'm not interested in making ultimatums that threaten his bottom line. Furthermore, at present, raiding anywhere else would probably force us into conflict with other spirits, and I'm not feeling all that ready for this overall.

I'd refer to spend a year or three to lay off of Vehemence-generation and do blessings, maybe pick up some traits/attributes/skills, and figure out the lay of the land. There will be plenty of time to ask Saiga if he knows where else we could raid without implying that we will keep killing his peeps if he doesn't have any good ideas.

In contrast, skills always have the same level of effectiveness at a given value, and are typically worth a full success tier at 10 (this may only protect you from an even worse failure if you were under a 20 threshold).
So a 10 in a skill is only worth a single success tier?

Doesn't that make skills kind of worthless? I get that you are trying to curb the extremal tendencies from AN's system, but this means that in a roll between a master and a neophyte, the chance of success/tie/failure is 60:16:24 instead of 40:20:40 for equals... which isn't much of an improvement! It still means that there is an almost 1/4 chance of the spirit with NOTHING in a skill to beat someone who's maxed it. Is that really sensible?
 
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