You have the wrong conversion method. X is not converted to 5X; it is converted to Y where Y% is the probability of rolling X or higher. I.e. After conversion, the range has no bias at all; it is basically the uniform distribution (though not quite the uniform, since it is discrete).-We're basically using a 2d10 converted to d100 range, which means a strong central bias(as in, 44% of the time you'd be rolling a result of 45-65 after conversion).
Not quite true. Right now, even a 20 in skills after excellencies only gives you +40. The chance of rolling 40 under someone else are 18%, and the chance of rolling 60 under them is 8%. At least before you count the neglect the -1 from untrained, our "brute" still has a 1/10 chance of getting a draw and a 1/10 chance of winning a round outright.it means that this martial artist can basically never outright fail against even the dumbest brute with opposed checks, which is a devastating lockout when calculating opposed rolls.
Fair point. Counterpoint - a martial artist with 20 in melee should be able to auto-gib you if you are within striking range. A 20 is a huge investment - just getting +10 from traits probably requires 7-8 melee focused ones, plus there is the 15 legend invested in stats plus the excellency. If you invest that much in melee, you deserve to be able to kill anyone untrained that you get within striking distance of. The counterbalance to this isn't to nerf how killy you are, but exploit your other vulnerabilities to this - e.g. use social combat, attack you from range, etc. Since getting your avatar blown up doesn't even mean you lose (you aren't likely to lose more than a single shrine, if that), even a surprise betrayal from a melee character doesn't screw the player over.If I doubled the effect of skills, you would have to get melee, because even if you rolled a 20 and exploded the die, unless the other guy with melee 10 rolled a fucking 4 or something, he'd still at least tie you, and in any normal situation you'd take three or four wounds at once, a brutal loss so extreme that if you happen to be caught off guard one time and Saiga is ten feet away, unable to help, you will disperse before he can even take a step towards you.
I thought Avatar gave higher health? Even at 20 skill at x4, you only gain an average of 4 degrees of success on a novice opponent, which isn't enough to deal 10 damage. Unless you have a trait which doubles damage, in which case I contend that that is the problem.This is before accounting the other trait bonuses they may have stacked up, which would allow a sufficiently capable battle spirit with avatar 1 to instakill an avatar 10 spirit, proceeding to roll heads with every human fighter aside that even under mob tactics.
Fair enough; that helps a bit. However, that is an incentive to have at least 1 rank in a skill, not an incentive to level said skill. I'm concerned about leveling skills not being sufficiently rewarded.Part of the 'grandmaster' vs 'apprentice' argument is covered by a 0 skill applying a -1 written penalty, as well, which throws off the chances that the apprentice beats you by enough that it's mostly fair.
Um. Are you suggesting that you can get e.g. +5 Melee from traits for 6-8 legend? If so, I have absolutely, utterly, and totally no idea how.Most traits are fairly easy to pick up at least 5 additional points for (within 6-8 legend)
Is this applied (near)uniformly to all avenues of Legend spending? Because if you only make skill growth more expensive, then it becomes noncompetitive compared to other options.This is the nature of the game's reduction. In order to prevent excessive growth, but still allow growth to continue beyond hard caps, what growth you do get is more expensive in legend and effort for the same power level you got in the original AA.
I distinctly remember that plan being something very different when I voted for it. This is annoying.@Crabs @Ephemeral_Dreamer @fasquardon @Ian Drash
If i'm reading the tally right, then you all voted for a plan that doesn't involve marrying saiga (or at least not yet). Any chance you'd consider consolidating to my plan? I've got like 14 votes to veekie's...19 i think?
[] Plan No Husbando (yet)
[] Acquiesce to Saiga's first condition (not voting for this is implicit refusal of the condition, can be difficult and will likely upset Saiga).
[] 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).
-[] We will bless some of his people to make up for this year, as soon as we have a shrine in his village
[] Demand more in exchange for granted requests.
-[] A shrine to us in his village
-[] Information about the island, especially any nearby villages and spirits; we need to know more before we make such a commitment.
Also if you or anyone else has opinions on whether i should change anything minor about my plan, @Sivantic and i are discussing potential changes, and i'm willing to make minor changes if they'll gain more votes than the lose (@PrimalShadow has already vetoed some things i think?)
I was thinking of this, yes.@Abby Normal
There, I have altered the plan to fit in the three challanges with the third obviously filling in for whatever we think of. Would this be satisfactory?
@Ephemeral_Dreamer @Ian Drash @fasquardon @Killer_Whale @Pandemonious Ivy What sort of 'impossible' tasks where you thinking of? I don't see why we can't offer to add any to our plan.
EDIT: Heck we can probably just shift the second task as a conditional of the first agreement
That way we can use the second task for something else.
Don't worry I'm working on it. Also do you have any suggestions for tasks?I distinctly remember that plan being something very different when I voted for it. This is annoying.
I was thinking of this, yes.
Remember, the maximum number of skills you have is capped by your Avatar rating. Having 1 rank is a non-trivial investment. Not maxing out your skills is essentially wasting your skill slots.Fair enough; that helps a bit. However, that is an incentive to have at least 1 rank in a skill, not an incentive to level said skill. I'm concerned about leveling skills not being sufficiently rewarded.
Aspect of the Lion/Bear/Wolf/Insert Apex Predator here T1 +2 Melee.Um. Are you suggesting that you can get e.g. +5 Melee from traits for 6-8 legend? If so, I have absolutely, utterly, and totally no idea how.
Fair point. Counterpoint - a martial artist with 20 in melee should be able to auto-gib you if you are within striking range.
Agreed. That was my point, actually; the true cost of losing the -1 isn't the skill cost, but allocating a skill slot.Remember, the maximum number of skills you have is capped by your Avatar rating. Having 1 rank is a non-trivial investment.
True. However, if skills are weak enough compared to other Legend investment options, that won't be a tight constraint; basically, the main benefit of the skill slot would be that first rank, and everything after that would be a thing we are allowed to invest in but don't want to because the returns are bad.Not maxing out your skills is essentially wasting your skill slots.
Those are a lot cheaper than I thought they were. I suppose I stand corrected.Aspect of the Lion/Bear/Wolf/Insert Apex Predator here T1 +2 Melee.
Aspect of the Hunter/Warrior for another +1/+2 which doesn't get it's cost boosted by animal aspects.
First one costs 2 Legend, second one costs 3 Legend, or you upgrade the first to T2 for 5 Legend.
2 T1 Predator aspects for 5 Legend and 4 Melee.
1 T2 Predator aspect for 7 Legend and 5 Melee
1 T1 Hunter aspect, 2 T1 Predator aspects for 8 Legend and 5 Melee.
If I'm not mistaken, under AN's system, each point of skill corresponded to +10 on a roll. We've since cut that bonus in five. Don't you think that is excessive?That's kind of what led to Harzivan though. The intent is to limit that AND move such a massive gap over to require the next tier in skill.
Must have mistranslated the earlier ones to their proper numbers. I did it in my head at first, then I made a chart of value conversions to make it easier.All this talk of statistics and the rolling system has lead to this post, where i annotate the results from past turns
I'll leave it here for now...
@Powerofmind this is the main problem i have with this system--it's hard to look at a roll and just know what it amounts to, and none of us caught that the faith/fear calc on the first turn was messed up because we didn't know how the rolls worked
Not a good argument for double value, but not a bad argument for 3 each instead.Not quite true. Right now, even a 20 in skills after excellencies only gives you +40. The chance of rolling 40 under someone else are 18%, and the chance of rolling 60 under them is 8%. At least before you count the neglect the -1 from untrained, our "brute" still has a 1/10 chance of getting a draw and a 1/10 chance of winning a round outright.
I don't think you understand just what kind of philosophy a 'never win' clause introduces to the system. If there is a way for a character to do an opposed check that cannot fail except against someone also focused on that skill, there will be so much toxic-to-play behavior that revolves around 'relative invincibility'. Harzivan is a great example of this, as usual. Mechanics were introduced that basically made him impossible to defeat in a type of encounter that (at the time) dictated everything, which did jack and shit to the game's difficulty, because AN had to dramatically curve it upwards to deal with the bullshit that kind of focus supported. Even though Harzivan wasn't nearly as broken in melee, he should never. EVER. been able to keep a running fight against a god and three other combat spirits at once. If you are stat focusing and outdoing 10 skill gods with your excellency skills on a regular basis, I've done something wrong with game balance, and a 40 point advantage over a god a tier above you will ensure that you regularly beat that god, roughly 8 times out of 10, as the math you did proved; that a 40 point advantage from a 20 point excellency over a 0 was 'not good enough', just because he didn't focus as much on a skill as you did.Fair point. Counterpoint - a martial artist with 20 in melee should be able to auto-gib you if you are within striking range. A 20 is a huge investment - just getting +10 from traits probably requires 7-8 melee focused ones, plus there is the 15 legend invested in stats plus the excellency. If you invest that much in melee, you deserve to be able to kill anyone untrained that you get within striking distance of. The counterbalance to this isn't to nerf how killy you are, but exploit your other vulnerabilities to this - e.g. use social combat, attack you from range, etc. Since getting your avatar blown up doesn't even mean you lose (you aren't likely to lose more than a single shrine, if that), even a surprise betrayal from a melee character doesn't screw the player over.
There are means of increasing damage significantly, or adding strong modifiers as veekie calls them. For a spirit to have skill 20 skill at x4, an 80 point advantage, they have also picked up multiple traits that give melee, many of which also increase the damage you do or reduce the damage you take. Assuming 2 average rolls, the 80 point advantage will get his 4 wounds, and then an extra wound or two from Strength, and then an extra wound or two from aspect of X, and then aspect of Y gives a strong modifier that shifted your roll higher and pushed you up another degree... With a 40 point lead, at 20 skill, you've got plenty of advantages already. You don't need more.I thought Avatar gave higher health? Even at 20 skill at x4, you only gain an average of 4 degrees of success on a novice opponent, which isn't enough to deal 10 damage. Unless you have a trait which doubles damage, in which case I contend that that is the problem.
Because you should always waste precious skill slots with 1 rank in a skill. Why do you think I included them? To prevent bullshit gaming of the system, just like you suggested you do to get around the 0 skill penalty.Fair enough; that helps a bit. However, that is an incentive to have at least 1 rank in a skill, not an incentive to level said skill. I'm concerned about leveling skills not being sufficiently rewarded.
Maybe that's solely from a faith standpoint, but it's really not that difficult. Spirit of Strength T3 gives a non-skill damage bonus, melee 4, and ranged 2. Straight to the trait costs 18 legend at once, but a raiding spirit running off Accumulating action will get each upgrade for around 2-3 less, more if they're especially stingy like SVers would be about sleeping. If it was you guys trying to build a warrior super-god, you could get T3 strength in 8 legend, maximum, while also picking up discounts for other combat-boosting traits. Being forced to spend a whole 15 legend picking up skill 10 and excellence is fair. It's an actual limit to how stupid you can get at a certain pace.Um. Are you suggesting that you can get e.g. +5 Melee from traits for 6-8 legend? If so, I have absolutely, utterly, and totally no idea how.
Avatar enhancements become significantly more costly after the first one, as do Divine enhancements. The wound threshold reduction is powerful and is supposed to be powerful, as is the drowning grapple, but both of those bonuses are situational. There are ways around them, backdoors past them. Any aquatic aspect removes grapple drowning immediately, and influence based attacks ignore 'threshold' boosts, going straight for avatar hit points. The avatar discount is actually the least effective part of the trait. It's why Spirit of Humanity gives it's legend cost in faith discount, because while it's great early on, when you don't have much (just like skills), it's effect becomes less and less pronounced as the attribute or skill rises (for skills, it's a sign that you need to get base to 10, for attributes, it means you have to pick up more and more and more discounts to get good value out of them).Is this applied (near)uniformly to all avenues of Legend spending? Because if you only make skill growth more expensive, then it becomes noncompetitive compared to other options.
For example. We know that a Water avatar gives us an increased wound threshold; I take that to mean that we tale 1 less wound any time we are hit. Its base cost is 4, but it gives 3 back as accumulating Legend discount towards Avatar, so it is really a trait that costs one, and it reduces degrees of melee success against us by 1. If we find spirit of the rhino or whatever for 3 legend which gives us +1 damage when we win, combined this becomes almost the same thing as +1 degree of success in melee overall. In other words, these two traits which cost less than 5 together give us as much of a benefit as 10 points in melee. Plus a bunch of other stuff, since e.g. Water Avatar also gives us drown-grappling.
That I had to cut that by a factor of five to get a relatively balanced system should be reason enough to be especially thoughtful about a 1 point increase, and wildly skeptical of 2. You suggest, from a cut to a fifth, to only be roughly a half, in a situation where Harzivan, who had the full bonus and appropriate combat traits, was able to nearly kill one spirit entirely, cripple a GOD, and put a third on the ropes, at the same time, with multiple penalties, while a rain spirit was doing 2-3 avatar damage per round. When I was first figuring on the reduction, I honestly thought 2 per point was too much when trying to figure 'okay, what is a fifth of that?'f I'm not mistaken, under AN's system, each point of skill corresponded to +10 on a roll. We've since cut that bonus in five. Don't you think that is excessive?
Must have mistranslated the earlier ones to their proper numbers. I did it in my head at first, then I made a chart of value conversions to make it easier.
Not a good argument for double value, but not a bad argument for 3 each instead.
I don't think you understand just what kind of philosophy a 'never win' clause introduces to the system. If there is a way for a character to do an opposed check that cannot fail except against someone also focused on that skill, there will be so much toxic-to-play behavior that revolves around 'relative invincibility'. Harzivan is a great example of this, as usual. Mechanics were introduced that basically made him impossible to defeat in a type of encounter that (at the time) dictated everything, which did jack and shit to the game's difficulty, because AN had to dramatically curve it upwards to deal with the bullshit that kind of focus supported. Even though Harzivan wasn't nearly as broken in melee, he should never. EVER. been able to keep a running fight against a god and three other combat spirits at once. If you are stat focusing and outdoing 10 skill gods with your excellency skills on a regular basis, I've done something wrong with game balance, and a 40 point advantage over a god a tier above you will ensure that you regularly beat that god, roughly 8 times out of 10, as the math you did proved; that a 40 point advantage from a 20 point excellency over a 0 was 'not good enough', just because he didn't focus as much on a skill as you did.
There are means of increasing damage significantly, or adding strong modifiers as veekie calls them. For a spirit to have skill 20 skill at x4, an 80 point advantage, they have also picked up multiple traits that give melee, many of which also increase the damage you do or reduce the damage you take. Assuming 2 average rolls, the 80 point advantage will get his 4 wounds, and then an extra wound or two from Strength, and then an extra wound or two from aspect of X, and then aspect of Y gives a strong modifier that shifted your roll higher and pushed you up another degree... With a 40 point lead, at 20 skill, you've got plenty of advantages already. You don't need more.
Because you should always waste precious skill slots with 1 rank in a skill. Why do you think I included them? To prevent bullshit gaming of the system, just like you suggested you do to get around the 0 skill penalty.
Maybe that's solely from a faith standpoint, but it's really not that difficult. Spirit of Strength T3 gives a non-skill damage bonus, melee 4, and ranged 2. Straight to the trait costs 18 legend at once, but a raiding spirit running off Accumulating action will get each upgrade for around 2-3 less, more if they're especially stingy like SVers would be about sleeping. If it was you guys trying to build a warrior super-god, you could get T3 strength in 8 legend, maximum, while also picking up discounts for other combat-boosting traits. Being forced to spend a whole 15 legend picking up skill 10 and excellence is fair. It's an actual limit to how stupid you can get at a certain pace.
Avatar enhancements become significantly more costly after the first one, as do Divine enhancements. The wound threshold reduction is powerful and is supposed to be powerful, as is the drowning grapple, but both of those bonuses are situational. There are ways around them, backdoors past them. Any aquatic aspect removes grapple drowning immediately, and influence based attacks ignore 'threshold' boosts, going straight for avatar hit points. The avatar discount is actually the least effective part of the trait. It's why Spirit of Humanity gives it's legend cost in faith discount, because while it's great early on, when you don't have much (just like skills), it's effect becomes less and less pronounced as the attribute or skill rises (for skills, it's a sign that you need to get base to 10, for attributes, it means you have to pick up more and more and more discounts to get good value out of them).
That I had to cut that by a factor of five to get a relatively balanced system should be reason enough to be especially thoughtful about a 1 point increase, and wildly skeptical of 2. You suggest, from a cut to a fifth, to only be roughly a half, in a situation where Harzivan, who had the full bonus and appropriate combat traits, was able to nearly kill one spirit entirely, cripple a GOD, and put a third on the ropes, at the same time, with multiple penalties, while a rain spirit was doing 2-3 avatar damage per round. When I was first figuring on the reduction, I honestly thought 2 per point was too much when trying to figure 'okay, what is a fifth of that?'
And I will do everything in my power to ensure that getting to that point for Gaerig is purposeful, focused effort on the part of the thread, and is appropriately weak in other areas of lesser focus (and doesn't win so fast, or at least so consistently, that she never has to experience those other areas by blindly bullrushing a problem with her favored method of attack).To be fair, your talking about SV'ers we're going to end up as broken as we can possibly be within a system... AN's system just allowed us to be really fucking broken.
But I guarantee you someone will eventually figure out the numbers, and then its "Unlimited power train 2: Gaerig Boogaloo" all up in this bitch.
True. However, if skills are weak enough compared to other Legend investment options, that won't be a tight constraint; basically, the main benefit of the skill slot would be that first rank, and everything after that would be a thing we are allowed to invest in but don't want to because the returns are bad.
I'm saying that as of now, it feels like we are in this circumstance. Prior to learning about the mechanics, I thought upgrading trickery would be our best way to boost short-term strength, at least per legend. Now, I no longer feel this way; a tenth of a success per rank just isn't enough to be a major deal.
If I'm not mistaken, under AN's system, each point of skill corresponded to +10 on a roll. We've since cut that bonus in five. Don't you think that is excessive?
And I will do everything in my power to ensure that getting to that point for Gaerig is purposeful, focused effort on the part of the thread, and is appropriately weak in other areas of lesser focus (and doesn't win so fast, or at least so consistently, that she never has to experience those other areas by blindly bullrushing a problem with her favored method of attack).
This is the current reiteration of the plan with of course the last two tasks as not serious and open to suggestions.[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] We will leave his people alone for a year and a day as thanks for his gift
-[X] As a Fear Spirit we would still require prey . He must tell of where we may hunt on the coast and what places to avoid.
[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] Saiga 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. For every tasks he completes we will reward him and his people
--[X] First task, build a shrine to Gaerig in your village, In return, we will bless your villagers.
--[X] Second task, we requireh-hold hands. Complete the task and we will offer you knowledge of the future in return.
--[X] Third and Final task, we require of him af-forehead kiss. In return we will present him with a magical coat of armor and accept his proposal
@chocolote12 @Edkose @Fumbles @lioli @ninjafish @Omegahugger @PrimalShadow @Raising Kittens @tricholysis @Van Ropen @Void Stalker
This is the current reiteration of the plan with of course the last two tasks as not serious and open to suggestions.
@Ephemeral_Dreamer @Ian Drash @fasquardon @Seventeen This would be almost the same thing as your plan as it includes no immediate marriage, and proposes conditions for Gaerig's hand in marriage. Sorry to have bothered you so but we want to ensure that at least there is no immediate marriage.
Hey! I can read a strike-through!might just want a "To be determined" for those next two tasks in the vote proper then.
just to make sure powerofmind doesn't derp out and actually make those into our tasks, whilst writing at two in the morning.
Interesting. So Divine and Avatar traits would scale up in cost rapidly.Avatar enhancements become significantly more costly after the first one, as do Divine enhancements.
Hmm, so that'd be:Any aquatic aspect removes grapple drowning immediately, and influence based attacks ignore 'threshold' boosts, going straight for avatar hit points.
Indeed, that's one of the reasons for how we attacked so far. We've been VERY diligently only engaging on our terms, because we'd get our ass kicked otherwise.And I will do everything in my power to ensure that getting to that point for Gaerig is purposeful, focused effort on the part of the thread, and is appropriately weak in other areas of lesser focus (and doesn't win so fast, or at least so consistently, that she never has to experience those other areas by blindly bullrushing a problem with her favored method of attack).
Just felt it made for a clearer division. Damage/Wound thresholds, bonuses to skills, etc, are a little ambiguous when mechanically they're nearly the same thing.There are means of increasing damage significantly, or adding strong modifiers as veekie calls them.
If, when I'm proofing my fluff (I never reread my hard numbers, I'm too good for that) and stumble when going to the next line more than once, I know that I am either too drunk or too exhausted to be writing an update in the first place.are you sure you can do it whilst having been awake for 20 hours or more?![]()
I answered this in my response to Veekie above.Because you should always waste precious skill slots with 1 rank in a skill. Why do you think I included them? To prevent bullshit gaming of the system, just like you suggested you do to get around the 0 skill penalty.
Indeed, maybe I'm not giving this enough thought. I imagined this game as one where your choice of stats fundamentally determines your capabilities; so with a significant investment in X, you should be able to solidly trounce someone who left X untrained, and in turn you should be trounced by someone choosing to focus on X to the point where it is one of the one or two greatest pillars of their character. Are you saying that this philosophy fundamentally breaks the balance in the model you are trying to run?I don't think you understand just what kind of philosophy a 'never win' clause introduces to the system.
I'll note that the main bullshit that Harzivan pulled was in fact not in melee; it was in elemental control. The turning point of that war was Harzivan getting Inferno and proceeding to baptize his enemies in flame; there weren't really even skill checks involved.Harzivan is a great example of this, as usual. Mechanics were introduced that basically made him impossible to defeat in a type of encounter that (at the time) dictated everything, which did jack and shit to the game's difficulty, because AN had to dramatically curve it upwards to deal with the bullshit that kind of focus supported. Even though Harzivan wasn't nearly as broken in melee, he should never. EVER. been able to keep a running fight against a god and three other combat spirits at once.
Fair enough. And between the (soft) trait cap and the fact that traits become more expensive as you collect more, I suppose that buying traits might not be a good legend dump after all. It might just be that legend means much less in this system than it did for for AN.Avatar enhancements become significantly more costly after the first one, as do Divine enhancements.
Again, that had very little to do with our ranks in Melee. If I'm not mistaken, everyone involved in fighting hand-to-hand at that point had the same Melee score of 10, so the differences came down to Avatar rank and Trait bonuses.You suggest, from a cut to a fifth, to only be roughly a half, in a situation where Harzivan, who had the full bonus and appropriate combat traits, was able to nearly kill one spirit entirely, cripple a GOD, and put a third on the ropes, at the same time, with multiple penalties, while a rain spirit was doing 2-3 avatar damage per round. When I was first figuring on the reduction, I honestly thought 2 per point was too much when trying to figure 'okay, what is a fifth of that?'
Can you please edit clarify that what you put is a *potential* chnage to the plan, to be made if people want it, when i wake up tomorrow (or rather when i make it to my 8am class)@chocolote12 @Edkose @Fumbles @lioli @ninjafish @Omegahugger @PrimalShadow @Raising Kittens @tricholysis @Van Ropen @Void Stalker
This is the current reiteration of the plan with of course the last two tasks as not serious and open to suggestions.
@Ephemeral_Dreamer @Ian Drash @fasquardon @Seventeen This would be almost the same thing as your plan as it includes no immediate marriage, and proposes conditions for Gaerig's hand in marriage. Sorry to have bothered you so but we want to ensure that at least there is no immediate marriage.
I see. Now I know the true way to get Gaerig neat traits.
Okay. In that case, perhaps my point shouldn't be that skills are too weak but they are too expensive, at least if you buy them directly. Perhaps skills should only cost 1/2 a legend to acquire? Or maybe, spirits should be able to spend 1 legend per year on buying skills for "free", without needing to spend any time on it?And then you consider that any skill you use frequently will naturally rise without spending Legend.
As such, skills are weakened because they are easy to acquire! The cost is basically free with traits if you're taking up one more trait slot, or moderately effective if you're upgrading a trait.