Am I just plain reading this wrong? It's not the first time there seems to have been some sort of fundamental misunderstanding about it. It
looks like you explicitly saying that he ascended to spirit when alive rather than after his death.
You have already put a cap on the number of demis. You don't think that requiring legend and attribute commitment puts a strong limit on how many a spirit can hold simultaneously? If demispirits require legend, they can't be produced freely, because they are limited by the amount of legend available. Legend which cannot then be used for other purposes on top of also limiting the number of demispirits. The proposal to remove the permanent legend loss if they didn't earn enough was to
also remove the legend
gain if they did, rendering them just a simple limited-quantity legend sink into useful minions.
The other option presented was to make legend payback from them gradual instead of all-or-nothing. If they die before they pay themselves back there's still a loss of the remaining difference. They still represent an investment, and treating them as disposable will cost the spirit, but the the variance is less extreme. It also avoids the issue of legend dumps when demis get killed suddenly pumping their progenitors because their legend contribution has already been harvested as it was accumulated.
Nowhere did I suggest, "Eliminate the legend risk, make them unlimited in quantity, make them dirt cheap, but keep the copious legend generation." I
started with "tone down the cost and gamble a bit", and added an alternative of, "you're already limiting quantity, so it may be possible to eliminate the legend gamble
by also eliminating the return on legend investment."
No, the act that he did while alive was what made him interesting enough and storied enough to eventually become the local ascended warrior a few centuries down the line.
You don't have to commit attributes to demispirits, just monsters, and even at the
highest expense on monsters, it's only Fear+Attribute
level committed legend before you get the point
back. Unless you put together the weakest monster in all existence, you'd be hard pressed to have more than maybe 2 turns of downtime between entire
cycles of monster birthings. Removing the legend sink on demispirits completely removes the
point of them, and creates an
unreasonable as fuck amount of extra work for me if you want to just make a big pile of kids to break someone else's back. There is no amount of narrative fuckery I can do that would make that many named characters trackable,
or fair.
@Powerofmind you know, i knew that unless you wrote really quickly or locked earlier this morning, you'd post the update while i was at work, or close neough that i couldn't read and annotate right after...but you literally posted within a single
minute of me clocking in. HOW????
Also, with us actually having Fear 4, shouldn't we now have 84 DE, 2 Ambrosia, and 0 Amber, instead of 74/0/1?
Yes, I spotted that when I realized you guys had 4 fear, and given the sheer number of people already voting for the other plan, decided to let it slide this one time. You got an amber out of it, at least *shrug*.
So we can't just slap Aspect of Humanity on an octopus crossbreed and get
cephalids out of it? Well, very, very tiny cephalids, given that our available octopi are tiny and adorable. But I'd be cool with a race of six-inch octopus people. I had thought that putting humanity aspects into animals would make them intelligent, but perhaps I've misunderstood the inheritance system.
If Water humans just get super-lungs, could we stack additional water-related traits on them to make them truly aquatic without going into animal traits? It'd be more expensive, but well within our abilities to stack Ocean Affinity and/or Spirit of the Sea on top of Classical-Water. At some point they've got to get so much water in them that living there exclusively becomes feasible.
It does make them around ape-ish intelligence, and considering chimps introduced to the concept of money invented prostitution in the first day, it's not all that far off of human.
For demi-races and monster broods,
animal aspects provide boosted effect on form compared to on yourself, but it only really starts to kick in at higher tiers. Spirits give them some natural predilections towards certain things, creates light compulsions (fox people are sneaksy, what a shock). EA's are the weakest on their own, and only
really do things for Ur-spawn, or
especially well-engineered broods/races.
(This happening now suggests that blessings/inspires and call fish don't benefit from it, even if the blessings/inspires are astrology)
Nah, I was just trying to mostly keep everything in order as it appeared on the available action list so I didn't lose track of actions
as I was rolling for them, synergies worked backwards, too.
(...Wait. Our 15 DE from the blessings isn't here. We should have 114 DE, condensing down to 79 (cap is 87 with PB able to go over), a total of 4 ambrosia.)
Fuck I missed those too. I even included the 15 DE
in the blessing results because I might forget it later.
(2 (Moonbeam) + 4 (Spirit Encounter) + 5 (Ur-Child return) + 20 (Ritual + Shrine explosion) = 31 gained legend, not 29)
(9 total and unspent legend given to ur-children; 6 lost for good)
(The total, 58, is correct, but the equation is wrong; thanks
@Raising Kittens for point that out)
(20 legend spent in glut)
(The unspent legend is calculated and listed correctly if confusingly; we had 12 unspent legend at start of turn, 12 + 31 - 9 - 20 = 14)
(Can you write out the unspent legend calculation fully in the future please?)
I should probably fully write all individual increases and decreases.
(...Can we only build one shrine per turn? I assume we use subvotes to say where? And this doesn't cost DE or require an avatar?)
One at a time, you should subvote as to where. Only tier increasing requires DE. You can pantomime enough to get a shrine built.
Does fear affect both how many types we have unlocked and how high-level the types we can unlock are? hmm)
Yes. Each even numbered Fear or Faith gives you
a choice of three new extensions, and unlocks progressively more powerful extensions. As an example, the Ambrosia Pool would be something like a third-tier 'wonder' type extension, meaning that if you picked it, you could only put it in a single shrine anywhere (you could rebuild it if lost), and no other shrines would be allowed to count towards it's power increase.
Double Edit: Also, just to be clear, you haven't changed the skill modifiers from +2 to +3 yet, right? If/when you do, can you let us know? Also, if you're still deciding and want a chart like i made earlier to show the differences, let me know; i got partway to making one last night before i found some bugs in my code, but if you need it i can fix it tonight.
I am almost definitely not doing that. I would if I ended up deciding to.
Edit: Also, would it be possible for you to list increases to costs as parentheticals for upgrades?
That might be easier...
When you next update the character sheet, can you include those?
There were a lot of things to do that particular update, I had other things on my mind than clarity edits. I'll see what I can do in the future.
Also,
@Powerofmind if i am right and you missed the blessing DE, a suggestion: in the interests of a second update, maybe just push those sacrifices off until next turn and give us the DE this coming turn? Maybe the fluff would be "the sacrifices were delayed due to the explosions"?
That's what I was going to end up doing, yes.
Been working my way through the 49 missed alerts in the 2 or so hours since my last post.
Try 130.
OKAY I'M LOCKING EARLY WITH THE ONE BIG PLAN FUCK IT. Wake up from my damn nap with people wanting bonus updates *grumble grumble* ungrateful kids getting a bonus interlude, too *grumble grumble*...
SOMETHING SOMETHING GET OFF MY LAWN!