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There is no protection against New Choice activating multiple times in a row.
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All restricted choices reset each turn, OR when a unit is refreshed.
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The chance of New Choice activating is 15% during a chapter, and 25% in MyCastle.
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A "choice" is made up of
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	1. An acting unit
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	2. An action
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	3. A target
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For example, say I try to shove Edward with Micaiah and get "new choiced". I can instead:
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- Shove Edward with someone other than Micaiah (changing the acting unit)
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For example, say I try to use Felicia to heal Kaze and get "new choiced". I could instead:
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- Use Micaiah's turn to trade with Edward or heal him (changing the action)
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- Heal Kaze with Sakura instead (changing the acting unit)
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- Use Micaiah's turn to shove someone other than Edward (changing the target)
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- Use Felicia's turn to trade a vulnerary to Kaze (changing the action)
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- Use Felicia's turn to heal someone other than Kaze (changing the target)
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As a general rule, an action is defined by the menu option selected to complete it. This means:
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1. Attacking with a different weapon is not a different choice, as they both use the "Attack" menu option
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As a general rule, an action is defined by the menu option selected to complete it. This means that attacking with a different weapon is not a difference choice, as they both use the "Attack" menu option. It also means that skills like Shove, Shelter, Sing, and Rally are each distinct choices.
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2. Using a thief's lockpick skill IS a different choice from using a key on the same lock.
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3. Using Micaiah's Sacrifice IS a different choice from using a healing staff.
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There are two notable exceptions:
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4. Gamble is a separate action from Attack. This is my favorite rule.
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1. The "Staff" command: If Felicia is "new choiced" out of using Freeze on an enemy, she can still target the same enemy with Enfeeble.
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2. The "Item" command: If Kaze is is "new choiced" out of healing with a Vulnerary, he can still heal himself with a Concoction.
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There are two key exceptions to this:
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(I like the balance of this mechanically, as it makes healing very easy to do in the early game when being locked out of healing can be extremely lethal, but later on the choice to carry more kinds of healing items/staves on one unit will come with much steeper opportunity cost)
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1. Galdrar - Each chant is a unique action. (Biorhythm is a good mechanic.)
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2. Items - Each item is a unique choice. Herbs, vulneraries, and elixirs are unique from each other. For example, you can use a vulnerary after an herb is vetoed. However, you cannot carry two herbs and try to use a second herb after the first is vetoed.
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During map gameplay:
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- Wait
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- Equip/Unequip
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- Talk
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- Seize (or Escape, in cases where it ends the map)
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- Switch (Pair Up mechanics explained in depth below)
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- Equip
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- Seize
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- Trade equipping, as long as the units do not exchange any items
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- Transforming/untransforming Laguz
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In MyCastle/Battle Preps:
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- Moving with Canto
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- Managing weapon/item inventories
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- Changing yellow unit orders
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- Unequipping skills
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- In the base: Shopping, forging, viewing info conversations, removing skills, raising support levels, conferring bonus experience, and managing inventories
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- Moving or demolishing a My Castle facility
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- Activating supports
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- Shopping and forging
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- Selecting units for deployment and changing their starting positions
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- Escaping, when NOT required to complete a map
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- Using any item (this includes during preps, and applies to stat boosters and promotion items)
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During map gameplay (15%):
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- Trading, when items are actually exchanged
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- Rescue/Drop/Shove/Smite
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- Galdrar (dancing)
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- Using any item
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- Other class/skill-based map actions (Micaiah's Sacrifice, a thief's lockpick, Tanith's Reinforce, etc.)
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- Trading
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- In the base: Establishing new support partners, assigning skills
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- Separate, Transfer, and Pair Up (Note that Switch is a free action)
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- Sending an item to the convoy when your inventory is full (on the off-chance you get 8 vetoes in a row, just choose manually and go buy a lottery ticket)
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- Visiting villages
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- Skill/class-based map actions like Sing, Shove, Rally, etc. (This includes "Capture", which is separate from "Attack")
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- Sending an item to the convoy when your inventory is full (if vetoed 5 times, the new item must be sent to convoy)
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--- Other misc. rules/clarifications ---
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- Choosing the skill to unequip when learning a sixth skill (if vetoed 5 times, the new skill cannot be equipped right now)
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For anything I forgot to mention:
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In MyCastle/Battle Preps (25%):
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Generally, the intuition/principle I tried to follow with these rules is that free actions are those that have no alternative, while "New Choice-able" actions are those that are one of several options. For example, base conversations are free because the alternative is just missing content with nothing else taking its place. There is no Plan B to missing Geoffrey's Brave Lance, so I think it's not very interesting to deny the chance to get it. This principle gets bent in a few key places for the sake of balance and/or fun, but it generally holds for most of the rules. My real highest priority is making sure that this is fun to watch!
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- Using items, including stat boosters and tonics
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- Equipping skills
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Dancing:
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- Class changing
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- The targets of a dance are all vetoed individually. This means that if Rafiel fails to use Vigor for Micaiah and Edward, he cannot then attempt to use Vigor for only Micaiah, or for Micaiah and Leonardo. To be considered a new choice, ALL targets of the galdrar must change (or the Galdrar can be changed, if you really want to use Bliss that badly).
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- Pairing up before turn 1
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- Choosing the next chapter to play when paralogues and invasions are available
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Trading:
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- Building or upgrading a My Castle facility (each facility being its own choice, does not apply to things that cost 0 DVs)
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- Trade equipping is free, but items cannot switch inventories for free. This is a blatant mercy rule that flies in the face of the rest of the challenge guidelines. This game is kinda hard, please be nice to me.
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See specifics about certain facilities below.
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- If a trade fails, you CAN attempt the same trade with the other unit's action - i.e. if Micaiah is blocked from trading with Edward, Edward can still try to use his turn to trade with Micaiah, as the "acting unit" and "target" are different.
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--- Misc. rules and more detailed clarifications ---
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For anything I forgot to mention about New Choice guidelines:
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- If using an item during battle preparations fails, you are still allowed to leave the item in the unit's inventory and try to use it on turn 1 of the actual chapter. Think of preps as just "turn 0".
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Generally, the intuition/principle I tried to follow with these rules is that free actions are those that have no alternative, while "New Choice-able" actions are those that are one of several options. This principle gets bent in a few key places for the sake of balance and/or fun, but it generally holds for most of the rules. My real highest priority is making sure that this is fun to watch!
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- Although keys can technically be used in two ways (Item>Use or the "Door"/"Chest" menu action), these are still one action. Thieves are the exception, as selecting their "Door"/"Chest" menu command would not consume the key, making them distinct choices.
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- The Spectre/Reaper/Daemon Card items ARE considered items, rather than attacks. This means they can be used against an enemy after attacking with a weapon has been vetoed.
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MyCastle Resources:
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- I will be cheating in 99 of each Ingredient/Gem. These have never been an interesting part of the game's economy to me and I don't think having unlimited quantities of them affects the balance of the game in any negative way.
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- I will NOT be cheating in 99 Dragon Vein Points. I think choosing what to build and when IS an interesting part of the game worth preserving, especially in the context of new choice. The choice to play paralogues/invasions to obtain more DV's can also be an interesting dynamic, though I don't expect it to be terribly relevant.
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- I will be fully allowing the random elements of MyCastle, such as the lottery shop or joke weapons and temporary stat bonuses you can get by talking to units in the overworld. However, I will be editing my system time to prevent these elements from refreshing for free between streams. They will ONLY refresh upon completion of maps, so our access to them is limited and we simply get what we get. I just think it's more fun that way.
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Facility Details:
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- Lottery: The use of the Lottery is subject to New Choice, but the Dawn and Dusk lottery are distinct options.
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- Mess Hall: Each ingredient is a distinct option. The prompt to feed the meal to your army or not is NOT subject to New Choice and can be done for free. However, the Mess Hall can only be used ONCE per chapter, so I cannot reroll my meal for better effects.
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- Prison: Persuade and Bribe are distinct options on a per-prisoner basis.
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Path Bonuses:
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- The level 2 and 3 Path Bonuses will become available to me at the same time that the weapon/staff shops unlock their level 2 and 3 upgrades. Once they are unlocked, I can obtain one after each map, and these selections can be New Choiced.
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Elaboration on Pair Up:
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- The only free action with the Pair Up system is "Switch". "Pair Up", "Transfer", and "Separate" can all be vetoed.
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- I expect Pair Up to be an extremely useful tool for this challenge, as Switch>Wait is an entirely free action and can provide me with a powerful safety net, and a single pair has two chances to successfully attack a given target or two chances to Separate.
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- This should be somewhat balanced out by the high commitment of being paired up, which is more severe than normal due to the risk of Separate or Transfer failing.
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Promotions:
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- The check for new choice is on the selection of the class, not the use of the item. For example, if a Mercenary is blocked from promoting into Hero, they can then try to promote into Bow Knight immediately instead.
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Refreshing quirks:
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- Refreshing a unit with Sing allows the unit to retry any actions that were previously vetoed.
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- Singing for a pair of units enables BOTH units in the pair to retry any previously vetoed actions.
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- The Shelter skill is technically able to refresh units through Shelter>Transfer>Switch. This DOES follow the same rules as refreshing through Azura's Sing command, enabling the refreshed unit to retry previously vetoed actions.
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- The Galeforce skill also counts as a full refresh.
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Rally targeting:
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- If "New Choiced" when using the Rally command, the "target" of the action is each unit that would have been rallied *individually*. This means that you can still try the Rally command again, so long as NONE of the previously targeted units are in range.
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Trading and Convoy access:
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- Trade equipping is NOT free - This is a crucial rule change from the previous iteration of this challenge in Radiant Dawn.
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- Trading, as a whole, is one choice. If the trade succeeds, you can exchange as many items as you want between the two units involved. You do not need to check for each item individually.
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- The convoy follows similar rules. If your convoy action succeeds, you are allowed to exchange as many items as you'd like.
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- If a trade fails, you CAN attempt the same trade with the other unit's action - i.e. if Kaze is blocked from trading with Felicia, Felicia can still try to use her turn to trade with Kaze, as the "acting unit" and "target" are different.
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Items:
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- If using an item in MyCastle or Battle Preps fails, you are still allowed to leave the item in the unit's inventory and try to use it during the following map. Think of preps as just "turn 0".
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- Although keys can technically be used in two ways (Item>Use or the "Door"/"Chest" menu action), these are still one action. The Lockpick skill is an exception, as selecting the "Door"/"Chest" menu command would not consume the key, making them distinct choices.
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Other choices:
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- Off the top of my head I don't know if Revelations has any examples of this, but any situation similar to Conquest's cutscene choice to kill or recruit Shura will be subjected to a 25% New Choice check.