Seriously bros, that is way too much of a long term gamble,
That is not a gamble at all. Fixing the ki is obviously on the agenda, and we are obviously going to massively benefit from this when we do. The only question is whether we want supreme finger of life (& quite possibly death) down the road or the sweeping kick which might cut grass if we really really master it.
when with our luck we're not exactly steamrolling through the opposition at the moment.
Prologue opposition has been mostly railroad material. Also, with our stealth skills, it's not a problem to avoid opposition.
If I want freedom, I don't need to convince the Doc, I need the antidote. As a heiress and the inheritor of his knowledge, the girl is in perfect position to learn how to make it. The rest falls to us.
This theory of yours relies on #1 the doc teaching the girl how to make your antidote, which he might not be willing to do before releasing you, and #2, the Killing Physician not brutally kicking both of your asses once he finds out.
Also, with a sufficiently advanced herbalism skill, we might learn it ourselves.
Of course he wouldn't. But I won't need his permission. And it still beats doing nothing and hoping he will eventually come to his senses and release us.
I'm pretty sure the narrative structure means eventually the character will be free to go. Especially if he provides some great service that pays the debt. The downside to that is that we might be required to kill the girl in the end, and that this double apprenticeship is really a way for the doc to ensure that he has an apprentice who has learned his skills, and one of you two dies in the end to satisfy his philosophy of "one death for one life." In a case like this, we might even be confronted with killing the doc himself.
The problem with 2C is that it follows the same logic:
Learning a weapon we won't be using for a while robs us of a weapon that we could put to use immediately.
Actually we can put the Healing Finger to use right away as the Finger of Nausea and Dizziness, which for a character with our agility can give him a useful edge in disorienting and thus overwhelming an enemy. A high int contributes to devising creative uses for your techniques anyway. A high endurance gives him a good combat resilience and later neigong for the almighty finger too.
No one here has any idea how long it would take us to fix our qi,
True, but I don't think a single person here is seriously considering not fixing it. Fixing ki has amazing powerup written all over it. And not fixing ki is suggested to kill him when his meridians explode, now that his ki congestion has been cleared. We all know we're going to get it fixed, and when we do, healing finger should prove quite interesting.
when we get to learn a new technique,
It's an apprenticeship for crying out loud, and he is traveling with his master. We all know he is going to learn techniques from his master, others, or even devise his own.
if the next choice of techniques will be even harder and we'll have to pass another combat tech in favor of yet another potentially useful ability.
I don't think there will be many
potentially useful abilities like this. Either it pays off or it doesn't. This is one of the few techniques that pays off down the road. Anything else would be needlessly similar.
No one here can measure the usefulness of the ability beyond treave's words that it will prove useful one day, someday.
I'm not sure how much measurement would be enough for you, but... here are the indicators it will be very useful
1) Treave said so.
2) The doctor's healing skills are "bordering on the realm of the divine" and he is offering to teach us one of these skills.
3) The perfect balance of yin and yang indicates the character will be able to do very unusual things with this technique once he gets the ki under control.
As for the moment, we know it's a technique that induces nausea and dizziness, which can still be useful.
One needs to draw a line when chasing the potential benefits starts endangering immediate survival.
Dude, the character has stealth skills, escaping skills, and if you pick 1A he will also have talking skills. It's unlikely he will face serious danger he cannot escape.
I want a combat tech, any tech, right now.
1) Finger of Mild Dizziness and Nausea can be used as a combat tech.
2) Jinshetuipi, the escape move, is also a combat tech.
3) Yinglang Step has already been used in combat. We
know it's a combat tech.
4) We're going to pick up other combat techs regardless, sheesh. Calm down.
Mark my works, we will find ourselves restrained and helpless a few times over the course of the LP. If you won't have your legs to fall back to, you'll have nobody to blame for your death but yourselves.
1) Over the course of this LP means that by that time we will already have mastered some more attack techniques.
2) Mark my words, we will find ourselves severely injured a few times over the course of this LP. If you won't have a healing technique to fall back to, you'll have nobody to blame for your death but yourself. And powerful healing techniques are harder to come by than okay combat techniques.
It just seems like our guy doesn't have the aptitude to get good at the Healing Finger - he has mediocre endurance and perception, both of which are needed to make the technique work. On the other hand, he's got beastly strength and agility. Even if this guy is the greatest physician in the land, maybe our skills lie elsewhere. Assuming our qi issues were resolved, treave, how would we even make it into a powerful technique? It just seems like our guy would get a lot more mileage out of ass-kicking.
First, 5 is already above average. Second, if B wins he'll be higher up there. Third, there will be more opportunities to raise stats later. Fourth, if he fixes his ki, I would be surprised if his endurance stat
didn't go up.