Voted best in category in the Users' Choice awards.
The fact that you're saying this without any hint of irony while doing exactly what you describe is hilarious to me.

You're using the fact that we got a decent but not optimal result which was arguably still a success as proof that you were right all along.

Even though it only went this "Badly" after a long series of bad rolls.
And this is what I'm talking about. We had a massive opportunity cost FOR NOTHING.

We gained nothing. We killed dwarves by lack of intelligence. We gave the enemy at most a minor annoyance.
 
How does this mastery factor into the table top segments?
Does it just not do anything that seems strange since it's a pretty big advantage in battle.
But at the same time I can't really think of a way to represent it.
 
Well then! For rolling so poorly I think that went rather well. We uh, may want to leave out how long it took us to escape when we tell the story though.

[X] Having successfully escaped, you can now move on...
-[X] To the King's Gates, to scout the outer defences.
 
Did anyone every ask about whether the Grey College spells from the more recent edition of WFRP were potentially learnable/developable?

Things like Blade in the Dark, where the Grey Wizard stabs their sword through one shadow and it emerges from another to stab someone might fit with the Shadow Knight concept, while the Second Shadow, where you attach your shadow to someone else and it follows them around to spy on them would help with espionage. For other situations, the Shadow Strikes (where an enemy's own shadow attacks them as if they'd struck themselves) is another nice assassination spell. As is Traitor of Tarn, where you take control of someone else's shadow and use it to shadow puppet them to force them to attack someone else.

This last spell would have been very useful in the last update. As would, probably, The Subtler Magic, a spell that prevents people from noticing or detecting subsequent spellcasting by the wizard.

how the heck did we go from Shadow Mage

into Shadow Rouge

and now we are adding in Knight Class stuff

this isn't just double classing, it triple classing

what even is this ?

oh wait, we are also a priest as well, that quad-classing

Mathilde is literally a knight, after all. She might as well live up to her title.

As a side note, she can't be a priest as well, unless she invests a whole new sorcerous tradition.
 
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How does this mastery factor into the table top segments?
Does it just not do anything that seems strange since it's a pretty big advantage in battle.
But at the same time I can't really think of a way to represent it.

The wargame typically lasts six turns, so at most twelve rounds of combat. The effect is out of the scope of those mechanics. If a combat lasted longer than that, I'd have started accounting for fatigue narratively.
 
If we go to the gate, we still get an opportunity to report our findings properly to higher ups just before the assault, IIRC.

Assuming we do not get stuck fighting goblins. Which we might. Man, that is going
to give dorfs a very wrong idea about magister of the grey order.
 
And this is what I'm talking about. We had a massive opportunity cost FOR NOTHING.

We gained nothing. We killed dwarves by lack of intelligence. We gave the enemy at most a minor annoyance.
Yeah you're just blatantly ignoring what other people are saying, and are so utterly convinced you MUST be right you refuse to even consider that you might be wrong.

I seriously don't see any reason anyone should consider continuing this with you.
 
[X] Having successfully escaped, you can now move on...
-[X] To the King's Gates, to scout the outer defences.

Take us MUCH closer to friendlies while achieving our objective, no more reckless risk taking.
 
It's 'safe' when cast before battles, and 'safe' enough that it doesn't even register as a roll in the game, but when you're talking about casting it two hundred times a day, that's a different equation.
Is it still possible, though? The ability to fight or ride for a day or days without stopping can be useful even with risks from continuous casting.
 
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It's possible to try, but having forewarned you I have no compunction against unleashing consequences. Ulgu likes you, but it is still the child of the nightmare hell dimension.
 
[X] Having successfully escaped, you can now move on...
-[X] To the King's Gates, to scout the outer defences.
 
Gotta level up some harder, I guess.

We have some serious safety margins for miscasts, but that is a pretty straightforward "think real hard about it for the moment" Qm warning, if I ever saw one.
 
On the Aetheric Armour mastery, that is supremely, amazingly good. Absolutely worth everything that's happened in the update. Like, people have pointed out its battlefield applications and running to Stirland quickly, but that is basic compared to its true potential. If we create an enchanted item that provides that lack of fatigue permanently, Mathilde no longer has to sleep. That means that every day, she gets to do 33% more stuff than she used to do. That is huge for our action economy. Imagine all the things we could do with all the extra time that would otherwise have been wasted in unconsciousness.
50% if we did not have to sleep, but Sleep has more functions than merely eliminating fatigue. Of course, fatigueless may offer a lot more than 50% time savings depending on what we do.

[X] You've finished scouting, you'll return to the Vanguard...
-[X] By slipping out the King's Gates.
 
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Ok guys, I'd be more careful with no-fatigue-mastery. I'd bet that like most magic it's not a safe effect to use continuously even without considering miscasts, and besides that it's Ulgu magic - which means it most probably "masks" fatigue rather than straight up removes it. So, useful to fight for hours straight when you have to, or turn into an item to ride 40 hours straight that one time everyone's life depend on it. Not useful to reduce your healthy sleep habits.
 
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It's possible to try, but having forewarned you I have no compunction against unleashing consequences. Ulgu likes you, but it is still the child of the nightmare hell dimension.
Yeah, let's not tempt the Warp. It's not 40k Warp, but it's still the Warp. Way I see it, if we ever get into a fight that is that desperate and long, we'll be thankful for it, and it might help in slightly extended battles, where we cast it a couple of times, since Mat will be full fresh for each individual clash, but there is no truly safe magic folks.

Being not tired with the spell will help with not being tired while casting all the other spells we need to, but the best solution for any battle like that is not to be in one.

If you need to cast dozens, even hundreds of spells, without rest, and the Everchosen is not on the field in a grand battle for the fate of the world, you are doing something wrong.
 
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@Hangwind I sort of agree with you that the action wasn't optimal, given the ensuing chase and loss of a scouting action.

At the same time, the same performance enhancing mushrooms that made the chase hard also allowed for us to gain a potentially incredibly valuable Mastery.

So I say it balances out.

@Dark as Silver Probably has a better point in that a plan that involves being seen at all was likely not the smartest choice when we are on a time crunch and a hard chase costs time.

Still, I think it was a valid tactic: we had to make some noise, so might as well try and go for incriminating someone else.

Just one more thing for the enchantment pile: gun with no sound and magical scope.

@BoneyM We visited half a dozen smiths in Zhufbar, could you give us the basics of dwarven longarms, OOC? Just to see how they hold up to our revolver.
 
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Is it still possible, though? The ability to do fight or ride for a day or days without stopping can be useful even with risks from continuous casting.

Trying to improve Mathilde's enchanting sufficiently to create permanent Indefatigable Aethyric Armour seems safer.

I do wonder if Mathilde's belt would make it safe for her to have Maximillian to cast Law of Logic on her when she's doing research or enchanting. It almost certainly would be safe for theoretical work (which makes it a shame that she can't use it to help with studying things which need to be kept secret). An item that grants permanent Law of Logic would be very valuable to her. It's a pity she's unlikely to accrue sufficient college favours to commission one any time soon. Or a similar item of the Hysh spell Inspiration.

Yeah, let's not tempt the Warp. It's not 40k Warp, but it's still the Warp. Way I see it, if we ever get into a fight that is that desperate and long, we'll be thankful for it, and it might help in slightly extended battles, where we cast it a couple of times, since Mat will be full fresh for each individual clash, but there is no truly safe magic folks.

Being not tired with the spell will help with not being tired while casting all the other spells we need to, but the best solution for any battle like that is not to be in one.

If you need to cast dozens, even hundreds of spells, without rest, and the Everchosen is not on the field in a grand battle for the fate of the world, you are doing something wrong.
Ok guys, I'd be more careful with no-fatigue-mastery. I'd bet that like most magic it's not a safe effect to use continuously even without considering miscasts, and besides that it's Ulgu magic - which means it most probably "masks" fatigue rather than straight up removes it. So, useful to fight for hours straight when you have to, or turn into an item to ride 40 hours straight that one time everyone's life depend on it. Not useful to reduce your healthy sleep habits.

On the other hand, we are in a setting where powerful wizards can become statues of tireless living gold or whatever timeless entity that Elsbeth Von Draken became. Mathilde clearly isn't there yet, but multiple intersecting masteries may well be the path that leads to that kind of magical ascension.

We don't need a magical scope, do we? We could just use the magical lenses we can make.

Generally, it seems safer to have even petty magic like this as bound spells enchanted into items ahead of times rather than having to cast them in the heat of battle. Less to go wrong.
 
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@BoneyM We visited half a dozen smiths in Zhufbar, could you give us the basics of dwarven longarms, OOC? Just to see how they hold up to our revolver.

The baseline would be a choice between breech-loading ludicrous-caliber handgun, double-action revolver rifle, and a somewhat-less-reliable-than-dwarves-are-comfortable-with low-caliber tube-fed lever-action rifle. On top of that I'd do a diceroll to see if anything exotic pops up.
 
I think either the breech loader or the revolver would make good bases for a sniper rifle. First likely has stupid good accuracy, and likely guarantees things like "this Orc's skull is steel-plated" won't get in the way, and the second is what Gustav said: three bullets to the chest are often better than one in the head.
The baseline would be a choice between breech-loading ludicrous-caliber handgun, double-action revolver rifle, and a somewhat-less-reliable-than-dwarves-are-comfortable-with low-caliber tube-fed lever-action rifle. On top of that I'd do a diceroll to see if anything exotic pops up.
Is sound negation + magical lenses outside our current enchantment skill, or could it perhaps serve as a stepstone on raising it?
 
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