Voted best in category in the Users' Choice awards.
Are all plans slowly migrating towards being "Do all the things votes"?
No?

I think wasting the change of unloading dozens of bolt throwers into a crowd of hundreds of goblins is too wasteful.

We'd have to pass by them in our way out in any case.

It's dozens, or more, of dwarf lives we save. If they get to unload the bolt throwers on the throng, it will get ugly.
 
There's hundreds of them. They're not all going to be looking in the same direction.

Invisible boulder got hit with the nerfbat.
- Anything longer in any dimension than a meter, or heavier than 10kg/22lbs, will be much more difficult to cast this upon; anything more than twice that is approaching the limits of possibility.
This feels like a rules patch which is so concerned about a specific potential abuse of a loophole that it crushes the spirit of what the spell is supposed to do in a lot of applications. Many of the plans considered at Und-Uzgar become outright impossible under this ruling even though they were completely reasonable at the time and well within the spirit of what the spell should allow; the bar on the doors would now be too heavy to Substance of Shadow, and the doors themselves both too heavy and too large. It would probably be more reasonable to just say "this spell enables a lot of shenanigans but the GM isn't going to let you outright abuse it".
 
[X] Plan Pointy Sticks

I can appreciate simplicity in a plan when our last plot got away from us like it did. They're sitting right in front of a bunch of ballistas, might as well do the obvious thing.
 
The only thing that worries me about murderbeast is that there are some beasts that prefer eating magic and wizards, but I don't really expect one to be here, of all places. I'd expect something like that from Chaos, not Goblins. Even Skaven are more likely to have some kind of warpstone mutant than one of the Wizard killers.

From the options, it's obvious we can't check what the beast/s is/are without actually going down there to check, and that's a risk in and of itself. Still one of the better options, if the thing in there is hostile to Goblins. That's the other possible problem. That the thing comes on out and is some kind of allied or friendly Goblinoid, but I can't think of one from the description we got. Then again, we didn't really have a good look at anything but it's claws.
 
This feels like a rules patch which is so concerned about a specific potential abuse of a loophole that it crushes the spirit of what the spell is supposed to do in a lot of applications. Many of the plans considered at Und-Uzgar become outright impossible under this ruling even though they were completely reasonable at the time and well within the spirit of what the spell should allow; the bar on the doors would now be too heavy to Substance of Shadow, and the doors themselves both too heavy and too large. It would probably be more reasonable to just say "this spell enables a lot of shenanigans but the GM isn't going to let you outright abuse it".

"Spirit of what the spell is supposed to do". The source material says a hard limit of 10kg, and it's touch instead of ranged.

The cycle of Substance of Shadow has gone around at least three times now. I try to describe the limitations in a concise and easy-to-picture way, someone takes it a little further than I intended, I shrug it off, then someone takes it a leap further and introduces the vorpal quarry blades. Then we start over, except this time it's the strategic deletion of structural foundations. Then it's the two ton invisible floating wrecking ball. And now I finally give no benefit of the doubt and give explicit and unambiguous weight and dimension limits that are still significantly more than what the source material would give you, and then here we are.

I'd like to just say 'be sensible with this', but that didn't work. Draw the line at something as nebulous as abuse and people keep looking for the point just before that, or even better, take it as an invitation to debate what 'abuse' means.

Look, I get where you're coming from. From that side of the game it probably seems like an interesting and fun and unique aspect of the game being locked away. But I'm not doing it because I'm The Trunchbull and this thread is my very own Crunchem Hall. I'm doing it because I keep giving inches and keep having to walk back miles so now nobody gets those inches, no matter how fun it would have been if it had only been those inches.

I've been rewriting this post for like twenty goddamn minutes now so please understand that any bitchiness left in it is aimed at the situation in general, and not at you personally.
 
The only thing that worries me about murderbeast is that there are some beasts that prefer eating magic and wizards, but I don't really expect one to be here, of all places. I'd expect something like that from Chaos, not Goblins. Even Skaven are more likely to have some kind of warpstone mutant than one of the Wizard killers.

From the options, it's obvious we can't check what the beast/s is/are without actually going down there to check, and that's a risk in and of itself. Still one of the better options, if the thing in there is hostile to Goblins. That's the other possible problem. That the thing comes on out and is some kind of allied or friendly Goblinoid, but I can't think of one from the description we got. Then again, we didn't really have a good look at anything but it's claws.
But if it wasn't hostile to the Goblins why would they keep it in a pit as a trap? That is the kind of thing you do with a monster you barely have any control over at best.
 
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Guys, can I convince you to vote for the Mk2 version of Muderbeast? To put it simply, someone came up with the idea of using our Move spell, a very simple minor telekinesis spell to fire the bolt throwers, as opposed to running over the stage and firing three or four, we can fire half of them if we move up to the side of the stage up to where they are.

It is, conveniently, on our way out.

Unleashing dozens of bolt throwers on hundreds of tightly clustered goblins, at point blank range is just too good an opportunity, we could easily kill up to three digits in goblins depending on how well it goes.

That's the sole modification the Mk2 version does to the plan.
 
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But if it wasn't hostile to the Goblins why would they keep it in a pit as a trap? That is the kind of thing you do with a monster you barely have any control over at best.
Also if its any of either ogre, rat ogres, or trolls which are probably the most likely candidates a Goblin army is going to have its unlikely to play nice with Goblins for reasons of all of those things liking to eat Goblins.

No @TotallyNotEvil and please don't mass tag me.
 
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I'd like to just say 'be sensible with this', but that didn't work. Draw the line at something as nebulous as abuse and people keep looking for the point just before that, or even better, take
That's more due to different understanding of what's sensible - i.e. I think that pre-nerf version was okay (current one is fine too, and more manageable, though). Being the QM you're the arbiter of how our magic works, and you're doing a good job of it. It's just common sense doesn't really exist in groups over four people.
 
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