- Location
- Europa, Jupiter Orbit
@Alratan
The amount and difficulty of the obstacles of any given plan depends on the number the dice throw up. You should instead check the what the worst case scenario for singular dice rolls would be, what the expected reward for mission success would be, what inevitable costs there are, and what potential boons we could get if the dice go incredibly right. Otherwise, as long as the QM deems our plan as acceptably plausible, climbing a difficult wall in silence is as hard as sneaking up on a shaman, is as hard as torturing someone for information, is as hard as cracking a cipher.
In that light I dislike Thorns the most due to miscasts depending on 2 rolls that are done by a character with unknown stats, granting only numerical bonuses against the Greenskin reinforcements, and having low potential of being hilarious to read.
Shadows definitely lose us a stat boost on all rolls done by human mercenaries during battle, but would otherwise be straightforward, dependent solely on OP Mathilde and have low chances of harming allies during a miscast. On the other hand it makes us face complete unknowns in the form of counter-casting shamans as if yet not rolled up into existence.
Fire has a chance of massive damage, with rolls mostly mitigating that instead of incurring costs. Explosives has a high amount of rolls, a wildcard companion doing his own rolls, but if successful, will definitely delay reinforcements, though for a randomized amount of time. It has also the most potential for a hilarious reading experience as we interact with a poor, floating dwarf architect.
In that light I dislike Thorns the most due to miscasts depending on 2 rolls that are done by a character with unknown stats, granting only numerical bonuses against the Greenskin reinforcements, and having low potential of being hilarious to read.
Shadows definitely lose us a stat boost on all rolls done by human mercenaries during battle, but would otherwise be straightforward, dependent solely on OP Mathilde and have low chances of harming allies during a miscast. On the other hand it makes us face complete unknowns in the form of counter-casting shamans as if yet not rolled up into existence.
Fire has a chance of massive damage, with rolls mostly mitigating that instead of incurring costs. Explosives has a high amount of rolls, a wildcard companion doing his own rolls, but if successful, will definitely delay reinforcements, though for a randomized amount of time. It has also the most potential for a hilarious reading experience as we interact with a poor, floating dwarf architect.