Mal will probably start with 25 Loyalty (we moved his castle, are his descendant, etc.) so that means he'll roll with 4 (Doof's Occult) + 38 (Mal's Occult) + 5 (Mal's Loyalty) + 10 (XP) = 57 bonus
Then again, we got 7 Martial on a normal success for Temujin's boot camp. Critsucceeding on Mal's could make Doof overshoot Janna's base 13 Occult.
Maybe we should summon Demons this turn. We just need a 13 to get a crit success and could get a new hero unit out of it.
We also have the crystal key, which at this point we auto succeed with XP assuming Malf can do itMaybe we should summon Demons this turn. We just need a 13 to get a crit success and could get a new hero unit out of it.
Cannot switch. Once you pass on Felldrake, he won't go back to someone with a lower occult stat. Also, thread will never vote for it because we like Janna. There us also no mention in Felldrake's flavor text that he would be willing to switch between Doof and Janna repeatedly.... Dumb question, can we give Feldrake to Doof himself? He's more Eeeeeeevil than Janna, but her being the more powerful spellcaster means they can switch at will.
Then again, we got 7 Martial on a normal success for Temujin's boot camp. Critsucceeding on Mal's could make Doof overshoot Janna's base 13 Occult.
He'll switch to a more evil OR a more powerful user. Doof is more evil, Janna is more powerful, it could work. That said, it's really only be worth it for a possible Magic Training NA, and if we did that we might not be able to transfer him back, so no-go on that idea.Cannot switch. Once you pass on Felldrake, he won't go back to someone with a lower occult stat. Also, thread will never vote for it because we like Janna. There us also no mention in Felldrake's flavor text that he would be willing to switch between Doof and Janna repeatedly.
To get him to switch you'd need to convince Felldrake that the new user would be a better apprentice than the old user. He won't even consider new users that aren't either more evil or more powerful but just one of the two won't guarantee he will swap. IIRC the constantly swapping between units plan was brought up and shot down soon after we got Felldrake.He'll switch to a more evil OR a more powerful user. Doof is more evil, Janna is more powerful, it could work. That said, it's really only be worth it for a possible Magic Training NA, and if we did that we might not be able to transfer him back, so no-go on that idea.
[X] Atop Mount Doofsuvious
Malifishmertz Ardent Doofenhawk Evil Volcano Incorporated Lair.
Because uncle Malf is mad evil, or mad and evil.![]()
Where are you getting this information from? Is it Discord or something?To get him to switch you'd need to convince Felldrake that the new user would be a better apprentice than the old user. He won't even consider new users that aren't either more evil or more powerful but just one of the two won't guarantee he will swap.
If so, great. There are few higher and finer uses we can put a National Action to than making a significant boost to Doof's base stats, because that boosts every subsequent action in that entire category.We've no idea if Mal has an action like that, but if he does, wouldn't it make more sense that it was a National Action like the Mongol Bootcamp with Temujin?
Honestly I'd take a 42% risk of failure with a smile, since we know the action won't straight-up critfail. Failures are acceptable if the price is to get a good outcome, and right now we're cripplingly bottlenecked in magical affairs by Doof's low Occult stat.It isn't that risky with PA.
Mal will probably start with 25 Loyalty (we moved his castle, are his descendant, etc.) so that means he'll roll with 4 (Doof's Occult) + 38 (Mal's Occult) + 5 (Mal's Loyalty) + 10 (XP) = 57 bonus.
If the DC is 100 we'd have a probability of failure of 0.42 ((100 - 57 - 1*)/100).
*: Because if we get the exact same roll as the DC we pass it.
This with PA becomes just ~17% (0.42**2 = ~0.17) which is low risky enough.
THAT is one of the few reasons to postpone tutelage.We also have the crystal key, which at this point we auto succeed with XP assuming Malf can do it
I distinctly remember being told this in the thread shortly after we got Feldrake, but that was quite a long time ago. I'll vouch for it, though.Where are you getting this information from? Is it Discord or something?
Also next turn is the Critfail city, which is another reasonHonestly I'd take a 42% risk of failure with a smile, since we know the action won't straight-up critfail. Failures are acceptable if the price is to get a good outcome, and right now we're cripplingly bottlenecked in magical affairs by Doof's low Occult stat.
Honestly I'd take a 42% risk of failure with a smile, since we know the action won't straight-up critfail. Failures are acceptable if the price is to get a good outcome, and right now we're cripplingly bottlenecked in magical affairs by Doof's low Occult stat.