You can build psytech to counter the malus and maybe even give her a bonus.
Does this also hold true for her being a strategist? She's using divination for that as well, naturally.
I mean, it says "can be enhanced by psytech" too, but it's not clear she'll be enhanced in the same
way, lol.
Yes. When you put her on our best roll and restrict her to only one roll guarded. I don't have the time to produce better stats right now, or maybe even today, but I'll get back to you.
Sure, in theory we could split her and anexa or victan up, but if a roll is important enough that we really care about how well it does,
our other crew will always be assigned to it, because they can do more than stop it from going poorly, they can make it go
extra good.
And we will always want
extra good on our important technologies and diplomacy actions, we basically treat poor successes as failures by another name.
As for doing it to multiple rolls... that's only even a possibility at level 10 for Seer Gwen. How many extra will she even get? How many opportunities will be lost because we had to turtle with our fights instead of being able to act more aggressively? How much will we lose because somebody else picked a fight with us and we stopped getting lucky?
Here's the numbers for non-anexa research action:
Gwen mod | Crew mod | Vita mod | | | | | |
-10 | 0 | 20 | | | | | |
-10.00% | 0.00% | 20.00% | | | | | |
| | | | | | | |
Scenario | 1.1 | 1.2 | 2.1 | 2.2 | 3.1 | 3.2 | 3.3 |
Vita rolls | Too high to beat: 31% | ← | Improvable: 68% | ← | Nat 1: 1% | ← | ← |
Gwen Rolls | 0.00% | 31.00% | 34.00% | 34.00% | 0.89% | 0.10% | 0.01% |
| Improve | Doesn't | Improves | Doesn't | Improves | Doesn't | Double Nat 1 |
| | | | | | | |
| Gwen Does not improve: | 65.11% | Gwen improves: | 34.89% | | | |
It's... a pretty insubstantial difference. Removing Gwen's malus doesn't even budge the "gwen improves" chance by a full percentage point. And if we give her a second chance, now with no malus because level 10 - her likelihood of influencing an outcome goes up to... 64%.
This is still a bad deal.
Its not about improving the roll its about mitigating the failures.
Lets look at 10 hypothetical turns and be VERY generous to the Strategist and say in those 10 turns we have 3 planned military actions and we have 2 instances where we get ambushed/suprise visited.
Hm. Going to stop you right here.
First of all... we don't
have failures outside of military, exploration, and the so far theoretical "turn we do two diplomacy actions at once". Poor successes yes, nat 1s yes, but not failures. Our dice mods make it literally impossible.
Perhaps that's semantics, but the point stands that Seer Gwen will modify the result of non-miltiary project rolls only about
30% of the time. But
failures? Like, actual no-shit failures of non-military rolls? She will stop one of those 00.89% of the time. She must roll a (12 - level) or above after Vita's nat 1.
A DC of 12 sounds pretty sweet... but it's for an event that happens 1 out of 100 times. Not 1 out of 100 rolls, because Seer Gwen doesn't get to protect every roll, 1 out of 100
turns. But sure, if that happens, she has a good chance of averting it.
In exchange for not being prepared to avert military catastrophe that can injure or kill our crew, damage or destroy our ship, or corrupt Vita.
So let's go on to your idea about how often that's a risk, because while I chose to talk semantics first, the real, serious error in your analysis is here:
Lets look at 10 hypothetical turns and be VERY generous to the Strategist and say in those 10 turns we have 3 planned military actions and we have 2 instances where we get ambushed/suprise visited.
Turn 1:
Seer: Research | Strategist: Nothing
Turn 2:
Seer: Research | Strategist: Nothing
Turn 3:
Seer: Diplomancy | Strategist: Military(Surprise!)
Turn 4:
Seer: Military | Strategist: Military
Turn 5:
Seer: Diplomancy | Strategist: Military
Turn 6:
Seer: Research | Strategist: Nothing
Turn 7:
Seer: Research | Strategist: Military(Surprise!)
Turn 8:
Seer: Research | Strategist: Military
Turn 9:
Seer: Diplomancy | Strategist: Nothing
Turn 10:
Seer: Research | Strategist: Nothing
Hypotheticals are only as good as what they're based on. How likely are they to resemble the truth?
When I first saw your post, you estimated 1/3 instead of 1/2 turns. You didn't seem to...
base this on anything, you just insisted it was generous. But you did bump it up later, so even if you're going by vibes, you're at least holding yourself to trying to be fair about it - props for that, and I appreciate the effort!
But we have an actual 10 turns we just went through we can compare to. Let's do that - how many military rolls did we have?
Turn | Rolls | What | Why? |
23 | 1 | 68 | Defending yourself from the Drukhari boarding action |
24 | 0 | - | |
25 | 1 | 75 | Military takeover of Transport ship |
26 | 1 | 100 | Blow up any Chaos-tainted stations you find and detect. |
27 | 1 | 91 | Governer's Mansion Expedition* |
28.5 | 1 | 78 | Ork Combat |
28.6 | 4 | 3
2
80
86 | Hacking roll**;
Bongo-Chaos Signal interception***;
Spark of the Ancients vs. Echo of Apotheosis;
Repelling the Boarding Action |
29 | 2 | 33
95 | Aetherion void combat
The last spiteful move of the Aetherion cultists |
30 | 2 | 50
83 | Klyssar's nest invasion
Cia intervention**** |
31 | 3 | 23
75
100 | Attempts to Suss out the Cultists*****;
Baiting the Trap;
The Trap Springs Closed |
32 | 0 | - | No combat (unless you count Cia vs bongo) |
Ah yes, 16 out of 10 turns... wait,
16!?
Yes, that's right, we can have
multiple military rolls in one turn, even ignoring sub-turns! And Gwen's skill as a commander/strategist doesn't just
go away after one exchange, she would continue commanding and strategizing throughout all of it. Nor does she have to do her military related divination in advance - in her debut, the canon omake by Avatar, she forsaw the results of individual acts in combat, and individual choices about which direction to run in all in real-time!
So with that in mind, let's get those asterisks... there are 5 rolls I've flagged as needing explanation, but even if you struck every last one of them, you'd still have 11 rolls left. But still, let's get to it!
- Governer's Mansion Expedition*
- This one got our exploration bonus, and was indisputably a combat action: We had to sneak in, and then fight all the staff! Strategist Vita's action would stack with Vita's exploration bonus here, Seer Vita's reroll would still be at disadvantage.
- Hacking roll**
- Electronic warfare is perhaps a stretch to call warfare... unless your strategist can see that you're about to get clapped back because she's a diviner, that is. Much like Gwen made her decisions in those alleys by the consequences she saw seconds ahead, she would likewise probably have been able to see the corrupt-OMC counterattack, even if she didn't just say "as your strategist I recommend against connecting to chaos infected things, or at least terminating the connection the moment something unusual happens".
- Bongo-Chaos Signal interception***;
- I think Seer Gwen would get a free shot at this too, actually! Diviners are good enough at noticing other diviners at work that I think that regardless of specialty Gwen would have a chance to weigh in on this, if not directly roll against it to disrupt the connection. I figure Strategist Gwen would be the one who could say "prepare for shield attacks/a breakout" afterwards even if she didn't stop the comms, Seer Gwen would probably take a stronger swing at stopping the comms.
- Cia intervention****
- Cia would be under Gwen's command, so I figure it counts.
- Attempts to Suss out the Cultists*****
- This was a military operation, and it was Vita's action - as a strategist, Gwen could advise on better search patterns, traps/bait, etc, while as a strategist-diviner she could even check what some search patterns find and then adjust the search pattern to capture the ones found in her vision while searching everywhere else more thoroughly.
And you know, maybe seer gwen gets opportunities to intervene besides the project we assign her to-
Ah, but a critical difference is that you need to decide ahead of time. A strategist is the person doing your military stuff, so if a bunch of orks jump into the system by surprise and she's on research, she can't help. If that happens but she's a strategist you'll still get it.
At least until one of the higher-level seer bonuses, which will be "looking out for unexpected surprises and providing warning."
...Maybe she
still gets to do stuff besides what we directly assign her to, but in more narrow circumstances like sub-turns!
But then one more thing rears its head:
[][Gwendolyn] Seer
She will focus on her divinatory capabilities, giving her some capability to manipulate the dice. Active option will become to pick a specific roll to roll twice, with the second die getting no other bonus but Gwendolyn's level - 10 as a modifier. Has the potential to be enhanced via psytech. High risk of perils of the warp if she rolls low, and passive action also has perils of the warp.
[][Gwendolyn] Strategist
Her active action will apply her level as a bonus to military rolls, with the strong narrative flavor of divination, and the potential to be enhanced by psytech. Passive roll will be training, with minimal risk of perils of the warp.
Seer Gwen has wildly higher perils of the warp chances than Strategist Gwen. I suspect that, in any scenario where they get to roll again and again in a single turn, a bad enough roll that it triggers a perils will knock her out of the situation... at minimum for the rest of the battle, if it's a single one.
It's not even clear if Strategist-gwen
has perils of the warp on her active action. I assume so, she's still using divination, but... we've never seen Cia get a perils while she's on her active, either! So even if Seer-gwen can do chain rolls, Strategist-Gwen is still likely to do
more of them because she isn't as likely to get KO'd mid-way through.
And also featured among our last 10 turns were situations in which we had to put Cia on passive training because our psy lab was too damaged for it to be safe... Including during the opening subturns of the battle for Denva, where so many of those chain rolls happened all at once.
Meaning, that 10 rolls helped out of 10 turns you forecasted... wouldn't have actually happened, either. Not even if we assume she rolls to positively influence every single one.
And as we move out of the early game and the other factions get their boots on - as the threats Neablis has been hinting about for over a real life month come to pass, the number of military rolls we do is only going to go up. There is a reason "man of iron" was a chargen choice alongside "(wo)man of stone". It's because bonuses to military are a big deal.
This is warhammer, after all. It's in the name.
Strategist Gwen just helps us more. It's that simple.
(Also no, military rolls are absolutely super important for our survival, they're literally the ones that decide whether we live or die, I'm sorry what-)