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Which you use varies based on the number of magic dice you roll IIRC. Although I think that the highest result on the lower two tables is "roll again on the higher table".

Yep, that's right. A roll of 96-100 on the Minor Miscast table is to roll on the Major Miscast table, and a 96-00 on the Major table is to roll on the Catastrophic Miscast table.

And if you roll between 81-90 or 91-00 on the Catastrophic table, the GM hands you a new character sheet.
 
Isn't it also a problem of killing all the demons who came out of the portal? Or does a portal not necessarily lets demons trough?
I guess portal does not mean demons by itself. But since demons will be happy to use it, they are certain to be present for the event.
I mean, Mathidle has definitely discovered how to manufacture Orbs of Sorcery (technically assuming this works). She's using a scarce resource, but that doesn't mean she hasn't discovered a way to manufacture them.
Technically, yes. But until we find a way to produce this resource outside of Mathilde's Ranald-level lucky one of a kind demon trap we shouldn't consider as if we have unlimited supplies of Orbs.
 
Each one represents a month of work for a skilled Wizard, so nobody's actually tried whacking one with bigger and bigger hammers until it breaks. That they're used as part of weapons and amour indicates that they can stand up to at least some rough treatment.
Okay so there's nothing stopping us from inventing Orb-chuks.
 
In the tabletop, you roll a 2D6 for miscasts, and and there are results ranging from 2 to 12. That's 11 results. Of them, 3 are Strength 10 hits, and 2 are Strength 6 hits. That's 5/11. The remaining results are Dimensional Cascade (2-4), which is a Strength 10 hit followed by a 50% chance of being shunted into the Realm of Chaos, and Magic Drain (10-12), which permanently reduces your magic level by D3 and removes that many spells from your arsenal.

The odds are stacked against you, even if it's 6 to 5. I'm sure Cython is more than capable of grounding miscasts, but not even they are the type to just shrug them off.
2d6 isn't a uniform distribution, though. Middle values are more likely than extremes, chance to roll 2-4 is 1/6, and chance to roll 10-12 is also 1/6, so it's 2/3 chance to roll a miscast that's "just" a high-strength hit. Still probably not a chance I would gamble with. There is also a question "how permanent is "permanent" Magic Drain" since tabletop only concerns itself with one battle's time frame and thus "permanent" can mean anything from a few hours to actually forever.
 
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I guess portal does not mean demons by itself. But since demons will be happy to use it, they are certain to be present for the event.

Technically, yes. But until we find a way to produce this resource outside of Mathilde's Ranald-level lucky one of a kind demon trap we shouldn't consider as if we have unlimited supplies of Orbs.

I mean the box will keep bleeding so over a long enough period of time we can make an arbitrary about of Orbs, specifically 8 orbs every 4 years. That does not seem like that much to us, but compared to the previous supply of 8 in total it is still a massive improvement .
 
as far as I remember, scale of mistcasts in RPG is independent of scale of the spell. It depends on number of dice used to cast (and how many of those turned doubles, triples, quadruples...). So Battle Magics can in fact result in just Minor Miscascts.
Battle Magic is impossible to cast in the RPG. The RPG was never meant to cast Battle Magic, they left that for the Tabletop. If you're curious, ask Boney whether Battle Magic can result in a paralysed finger.
 
I mean the box will keep bleeding so over a long enough period of time we can make an arbitrary about of Orbs, specifically 8 orbs every 4 years. That does not seem like that much to us, but compared to the previous supply of 8 in total it is still a massive improvement .
Oh, I'm not trying to downplay the importance of being able to create new Orbs at all. It's just I think that they will scarce enough, so we need to think carefully where it would be best to use them.
Aside from initial flex of course - that is must have.
 
2d6 isn't a uniform distribution, though. Middle values are more likely than extremes, chance to roll 2-4 is 1/6, and chance to roll 10-12 is also 1/6, so it's 2/3 chance to roll a miscast that's "just" a high-strength hit. Still probably not a chance I would gamble with. There is also a question "how permanent is "permanent" Magic Drain" since tabletop only concerns itself with one battle's time frame and thus "permanent" can mean anything from a few hours to actually forever.
I was never that good at math, but my reaction to this is a simple "what". How does that happen? There are more bad results than good results, but there is a higher chance of rolling a good result than a bad result? How does that work?
 
I was never that good at math, but my reaction to this is a simple "what". How does that happen? There are more bad results than good results, but there is a higher chance of rolling a good result than a bad result? How does that work?

To roll a 2 on a 2d6 (the extreme) you need to roll two 1s that is 1/6*1*6 which is 1/36. By contrast to roll a 6 right in the middle you can roll 1 and 5 or 2 and 4 or 3 and 3. There are more ways to make 6 than there are to make 2 or 12 hence weighted towards the middle

I hope that helps to illustrate.
 
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I was never that good at math, but my reaction to this is a simple "what". How does that happen? There are more bad results than good results, but there is a higher chance of rolling a good result than a bad result? How does that work?
You're rolling two D6 independently. There is only one way to get a 12 (if both dice roll a 6) but there's 6 ways to get a 7 (1+6, 3+4, 2+5). So there's 6/36 = 1/6 odds of rolling a 7, but only 1/36 of getting a 12.
 
To roll a 2 on a 2d6 (the extreme) you need to roll two 1s that is 1/6*1*6 which is 1/36. By contrast to roll a 6 right in the middle you can roll 1 and 5 or 2 and 4 or 3 and 3. There are more ways to make 6 than there are to make 2 or 12 hence weighted towards the middle

I hope that helps to illustrate.
I looked it up, and what I found out is that a 2D6 is a scam. The probabilities are rigged. I feel betrayed knowing that the middle values are so much more probable. Where's the fun in that.
 
I looked it up, and what I found out is that a 2D6 is a scam. The probabilities are rigged. I feel betrayed knowing that the middle values are so much more probable. Where's the fun in that.
I play Settlers of Catan which involves rolling 2D6, with the result determining what resources you get. There is nothing more frustrating than building settlements to take advantage of a 6 or 8 being rolled, just to have the dice always rolling a 10 which benefits my opponent but not me.
 
Hold up. I just remembered something. @Boney you mentioned that if we did the full eight Orb process, Mathilde would basicallly spend several days carefully monitoring it as they slowly grew. Could Mathilde try adapting to the bright and repeated detonation of AV during that time, or would that just end with the mystical equivalent of being blinded by the sun? Or is there enough of a delay that it wouldn't work?

I'm honestly not sure if magical sense are similar enough to physical ones that getting repeatedly flashed in them would be bad or not.
 
Battle Magic is impossible to cast in the RPG. The RPG was never meant to cast Battle Magic, they left that for the Tabletop. If you're curious, ask Boney whether Battle Magic can result in a paralysed finger.
I think, there's at least one Bright College spell that would qualify as Battle Magics in tabletop. And I thought we were discussing the mistcasts mechanics in games, not in the Quest. In the Quest they work quite differently.
 
Hold up. I just remembered something. @Boney you mentioned that if we did the full eight Orb process, Mathilde would basicallly spend several days carefully monitoring it as they slowly grew. Could Mathilde try adapting to the bright and repeated detonation of AV during that time, or would that just end with the mystical equivalent of being blinded by the sun? Or is there enough of a delay that it wouldn't work?

I'm honestly not sure if magical sense are similar enough to physical ones that getting repeatedly flashed in them would be bad or not.

She would try.
 
Using my newfound knowledge, I've found some useless trivia.

In the Chaos Books, there's usually a mechanic almost always that involves rolling 2D6 for results related to Chaos. In these cases, 6 is almost always Slaanesh, Nurgle would be 7 if it's not a generic effect, Khorne is 8, and Tzeentch is 9. I think Nurgle becomes 10 if 7 is reserved for a generic effect, which makes him the only one not using his sacred number.

Following these Sacred Numbers, Slaanesh and Khorne would have a 13.9% probability of being rolled each, Tzeentch would have 11.1%, and Nurgle would normally have 16.7% if he wasn't forced into 10, where he gets 8.3%.

The Dice favor Nurgle either the most or least, then Slaanesh and Khorne, then Tzeentch.
Never played MathHammer :V?
I have never had the opportunity to do so, and I probably never will.
 
Really think we should go chat with the Elementalists. They're doing something funky with where they get magic from, who knows, might be something we can kitbash into AV.
 
So, one question about the waystones, and I might have missed the discussion on this while skimming the thread, apologies if so: We know now that waystones work because dhar naturally wants to flow to the vortex. How then do closed loops like the Kislev Circuit work? Seems to me like the winds would need to flow up the metaphorical hill at least part of the way.

That seems to me like it would be a useful and potentially pretty important bit to investigate, unless Mathilde already got an idea of how the loops work?
My intution - which isn't based on much, admittedly - is that it's a bit like an electric current. Say that electric charges want to go from point A to point B because of some arcane principle called 'electric potential' or whatever. I connect a cable in a straight line from point A to B and electricty flows from A to B just as we think it should. But then I replace the cable with a much longer cable, that twists around in a big loop. Electricty still flows from the point of the cable that's connected to point A to the point that's connected to point B, but it's no longer taking the shortest path; at some points in its path it's moving away from point B! The crux of the matter is that electricty can move easily through the cable, but it has a real hard time moving through air. The shortest path in space from A to B is a straight line, but in fact moving along the cable is much faster even if it's a very long path, just like a road connecting two towns will often take a path that isn't a straight line but will still be preferable to a straight line because it's easier to travel on the road.

The reason this came to mind is that Dhar being attracted to the Vortex isn't enough to explain what's going on. The Dhar and winds are moving along the leylines, instead of just being sucked away to the Vortex in a straight line as if it were a big vacuum, which makes sense if leylines are a medium through which the winds and Dhar can move more easily, like a conductor with electric currents. So maybe the closed loop in the Kislev circuit isn't quite closed - the start and end point could both be in Erengrad for example, but one is somewhat closer to the Vortex than the other one, and the winds take the long way around because the Ice Witches twisted the leylines that way. Or maybe something completely different is going on, I don't know.
 
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