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What is a saving ward? I understand it has some meaning in the tabletop, but is there an indication that those mechanics translate to the narrative of the quest?
during the first battle of K8P low level one was cast on us and the whole army by Kragg(?)

what happens is that when we get hit, as in we failed the roll to stop it but before damage is calculated. we roll a d6, on a 6 we ignore the attack, don't matter how strong or weak, goblin knife for greater demon axe, we ignore it.

the best wards are a +4 save, so 50% of hits, that we fail to stop, are ignored.

the most important part of a ward save is that it has the chance to stop everything.
 
The best defense we can get right now is a saving ward, full stop.

That should be the first thing we go for if we are looking for defensive stuff.

Kinda agree, but I want to keep our armored robes, our belt, our seed, and our weapon. Which would you sacrifice for the ward save? Unless we get a banner and make it a unit effect? I was thinking we are full up on item slots. (Internal, skin, close external, weapon.)

What he/she said.
We don't really need enchanted firearms and bullets for our regular day to day activity. We need it for the times we need to throw Battle Magic in the face of some Serious Business gribbly.

And in those situations, spending multiple AP for a single-use enchanted bullet that will destroy itself while activating Pit of Shades as it hits it's target?
Is an entirely worthwhile expenditure.

Seems like a lot of work for the same effect as just casting pit of shades. Plus something I'd expect to see more of in the fluff it were possible- why kill champion gribblies with swords when you can just exile then with bullets, clean up their armies, then deal with them if/when they get back.
 
Kinda agree, but I want to keep our armored robes, our belt, our seed, and our weapon. Which would you sacrifice for the ward save? Unless we get a banner and make it a unit effect? I was thinking we are full up on item slots. (Internal, skin, close external, weapon.)
Boney said that if we make the stuff, we can go over the soft limit on worn items a little bit more as it will feel like 'us' to the runes.


edit: if I had to pick, I would get rid of the Armored robes for a good ward, not a basic one, and try to get our hands on the robes the elves use.
 
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Seems like a lot of work for the same effect as just casting pit of shades. Plus something I'd expect to see more of in the fluff it were possible- why kill champion gribblies with swords when you can just exile then with bullets, clean up their armies, then deal with them if/when they get back.
-What you're basically doing is trading off the risk of having to cast Battle Magic in combat conditions for having to invest more effort in preptime.
With the balance points being that we have to spend AP or Favor per bullet, and that there is the chance that said bullet can still miss.
Safety and reliability for increased cost. EDIT Also increased stealth, since the target doesn't get forewarning by feeling the Winds of Magic distort.

Because casting Battle Magic in combat is inherently dangerous.

-Fluff doesn't have armykilling battlemountains either. Not to mention that this is Gray College spellcraft.
If they managed to put Pit of Shades in a bullet for HVT assassinations, they wouldn't advertise it either.
Its not like there is much fluff about Grey College battlemages.
 
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Boney said that if we make the stuff, we can go over the soft limit on worn items a little bit more as it will feel like 'us' to the runes.

That's possible, and I'd be ok with a minor effect under that clause, but I'm really reluctant to try and make Mathilde harder to kill. I worry about the lack of risk and the effect on the story of 'oh whatever, they don't matter, we'll just roll through them without even noticing' applying to more and more enemies. It drives us either towards seeking out increasingly powerful enemies to keep the story interesting (killy spiral) or towards running cities and plots where our personal prowess becomes besides the point, shifting the risk of failures onto other characters and assets.

I'm almost of the opinion we are too overpowered now to be interesting, but we've seen we can still lose. I'd like that edge of fear to remain, even against 'normal orcs'.
 
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That's possible, and I'd be ok with a minor effect under that clause, but I'm really reluctant to try and make Mathilde harder to kill. I worry about the lack of risk and the effect on the story of 'oh whatever, they don't matter, we'll just roll through them without even noticing' applying to more and more enemies. It drives us either towards seeking out increasingly powerful enemies to keep the story interesting (killy spiral) or towards running cities and plots where our personal prowess becomes besides the point, shifting the risk of failures onto other characters and assets.

I'm almost off the opinion we are too overpowered now to be interesting, but we've seen we can still lose. I'd like that edge of fear to remain, even against 'normal orcs'.
and thats part of why wardsaves are great, in that they are not 'reliable' even against Normal orcs, they just help us from 'definitely' splatted by the bigger things.

-What you're basically doing is trading off the risk of having to cast Battle Magic in combat conditions for having to invest more effort in preptime.
With the balance points being that we have to spend AP or Favor per bullet, and that there is the chance that said bullet can still miss.
Safety and reliability for increased cost.

Because casting Battle Magic in combat is inherently dangerous.

-Fluff doesn't have armykilling battlemountains either. Not to mention that this is Gray College spellcraft.
If they managed to put Pit of Shades in a bullet for HVT assassinations, they wouldn't advertise it either.
Its not like there is much fluff about Grey College battlemages.
.... ya, no. the GM in me would absolutely not let this fly. And I'm not boney, but i feel like they also say no. (Actually I think they already did? i think.)

edit: I just know that boney has said again and again that they are not interested in making Battle magic easier or safer than the ways they said.
 
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In the RPG, re. those lore illustrations of powerful spellcasters in armour, it doesn't strictly prevent you casting.

Progressively heavier armour reduces your casting roll, making you more likely to fail the spell- very roughly one 'tier' of caster (say Magister to Journeymanling) for wearing full heavy armour. Of course the core RPG only talks about the murderhobo peasant-to-hedge-knight Armour generally available, not that available to Elf lords and such.

The equivalent reduction would be heavy armour or plate reducing our Magic by 2... except we use Learning to cast spells, so that might be more like -10 or -20 on a Learning casting roll? It doesn't translate very well.
 
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A 4+ ward is generally better than 3+ armor. But you guys are forgetting something kinda important.

our spell mastery for aethyeric armor is really strong.

3+ armor and no physical fatigue is way better than a 4+ ward.

if we have to choose one, pick the armor. Especially since we have a decent ward save in our shadow horse that can stack with our armor.
 
That's possible, and I'd be ok with a minor effect under that clause, but I'm really reluctant to try and make Mathilde harder to kill.
I might not bother doing so for Mathilde; I'd do it for Wolf though.
.... ya, no. the GM in me would absolutely not let this fly. And I'm not boney, but i feel like they also say no. (Actually I think they already did? i think.)
edit: I just know that boney has said again and again that they are not interested in making Battle magic easier or safer than the ways they said.
Your prerogative.
If the GM rules against it, we look for something else.
 
One of our biggest problems seems to be things we want to do require enchanting or enchanters. So why don't we higher some? We have a lot of wealth and access to dwarf craftsmen. We could easily get a workshop of journey men enchanting stuff for us ,the colleges, and whoever can pay. That way we make money and give jobs to wizards who are not big into research or battling the forces of evil. Because while there are wizards who become magisters there are a lot who just stay journeymen.
 
A 4+ ward is generally better than 3+ armor. But you guys are forgetting something kinda important.

our spell mastery for aethyeric armor is really strong.

3+ armor and no physical fatigue is way better than a 4+ ward.

if we have to choose one, pick the armor. Especially since we have a decent ward save in our shadow horse that can stack with our armor.
but if we make the ward, then we can have both.
 
One of our biggest problems seems to be things we want to do require enchanting or enchanters. So why don't we higher some? We have a lot of wealth and access to dwarf craftsmen. We could easily get a workshop of journey men enchanting stuff for us ,the colleges, and whoever can pay. That way we make money and give jobs to wizards who are not big into research or battling the forces of evil. Because while there are wizards who become magisters there are a lot who just stay journeymen.
IC? Because enchanters both dwarven and wizard are in short supply and high demand.
We cannot afford a workshop of journeymen, and we don't have the time or expertise to both teach and manage them on top of all our other duties . There are other wizards who have the skills for that in the Colleges.

OOC? Because it would change the tone of the quest.
 
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Actually, that would a Ulgu ward be?

something that makes us seem to be slightly left of where we are to people trying to attack us? +6

something that forces a TP before we get hit? +4
 
A 4+ ward is generally better than 3+ armor. But you guys are forgetting something kinda important.

our spell mastery for aethyeric armor is really strong.

3+ armor and no physical fatigue is way better than a 4+ ward.

if we have to choose one, pick the armor. Especially since we have a decent ward save in our shadow horse that can stack with our armor.
The issue that's been driving this discussion is more, I think, that if they use a magical sword against us we don't have any armor. Having your attacks be magical is petty magic, so basically anybody with the slightest talent could manage it pretty reliably, and then we're no tougher than any other person.
 
The issue that's been driving this discussion is more, I think, that if they use a magical sword against us we don't have any armor. Having your attacks be magical is petty magic, so basically anybody with the slightest talent could manage it pretty reliably, and then we're no tougher than any other person.
yes, while i don't want to say magic attacks are going to be common in the future. we are likely to come across it more often as things.. level up so to speck.

I mean, yes we are? Mathilde is toughness 5.

again, that is taking the aethyeric armor into account.

it goes away if its a magic or magic-based attack.
 
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