Plot armour is an entirely OOC thing, and in this case it'll return practically immediately because - well, I feel kinda bad.On a different tack, how difficult/dangerous is it to Enchant Battle magic if you're not actually casting the spell yourself? We need a GOOD sword.
Also, when does our Deactivated plot armor return? Does it affect Ranald's Coin?
My mental image is roughly this:Does anyone have a decent artwork of Ghouls? I am not fond of the excessively hunched over ghouls from 7th edition. A spine that bent would cripple your combat potential, and make single ghouls not that much of a threat.
well, that one probably has the same mobility as an ape, so pretty good. The posture from the models is so incredibly bad: they would have terrible mobility unless moving on all fours, and even then... with a twisted spine their shoulders would be extremely restricted in range of motion.My mental image is roughly this:
They're bent over normally, because they can move on all fours (their arms are elongated and they're digitigrade with their legs, knuckle-walking for hands, when on all fours) but they can still stand straight.
We expect a human hero to beat a non hero vampire consistently right?
But Mathilde cannot yet do Battle Magic Enchantment. She needs either more practice or some training. The Cauldron was good practise however, as was participating in the Eye of Gazul, so she's getting close.
Yes. Battle magic as a whole is his sphere - so interacting with battle magic enchanters is definitely in there.Is getting a tutor for battle magic enchanting something Melkoth can help us organise?
Yes. Battle magic as a whole is his sphere - so interacting with battle magic enchanters is definitely in there.
Yes. Battle magic as a whole is his sphere - so interacting with battle magic enchanters is definitely in there.
I'm very tempted by the idea of asking for our great sword to be enchanted with Mindrazor. It's the closest we'll get to getting our cannon sword back with out dwarf rep.
What? Yes it did. We've used it for in-combat healing in DL canon on multiple occasions.The original one also didn't allow for in combat healing and would've made no difference here.
It does make sense - but to me it's very much a matter of what you're asking for. The original seed of regrowth was specifically asked for because the voters wanted to be able to bring back injured or dead allies (and/or self) after a combat. The in-combat usage immediacy was a bonus but not the original goal.Like, imagine commissioning a Wand of Fireball, and the item you get given takes a full minute to produce a fireball from the wand after you trigger it. Is that really delivering what you ordered? If it doesn't produce a fireball as powerful as a real Bright Wizard could cast, or that is otherwise more limited than at least the higher end of the original spell, that's not necessarily unexpected from an enchantment. But if you order an enchantment based on a combat spell and you get an enchantment that isn't really viable for use in combat, that's changing the nature of what you're getting, not just the strength. Does that make sense?
Interesting. I can't offhand think of a single time we've actually used the Seed in DL-canon to heal allies after a fight, though. Even with training the Ducklings, IIRC - we said we'd use it on them if necessary before we sent them in to attack, but it was never actually necessary. We wanted to use it on poor Gotrek of course, but that didn't pan out for unrelated reasons. While Mathilde has used it to heal herself mid-combat encounter repeatedly, on at least one notable occasion (Alkharad) surviving the encounter solely because she was able to do so.It does make sense - but to me it's very much a matter of what you're asking for. The original seed of regrowth was specifically asked for because the voters wanted to be able to bring back injured or dead allies (and/or self) after a combat. The in-combat usage immediacy was a bonus but not the original goal.
I took the vote for what to get this time around as having the same overall intent as the original one - and for the that intent the seed you got is perfectly fit, while a hypothetical seed with only one charge that works exactly like the Battle Magic spell wouldn't be.
In general, I do think it's legitimate to shape the range or type of acceptable quirks around voters' intent - but if that's going to be the case, I'd like there to be a requirement to actually put the intent in the vote. E.g., if a vote is for:To use your hypothetical: If you asked for "a wand of fireball so I can blast down fortifications or use it to start combats" I would consider a one-minute trigger perfectly reasonable as a quirk.
AFAIK, the only reason you can't use the spell to heal the wizard casting it in the tabletop is just because it can't be used to heal characters or the mounts of characters (other mounts are fine though) and wizards all count as characters, which is pretty blatantly a game balance restriction that has no in-universe rationale. Because it's not like "character" in the TT sense is even really a conceptual category in-universe, much less one that would plausibly make magic fundamentally work differently. And if that restriction was enforced, it would also make literally the only valid uses of the Seed in both DL-canon and Mirror-canon illegal (i.e., for healing on named characters). The auto-trigger after death is definitely a value-add that's unique to the enchantment though, that's true. Though in terms of the current iteration of the Seed, even with the stealthier form of activation, the slow cast time also gives enemies six times as long to make their spot check or just start interacting with Mathilde's corpse for unrelated reasons (e.g., looting... or eating, relevantly) which would presumably help a lot with spotting anything spooky happening.EDIT: To be clear, one of the biggest uses of the seed is one that's literally impossible in the tabletop - the triggered healing of the caster. That part of the request means you're going significantly beyond the battle-magic spell in one area. Without that bit the in-combat usage that you really want still wouldn't be possible.
Battle Magic tier items are the only ones that get quirks when commissioned - other than the whole thing of charging methods and even there, the charging methods for things below battle-magic tend to be easy, like "exist at dawn and dusk" for Ulgu, "put it near a fire" for Aqshy or "leave it in sunlight" for Hysh.And if any item below Battle Magic levels was relatively "reliable," as it were. Of course, we've only commissioned the one BM item thus far, but just in terms of thinking forward.
That's something I'll do going forward. In fact, given the way Battle Magic Enchanted Items as a thing seem to be evolving I'd say that (as with runic items in DL) the purpose should be primary, with the spell being used mostly as a "well, it's roughly X difficulty for that wind" to work out how much CF to spend.Then getting an item that isn't usable in the same general manner as Fire Ball would feel rather more like a bait and switch IMO. And I mean that regardless of whatever thread discussion there may or may not have been; not everybody wants to read all the thread discussion before voting, and IMO any vote options should be legible for anybody who just reads the updates and then votes, or who doesn't want to catch up on 100% of the thread chatter every time.
That was the bit I meant - wasn't thinking about the inability to target heroes because... yeah. I mean, it could probably be represented by you targeting a unit of soldiers and not being able to specifically pick out an individual, but that'd be a bit pointless to make a rule.The auto-trigger after death is definitely a value-add that's unique to the enchantment though, that's true.
Definitely. It's crystalized that treating Battle Magic enchantments as "say what spell you want" isn't the right way to go - this seed had the exact same problem as the Dragon Flask in DL, it got a downside that some felt was fine and others felt destroyed the purpose because different people had different ideas of what they were voting for.I'm not trying to push for a retcon of the Seed we got this time, but I will absolutely be voting to return it and ask for a version that's meant to do what I thought I was voting for the first time at the earliest opportunity. And I hope that my feedback on item enchantments was, I dunno, useful at least?
Yeah; Alkharad was the most memorable time, but literally the first outing the Seed ever had was to heal ourself mid-battle:Interesting. I can't offhand think of a single time we've actually used the Seed in DL-canon to heal allies after a fight, though. Even with training the Ducklings, IIRC - we said we'd use it on them if necessary before we sent them in to attack, but it was never actually necessary. We wanted to use it on poor Gotrek of course, but that didn't pan out for unrelated reasons. While Mathilde has used it to heal herself mid-combat encounter repeatedly, on at least one notable occasion (Alkharad) surviving the encounter solely because she was able to do so.
The other times we've used it onscreen were mid-Alkharad, after the orcs cut and run in our Karagril adventure where we nearly died, and when we were intimidating Qrech. So that's two mid-fight usages, one post-fight usage, and one purely narrative use; we've never used it to heal someone else.The orcish axes swipe at you as you try to arrest your momentum, and one impacts in what feels like the exact same place as the previous one did, and you both hear and feel the sickening crack of a breaking rib, echoed by a chorus of crunching bones as the Rune of Rancour returns the force of the blow, and then some. For half a heartbeat you feel fear, but then you remember the gift of the Jade College embedded in the bones of your hand. What reason have you to fear Morr? He has already taken what he can from you, and the magics of Ghyran will keep his grasp at bay. A muttered mnemonic, a moment of discomfort as live wood burrows through your body, and once more you feel a sickening crack as your rib rights itself.
Fire crackles against your skin as the Ghyran of the Seed mingles with the Ulgu of your battle magics, and the magic is ignited by Dwarven runecraft before it has a chance to curdle into Dhar. Your shadow writhes in what might be agony and might be excitement, before lashing out and wrapping around the head of an orc, lifting him into the air then smashing him into the ground with crushing force.
You almost certainly can't get the exact item, but if you specify certain facets those facets can be assured, in exchange for more chance of weakness in other areas.I'm in the same boat of "wasn't around when we bought it the first time, was just thinking in terms of recreating the item we already had." But I was also one of the people saying that we probably wouldn't be able to get exactly the item we originally had, because magic item creation is almost always extremely individualized and prone to attendant quirks in DL-WHF
To an extent I agree, but we could really, really, really use viable in-combat healing. And currently our stock of CF is both comparatively plentiful and also our most easily-renewable resource, at least until we run out of papers to rewrite. I would actually be in favor of sending the Seed back, and then after covering the CF hit for requesting a do-over actually putting some extra CF into it per the QM's recent note about making enchantment effects scaleable to CF invested (to at least an extent). There are a lot of things where variation in reaching the same point is fine, but healing is an absolutely critical benefit to a character, and Regrowth is tough to beat. And not irrelevantly, it's also the one most directly connected to whether the quest is able to continue, since dead protagonists will tend to put rather a crimp in most quests.Pushing too hard to get equipment that works in the same way is a step too far. I'd rather adapt our actions to what the dice give us than keep rolling the dice until we get the outcome we want.
I agree that we should be the ones doing the enchantment on the sword, but realistically we're not going to be casting Mindrazor ourselves any time soon.A sword of Mindrazor is a very interesting idea, but it's one I'd rather Mathilde make herself. Spending CF for enchantments based on spells from our spellbook, when we're a talented enchanter to boot, just feels like a waste. If we want an interim "fuck you" magic sword, I'd rather plop down 3 CF for a Flaming Greatsword of Rhuin from the Brights. That's also one that could presumably benefit from socking a little extra CF into it, if we felt like it.
In fact, hm. We kept the Wind-Herder trait from DL. So AFAIK nothing says that rather than being just an interim weapon, the Flaming Greatsword of Rhuin could just be the foundational level of a Flaming Mindrazor of Rhuin. We could destroy our enemies both body and mind. It's redundant with our Kragg Sword in DL, but that could be a fucking awesome weapon for us to make a project out of this go-round. And it makes me feel better about the idea of "overspending" on it now if we can upgrade it to also incorporate Mindrazor later.
Uh, QM, is that viable? It makes sense in my head, but that's not strictly speaking a guarantee.
What? Yes it did. We've used it for in-combat healing in DL canon on multiple occasions.
I counter with this:The other times we've used it onscreen were mid-Alkharad, after the orcs cut and run in our Karagril adventure where we nearly died, and when we were intimidating Qrech. So that's two mid-fight usages, one post-fight usage, and one purely narrative use; we've never used it to heal someone else.
I thought the seed could be used in combat, meaning they'd basically have to OHKO us?
That is not the case. She needs at least a few moments of peace to let it do its thing.
We need at least some time out of combat to make use of our DL seed. It was most relevant in the fight against orcs in Karagril.Hard limitation. Muscles don't work properly if there's a root crawling through them.
Sure, but per the quote in my post you quoted, on the very first time we used it, we were able to use it during what seemed like a several-second breather. We killed the orcs directly attacking us, the Seed kicked in, and then we went back to fighting the orcs that were slightly further away. This would be very useful in our current situation in this quest, even if it's not "while being actively attacked" healing.I counter with this:
We need at least some time out of combat to make use of our DL seed. It was most relevant in the fight against orcs in Karagril.
We weren't able to use it while the orcs kept coming, only after we managed to disengage.
We only were able to use it with Alkharad because he was lieing on the ground in pain due to his Burning Brain.
Qrech wasn't attacking us.
It would have made no difference in the current scenario.
Any half-way decent opponent will make use of Mathilde being unable to move by killing her instantly, making the Seed non-viable during combat.
Yes, but we did need the couple seconds of a breather.Sure, but per the quote in my post you quoted, on the very first time we used it, we were able to use it during what seemed like a several-second breather. We killed the orcs directly attacking us, the Seed kicked in, and then we went back to fighting the orcs that were slightly further away. This would be very useful in our current situation in this quest, even if it's not "while being actively attacked" healing.
We're already relying on in-combat healing: the winning plan for this past round centers around the need to get our arm back and activate it a second time. If we had the OTL Jade Seed here, the current situation would be much less dire because plan Skywalk-up-a-tree would require significantly less time without interference. Given what kingreaper has shared (that both we and Wolf survived), it appears it worked out anyway, but it would mean that the time we need to pray "the ghouls don't roll well enough to climb fast" or "the vC doesn't double back and wreck our shit" or "Wolf doesn't bleed out" would have been less by an order of magnitude, and I don't think that should be dismissed.Yes, but we did need the couple seconds of a breather.
It wouldn't have made a difference in this very fight that almost killed Mathilde here. So switching the Seed up because of this fight would be senseless, the different one would help just as bad as our current one.
Upgrading enchanted items after they're completed is extremely hard. Windherding them is basically impossible if not planned in advance - you'd need to be present (spending an AP) for the creation of the Flaming Greatsword to give guidance on where to leave gaps for the Mindrazor.In fact, hm. We kept the Wind-Herder trait from DL. So AFAIK nothing says that rather than being just an interim weapon, the Flaming Greatsword of Rhuin could just be the foundational level of a Flaming Mindrazor of Rhuin. We could destroy our enemies both body and mind. It's redundant with our Kragg Sword in DL, but that could be a fucking awesome weapon for us to make a project out of this go-round. And it makes me feel better about the idea of "overspending" on it now if we can upgrade it to also incorporate Mindrazor later.
Uh, QM, is that viable? It makes sense in my head, but that's not strictly speaking a guarantee.
Need to close the new vote and have the issue of whether or not to retcon permanently behind me before turning the bullet points into prose. Also need to eat breakfast and sanity pills.Hey @kingreaper... How is the update coming along?
We're all on tenterhooks...
Or are you wanting to close the new vote first?