How do firebombs work? https://bwarhammerquest.runboard.com/t90573 Runboard| How do firebombs work? en-us Thu, 28 Mar 2024 12:11:54 +0000 Thu, 28 Mar 2024 12:11:54 +0000 https://www.runboard.com/ rssfeeds_managingeditor@runboard.com (Runboard.com RSS feeds managing editor) rssfeeds_webmaster@runboard.com (Runboard.com RSS feeds webmaster) akBBS 60 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562696,from=rss#post562696https://bwarhammerquest.runboard.com/p562696,from=rss#post562696quote:Aellea wrote: Lots of good points here, gents. But back to firebombs, there is one question which sprung up in our last game (I haven't played the game foe eons, so it's all new to me... again ): Q: Can you target a 2x2 square (with a firebomb, firespell, Firestorm Icon or any other AoE damaging gizmo) which lies half off the board section? Meaning it is actually 2x1 against the wall? There is an answer in an FAQ that says YES you can. I just read it on The Museum site: FAQ: Spells - Fireball. It even gives an illustration. By the way, welcome to the Warhammer Quest message board!nondisclosed_email@example.com (OldWarrior)Thu, 21 May 2015 04:48:24 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562695,from=rss#post562695https://bwarhammerquest.runboard.com/p562695,from=rss#post562695Lots of good points here, gents. But back to firebombs, there is one question which sprung up in our last game (I haven't played the game foe eons, so it's all new to me... again ): Q: Can you target a 2x2 square (with a firebomb, firespell, Firestorm Icon or any other AoE damaging gizmo) which lies half off the board section? Meaning it is actually 2x1 against the wall?nondisclosed_email@example.com (Aellea)Thu, 21 May 2015 04:05:59 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562397,from=rss#post562397https://bwarhammerquest.runboard.com/p562397,from=rss#post562397We don't consider a Firebomb a Missile Weapon. We consider it an Item. We do not consider it a Magical Item.nondisclosed_email@example.com (Littlemonk)Tue, 03 Feb 2015 08:09:35 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562393,from=rss#post562393https://bwarhammerquest.runboard.com/p562393,from=rss#post562393quote:Ehstevey wrote: I meant using the Mace as a follow-up during the actual warrior's phase and not the ambush phase. We didn't even get that far as I rolled 5+ to hit with both attacks so it was a lot of overkill. Ehstevey, my understanding, after reviewing the card, with the Hammer of Spite is that you are stuck with it as your weapon until you 1) Kill the monster; 2) It kills you; or 3) You flee, escape, withdraw, whatever. As long as you are in combat in that room, your guy is using the Hammer until one of the three ends. So there is no Hell Mace unless you have some sort of sure hand skill. The Hammer of Spite requires commitment. quote:Ehstevey wrote: I don't think firebombs are a weapon in any case, they follow none of the rules for weapons and I cannot see any sort of overt intent to do so in their writing, function or otherwise. They are not a weapon?!? My Dwarf Warriors think you must be grobi-kin. Firebombs kill and/or maim the bad guys just like weapons. Your Dwarves can buy them at the Dwarf Guildmasters like a weapon. If your other characters are lucky, you can find them on adventure just like a weapon. And so forth. Granted Ehstevey, Andy, Gav, Ian and group were not making them to be a game changing device, but they are handy auxiliary maiming tools that can provide that last few straws to break the dragon's back! quote:Ehstevey wrote: Generally speaking, WHQ is unfair enough as is, so in the group we tend to take whatever edge we can within reason. In this case it was particularly hilarious to see a blast of fire followed by an Araby Ogre appearing from nowhere and HASSAN CHOP! the dread king is taken out (having gotten the event before with -1 to our objective room encounter. I have never understood people who claim that WHQ is unfair. Granted, in all of the years, my groups have only lost one character ever. When things start to get out of hand, we simply withdraw to the entrance. There have been some seriously beaten up folks that have emerged from the entrance of many adventures, but far more often, they come out the exit happy to be alive and successful in their mission. I agree - one should use every advantage one can find while on adventure. I know my gaming group in Maryland were almost all DOD employees of some variety. We often applied real-world tactical solutions to the problems we faced on adventure. My current group has me, a member of the regional FBI SRT, a naval retiree from the silent service, two retired air force pilots, a retired Coastie, a former DEA agent, three police officers, a security contractor when he is not overseas, and several serious members of the local national guard unit. Granted, there are seven more members with no service experience as well, but they pick up on stuff from the rest of us. Moreover, we are even more strange; our games are documented and we go over a form of after action report with the group after one. That way every one can learn from both the successes and the failures in each game. The real plus for some folks is that they can go back over the adventures they missed due to whatever in life. So personally, I do not find the game unfair so much as just simply challenging. What you, yourself, bring to game in real world knowledge can really affect how well it plays. quote:Ehstevey wrote: Furthermore, didn't even get to keep the double gold from the kill since I rolled a 1 after clearing the room :P Our favorite saying here when something like that happens is, "That is the way the cookie crumbles." Yes, along with our "No Devices at the Table" rule here, we have a "No Foul Language" rule too. Yeah, I have heard it before - we are strange. Ehstevey, bad luck happens, but you simply move on. You focus on the successes or you get into a different game is my experience after decades of gaming. quote:Ehstevey wrote: We'll mull over it a bit more (given their relative rarity, limitations and such). Probably won't come up again. That's well behind us and now I'm getting 1,500g+ from the alehouse every settlement due to the Drink skill. Ogres are amazing, especially when you tag along a druid for double movement shenanigans (throw warrior + portal). Highly rate them until you start rolling 11 or 66 on those encounter tables, then you'll be praying someone has luck left. Just have fun with it. Also Ehstevey, I have some serious advice. Do not be a "one trick pony". Develop a team of characters to select from to play WHQ. That way a game is never boring because you are not playing the same guy all the time. Variety is the Spice of Life even in WHQ.nondisclosed_email@example.com (Warrior Monk)Mon, 02 Feb 2015 18:30:33 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562392,from=rss#post562392https://bwarhammerquest.runboard.com/p562392,from=rss#post562392I meant using the Mace as a follow-up during the actual warrior's phase and not the ambush phase. We didn't even get that far as I rolled 5+ to hit with both attacks so it was a lot of overkill. I don't think firebombs are a weapon in any case, they follow none of the rules for weapons and I cannot see any sort of overt intent to do so in their writing, function or otherwise. Generally speaking, WHQ is unfair enough as is, so in the group we tend to take whatever edge we can within reason. In this case it was particularly hilarious to see a blast of fire followed by an Araby Ogre appearing from nowhere and HASSAN CHOP! the dread king is taken out (having gotten the event before with -1 to our objective room encounter. Furthermore, didn't even get to keep the double gold from the kill since I rolled a 1 after clearing the room :P We'll mull over it a bit more (given their relative rarity, limitations and such). Probably won't come up again. That's well behind us and now I'm getting 1,500g+ from the alehouse every settlement due to the Drink skill. Ogres are amazing, especially when you tag along a druid for double movement shenanigans (throw warrior + portal). Highly rate them until you start rolling 11 or 66 on those encounter tables, then you'll be praying someone has luck left.nondisclosed_email@example.com (Ehstevey)Mon, 02 Feb 2015 17:29:40 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562391,from=rss#post562391https://bwarhammerquest.runboard.com/p562391,from=rss#post562391Well, this is one of the most thorough discussions I have seen lately. I am sometimes surprised at how easily we can forget some of the rules. Even when I usually think of myself as a person who more thoroughly researches the rules than the average player, I am at times caught off guard on rules questions -- like on this current subject. Interesting point Warrior Monk makes about the Dwarf hammers with runes NOT getting into Warhammer Quest officially. In my gaming circle, some custom rules are sometimes used which allow runes on weapons other than axes (especially on hammers). This is partly because of some wanting to integrate more recent and/or more complete Warhammer Fantasy lore and background info into Warhammer Quest. But, back to firebombs, I also sort of think of them as grenades, and I certainly do not think of them as magical. They are a rather expensive item too (imagine spending 100 gold to kill four Giant Bats or even four normal goblins!), being consumable as they are, but I can see them as getting back more than the gold spent on them when used to help tip the balance in bringing down the more valuable monsters (using two or three to kill four daemons each worth 200 gold for instance).nondisclosed_email@example.com (OldWarrior)Mon, 02 Feb 2015 16:12:25 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562390,from=rss#post562390https://bwarhammerquest.runboard.com/p562390,from=rss#post562390quote:Warrior Monk wrote: Fifth, the Hell Mace. You are using an Ogre wielding both the Hammer of Spite and the Hell Mace, correct? Then no, no and heck no!... ...You most certainly are not using the Mace as such if you are already using the Hammer of Spite.  Ehstevey is correct, however, that it is entirely possible to "follow up" with the Hell Mace since the Hammer of Spite would be used in an Ambush Attack during the placing of Monsters (in the Monsters' Phase), and the Mace could be used in the Warriors' Phase on the following turn. nondisclosed_email@example.com (Littlemonk)Mon, 02 Feb 2015 15:55:37 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562387,from=rss#post562387https://bwarhammerquest.runboard.com/p562387,from=rss#post562387Wow, this thread is certainly a "can of worms"! I can certainly tell Ehstevey that you are an enthusiastic WHQ player. You try to pack as much into a turn as you can. I, like Little Monk, have just a few concerns. First, the Lucky Talisman. Little Monk is right - it is to be used on only a single attack. It is an abuse (aka A Rules Lawyer tactic) that Andy et al did not foresee to say the Talisman applies to any subsequent attacks generated by the selected attack. My 15yo son says it would be a similar abuse (aka A Rules Lawyer tactic) using the Lucky Talisman with the Repeating Pistol in the manner you related here. Second, the Firebomb. 1) Where the heck does it say that firebombs are magical? They are Dwarf tech with a fire rune to enhance the tech. "magical firebombs" - no such animal; If firebombs were magical, so then would be Dwarf artillery pieces and gyrocopters which we all know are not. Dwarf tech is indeed just that - tech; 2) Come on, we all know that the "any time" phrase means any time in the Warrior's Phase. Again, my 15yo son points out that it is the Letter of the Rules versus the Spirit of Rules (aka A Rules Lawyer tactic) to say otherwise; 3) Yes, a firebomb is NOT a missile weapon. Most such are specified as such and the rest are common sense. A firebomb is like a grenade and the same reasonable sense should be used for both; 4) Yes, you can unload the whole packet at once. Stretches the reality of the rules, but does not break it. Furthermore, in years past, I have seen Ian P. unload with six of them at once. Third, Hammer of Spite. Wow, I have never heard of anyone using the Hammer like you have here Ehstevey. The Hammer must be used when the monster in question is placed. You cannot deploy the Hammer on a monster if technically there is a body guard unit being placed at the same time. Moreover, you cannot deploy another weapon (firebombs) and then use the Hammer! Fourth, the Rune of Death. We just had a discussion on this forum that dealt with whether or not a spike was a blade and thereby have runes burned into it. I believe I have argued into submission, those who chose to participate in that thread, that you could indeed have runes burnt into a spike weapon with my real world examples of blades that are simply hilted spikes. Unfortunately Ehstevey, the runic hammers of the Dwarven empire in the Old World never made it into WHQ. As of this one and only official edition of WHQ, there is no such animal. Let me say here that a house rule for such might be good where you play; just do not expect anyone anywhere else to let you do so when you go play with them in their part of the sandbox. Okay? Fifth, the Hell Mace. You are using an Ogre wielding both the Hammer of Spite and the Hell Mace, correct? Then no, no and heck no! Am I missing a Sure-Handed skill with the Ogre? The only Warrior that could use the Hammer and the Mace during the same Warrior Phase would be the Pit Fighter and ONLY after he had learned the Sure-Handed skill. With the Rapid Fire Bracelets, you can turn a noble or dwarf into a "Two-Gun Sam", but there is nothing I can remember right at this moment that can sure hand an Ogre. Additionally, the Hell Mace can add two attacks to your number of attacks if and only if you are using it as your weapon for the turn. You most certainly are not using the Mace as such if you are already using the Hammer of Spite. Remember, the Hell Mace is NOT the Bladed Boots, the Fanged Death Helm, the Boots of Battle, the Spear, the Noble's Dagger or any other item like unto these. The Hell Mace's attacks are not written as "extra" or "in addition" attacks like with the aforementioned items. Instead, it is exactly like the Chaos Warrior's Hellblade (except it only adds two more attacks rather than doubling them) IF and only IF that is your WEAPON in this Warrior's Phase. In conclusion Ehstevey, I can honestly say your postings here were ... original. You appear to be a passionate WHQ player which is good, but you appear to focus on how you and your particular character in the party can succeed the most and over your fellow party members, which is a bit less desirable. You certainly have done one amazing thing here Ehstevey - you have gotten Little Monk and I to publicly agree repeatedly in a single thread. Little Monk is completely right Ehstevey when he wrote: quote:Whenever you see a "cheat" in the game, I recommend to re-examine the items and rules carefully. It usually means that you're missing something important. It is my experience that people who usually exploit these type of scenarios are often playing wrong. I have been guilty of this on numerous occasions. If it sounds too good to be true, it usually is. Ehstevey, I been gaming in general since the early-to-mid 1970s & playing WHQ since 1995, and I wholeheartedly concur with this statement of Littlemonk's. Have fun anyway!nondisclosed_email@example.com (Warrior Monk)Mon, 02 Feb 2015 14:17:12 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562376,from=rss#post562376https://bwarhammerquest.runboard.com/p562376,from=rss#post562376I have always felt that simplifying is the best solution to gray areas. Main Rulebook, page 16: During the Warriors' Phase, each of the players may move his Warrior and attack Monsters. I might also add that the Warriors react in order of Initiative. Warriors cannot simply attack a Monster anytime they want to. The exception are Spells, which is clearly stated on page 30: However, you can cast an Attack spell at any time during the phase, even during another player's turn if you wish. Unlike healing items that can be used during any Phase, i don't think throwing a Spear, using Firebombs, Lightning Fire Ring or any other offensive action can be done at any time. It's just too ridiculous and seeks to circumvent the core rules. nondisclosed_email@example.com (Littlemonk)Mon, 26 Jan 2015 06:27:19 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562375,from=rss#post562375https://bwarhammerquest.runboard.com/p562375,from=rss#post562375Littlemonk brings up some important points. I agree with his pionts concerning the Imperial Noble's use of the Lucky Talisman and the rune. I had not thought of that rune requiring a "bladed" weapon. Concerning the use of Firebombs, I think that would be a matter of interpretation, because they say that they can be thrown at any time -- and they are not classified as using any actions or Attacks or anything. Still, Littlemonk's point about the Hammer of Spite being used as soon as the monsters are placed brings up another issue of interpretation (IMO): would the Firebombs being thrown then disqualify the use of the Hammer of Spite, because of the fact that they were thrown as soon as the monsters were placed instead (perhaps) of using the Hammer of Spite at that moment? I would probably still rule in favor of allowing the Firebombs to be used immediately and then the Hammer of Spite as well, but I do have a tendency to be soft on the Warriors.nondisclosed_email@example.com (OldWarrior)Mon, 26 Jan 2015 01:48:29 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562374,from=rss#post562374https://bwarhammerquest.runboard.com/p562374,from=rss#post562374Case in point: quote:Edquest wrote: yes that would be fine at my table. it won't make mincemeat of Objective rooms in level 2-3 dungeons as at level 4 mummies and dragon ogres appear each with 40 wounds each and T and A combined of f and 7 respectively. and that's not thinking about magical items on enemies! the memorable time of the pit fighter hammering away on a skaven death lord assassin who was wearing a warpstone amulet when that fateful die came up a 1 and the pit fighter took the full damage of one of his own attacks... there are some combo's which work too well at some levels but in a couple more become nice but not game changing. example: lucky talisman for a noble: all attacks automatically hit for one turn. on a noble this means any enemy he can wound will eventually die as each attack that hits gives another attack which will also hit and so on. this is ridiculous when you first fine it, but in a few levels it becomes less impressive (but still very good) The rapier is addressed in the FAQ from GW. Essentially, the rapier can only "Attack" as many times as listed in the profile. So only the first Attack automatically hits, not any subsequent attacks related to the first Attack. Those must be rolled upon To Hit as normal, until he misses. In which case any other Attacks on his profile automatically hit (due to the Lucky Talisman) and the process begins over again, rolling To Hit until his misses. And to clarify - the Lucky Talisman says "Any attack." It is singular, not plural. So you may only pick one attack to automatically hit, Once Per Adventure.nondisclosed_email@example.com (Littlemonk)Sun, 25 Jan 2015 20:56:04 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562373,from=rss#post562373https://bwarhammerquest.runboard.com/p562373,from=rss#post562373quote:Ehstevey wrote: Here was the particular situation in which this came up and how we resolved it: objective room of the Dread King (well after a hilarious entry into the dungeon resulting in a portcullis dropping to block off the dungeon, then a collapsing roof, and then finding the key to the portcullis in the same cascading event draw). Ogre had 3 Firebombs (couldn't give them away) but also had the Hammer of Spite (when a monster is placed blah blah). So Dread King event occured(on his throne with the book tile in front of him), and along side him were 8 skeleton warriors, who were all blocking access to him in B2B (as they were placed the furthest away). So bascially as the skeletons were placed, firebomb the crap out of them (any time) then hammer of spite directly next to the dread king and slam him with the hammer before he gets the first turn. So was this a legitimate move (simultaneously bomb the skeletons then hammer of spite into the Dread King) or did I fudge up something fierce? This all sounds strange to me. Firstly, you state that there was "no access" to the Dread King. Does that mean that he's surrounded by skeletons, or were there just skeletons between the Warriors and the Dread King? There has to be an "empty space" next to the Dread King for the Warrior to be placed using the Hammer of Spite, as stated on the card. This sounds unlikely since the rules for placing the Dread King include placing his minions when he appears: "He will always appear with his minions, and these Monsters surround him upon his throne." So the Hammer of Spite sounds very unlikely to be playable on the Dread King since he only needs 4 minions to surround him, thus cutting the Warriors off from such an attack. Secondly, you could not use the Firebombs during the Monsters' Phase (which is the Phase happening when Monsters are being placed). Since using the Hammer of Spite is a special "Ambush Attack" that happens when the Monsters are being placed (the Monsters' Phase), i don't see how you can throw Firebombs? At any time during the Warrior's Phase, perhaps, but not anytime during the game. It is the Monsters' Phase, not the Warriors' Phase. The Hammer of Spite doesn't allow the Warrior to take an extra turn, but only to make a "Special Ambush Attack." quote:Ehstevey wrote: It gets even better when you activate the rune of +2d6 damage (potentialy 4d6+4 damage on a roll of a 5+ to hit, or 3d6+4 which isn't shabby) and follow up with the Mace of +2 Attacks as you still receive your regular turns after the initial hammer of spite attacks (should the target be lucky enough to survive). Thirdly, the Runestone of Death can be burned onto a "single blade" - not a single weapon. So neither the Hammer nor the Mace can have such a Rune. Whenever you see a "cheat" in the game, I recommend to re-examine the items and rules carefully. It usually means that you're missing something important. It is my experience that people who usually exploit these type of scenarios are often playing wrong. I have been guilty of this on numerous occasions. If it sounds too good to be true, it usually is.nondisclosed_email@example.com (Littlemonk)Sun, 25 Jan 2015 19:39:52 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562367,from=rss#post562367https://bwarhammerquest.runboard.com/p562367,from=rss#post562367yes that would be fine at my table. it won't make mincemeat of Objective rooms in level 2-3 dungeons as at level 4 mummies and dragon ogres appear each with 40 wounds each and T and A combined of f and 7 respectively. and that's not thinking about magical items on enemies! the memorable time of the pit fighter hammering away on a skaven death lord assassin who was wearing a warpstone amulet when that fateful die came up a 1 and the pit fighter took the full damage of one of his own attacks... there are some combo's which work too well at some levels but in a couple more become nice but not game changing. example: lucky talisman for a noble: all attacks automatically hit for one turn. on a noble this means any enemy he can wound will eventually die as each attack that hits gives another attack which will also hit and so on. this is ridiculous when you first fine it, but in a few levels it becomes less impressive (but still very good)nondisclosed_email@example.com (Edquest)Fri, 23 Jan 2015 18:55:46 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562366,from=rss#post562366https://bwarhammerquest.runboard.com/p562366,from=rss#post562366It gets even better when you activate the rune of +2d6 damage (potentialy 4d6+4 damage on a roll of a 5+ to hit, or 3d6+4 which isn't shabby) and follow up with the Mace of +2 Attacks as you still receive your regular turns after the initial hammer of spite attacks (should the target be lucky enough to survive). Objective rooms become ridiculously easy, then again the Ogre is a terribly easy character to kill in settlements since he cannot back down the duels and such. Then again, in the grim darkness of Warhammer Quest, 'there are no winners; just survivors'. Don't know how you can kill an ogre with a single stab through the heart though, that gut is supposed to be pretty darn strong. Getting OT though, enough here for an Ogre thread in itself.nondisclosed_email@example.com (Ehstevey)Fri, 23 Jan 2015 12:02:24 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562365,from=rss#post562365https://bwarhammerquest.runboard.com/p562365,from=rss#post562365I personally do not see a problem with your scenario by my understanding of the rules. It is a rather interesting combination, having some Firebombs along with the Hammer of Spite, especially since it was an Ogre involved! Also, I agree with RedDogMT's answers.nondisclosed_email@example.com (OldWarrior)Fri, 23 Jan 2015 11:51:47 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562364,from=rss#post562364https://bwarhammerquest.runboard.com/p562364,from=rss#post562364Here was the particular situation in which this came up and how we resolved it: objective room of the Dread King (well after a hilarious entry into the dungeon resulting in a portcullis dropping to block off the dungeon, then a collapsing roof, and then finding the key to the portcullis in the same cascading event draw). Ogre had 3 Firebombs (couldn't give them away) but also had the Hammer of Spite (when a monster is placed blah blah). So Dread King event occured(on his throne with the book tile in front of him), and along side him were 8 skeleton warriors, who were all blocking access to him in B2B (as they were placed the furthest away). So bascially as the skeletons were placed, firebomb the crap out of them (any time) then hammer of spite directly next to the dread king and slam him with the hammer before he gets the first turn. So was this a legitimate move (simultaneously bomb the skeletons then hammer of spite into the Dread King) or did I fudge up something fierce?nondisclosed_email@example.com (Ehstevey)Fri, 23 Jan 2015 10:19:33 +0000 Re: How do firebombs work?https://bwarhammerquest.runboard.com/p562363,from=rss#post562363https://bwarhammerquest.runboard.com/p562363,from=rss#post562363Do people think that Firebombs are missile weapons? No Can they be effectively spammed all at once? Yes If the Firebomb was considered a missile weapon, it would be labeled as one in the book. This is the excerpt from the Roleplay Book about Firebombs: Firebomb A firebomb may be thrown at any time and affects an area 2 squares by 2 squares. Any model in the area takes 1D6 Wounds, with no deductions for Toughness or armour.nondisclosed_email@example.com (RedDogMT)Fri, 23 Jan 2015 10:12:09 +0000 How do firebombs work?https://bwarhammerquest.runboard.com/p562361,from=rss#post562361https://bwarhammerquest.runboard.com/p562361,from=rss#post562361The wording seems particularly ambiguous on the Firebomb card, so due to it being a magical item and not specifically a missile weapon (just that it is 'thrown' but not as a throwing axe or dagger which specifies it as a missile weapon), we stated that like most items it could be spammed ad infinitum during the warrior's turn up to the alloted charges. So firstly: do people think that Firebombs are missile weapons? Personally I don't, so this could for example be used by an Ogre. secondly: if they are not missile weapons, can they be effectively spammed all at once (up the usual amount given when the treasure drops) given that there is no limit on the per turn use? Looking to get some interesting interpretations here.nondisclosed_email@example.com (Ehstevey)Fri, 23 Jan 2015 09:36:14 +0000