lemagne says:
... the grenade idea seems pretty suicidal ...
I don't know. It could work quite well if placed just right or if it is the type that affects them much more than it affects you.
lemagne says:
... slow them down making shooting ...
Indeed. A cage they can't get through would amplify any range advantages.
lemagne says:
... stabbing, hitting, killing them in whatever way easier and them biting us more difficult. ...
If they can still get in they may be delayed and you can knife/club/boot them 'one at a time'.
lemagne says:
... Herman is assuming ...
And you know what
that does!
lemagne says:
... that they aren't smart enough to go away ...
Probably true. But even if they do go away, that is a win.
lemagne says:
... this is pretty dangerous/radical ...
A mundane cage is pretty risky, but not a lethal magic backlash. If that's your choice:
Roll it.
On a 12+ you can assume you have bought yourselves time to deal with the threat at your leisure. (Though dealing with
Arthur's arm may be a higher priority with your free time?)
On a 10+ you have a major advantage and can tackle the problems with only minor risks.
On a 7-9 I think there are gaps, and you need to deal with centipedes getting inside, but the ones outside have a hard time attacking you.
On a 6- ... the situation gets worse, your magic does not do what you want.
lemagne says:
... And come on its Wonder Twins power! ...
I will take your word for it that that is cool.
I don't know what that is. :)
lemagne says:
... as for the cage door, Herman is hoping to blow that off ...
Yeah. Deal with that afterwards. If you win you will have some time to solve those sorts of problems... if you lose they will add to your problems, but
c'est la vie.
lemagne says:
... But if I am choosing - its the force field option. ...
As stated, that will increase your risks. Making a mundane cage is something that could be done by mundane means (though not a quickly, so that part is magic), making something completely magical is completely magical and you should expect out-of-this-world costs on a low roll.
It is up to you.
lemagne says:
... it doesn't really matter until we know that I roll something at least semi-ok ...
Well, it does. We need to know before you roll what you are attempting since the outcomes are based on what you are doing. If you are trying something really risky you risk big, if you are trying something simple you can expect to have to pay a minor price on any imperfect dice roll.
We can't decide this after the roll since knowing it is a bad roll should not affect the decision about how much we are risking. We can't place our bets
after the outcome is known. :)
lemagne says:
... lemagne, over and out. ...
That's damn rude. You know that means: "I expect you to respond, but I am not going to listen to what you say"? :)