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[SFS] GM kuey's Into the Unknown (SFS Quest) - PbP GD6 (Inactive)

Game Master kuey

INTRO CRAWL

maps and handouts

chronicle sheets


101 to 150 of 206 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Acquisitives

Sexless Android (Priest) worships Triune | Neutral - Mystic 1 (Healer) | 10/10 HP | 7/7 SP | 5/5 RP | Init +1 | Perc +8 | SM +2 | EAC 12 | KAC 13 | vs. CM 21 | Move: 30 ft | F +1 | R +1 | W +6 | (+2 vs. mind-affect', disease, poison...) |

a
Okay, that was how I read it. Thanks for you input.

[i]b[/b]
Sadly, as a Gunner, that is how I see it also: a bonus to A roll, not the whole action.

And the same as you for the Fire At WIll with arcs...

Nice to see another DM's take, helps me feel like not making mistakes as one.

@Asier: GM Kuey's call of course, but I think the rules state you have to call upon the Computer to aid you in your action, with its math', before you roll (and only 2 actions can benefit)

Sovereign Court

Asier-23-7 wrote:
Wait I'd forgotten all about the computers. Do we have to declare we are using one of the boosts before we take our action? If not can I retroactively apply the boost to my engineering check?

I would say no, since it is after the roll has been made.

Going forward, can we set by default that the two +1 bonuses go to the gunners at the start? My take is that at the end of the day, no matter how much support the other crew provides, the gunners ultimately need to hit. Also, for our group, the two gunners to-hit bonuses aren't that high. :) Later, should the ship take heavy damage, then it could make sense for the engineer to take the bonus to fix the ship.

Exo-Guardians

Male LN vesk bounty hunter soldier 1 | SP 9/9 HP 13/13 | RP 5/5 | EAC 15; KAC 16 | Fort +4; Ref +4; Will +2; +2vsfear | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None

Looking forward: When do you think your Commencement game would start Kuey? I see that I am signed up for a game of Yesteryear's Truth in the second session. I'd like to assign both to this character, but I can easily create a second character to accommodate this.

Sovereign Court

Hakrinag Bonecrusher wrote:
Looking forward: When do you think your Commencement game would start Kuey? I see that I am signed up for a game of Yesteryear's Truth in the second session. I'd like to assign both to this character, but I can easily create a second character to accommodate this.

This one would take us about 5-6 weeks in total, the Commencement would start around the second session also, approximately 6 Oct.

Exo-Guardians

Male LN vesk bounty hunter soldier 1 | SP 9/9 HP 13/13 | RP 5/5 | EAC 15; KAC 16 | Fort +4; Ref +4; Will +2; +2vsfear | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None

Another character (for Yesteryear's Truth) it is! Thanks for the quick response.

Sovereign Court

GM Hmm has a good post at Castamir's Flaxseed Station on starship combat tactics. Specifically, it is the reminder that players can change position at the start of each round. For example, I think it is a good point that at the start, the role of Engineer is less crucial, and he could instead take up the science officer role instead, so that with two, they can do a better scan of the enemy ship. For example, getting information about its defences, e.g. AC, hull points, can be very useful to plan. Later part of the combat, however, when systems start going down, then the science officer might want to ditch his post to support engineering instead to hold it together or patch. In fact, at such times, maybe even the captain (if trained), should ditch her post to keep the ship going. And I echo her point about supporting the gunners, because they are ultimately what ends the combat in your favour.

So, while I've listed your characters under your default positions, please change around as you feel necessary.

(Although I don't understand her point about barrel roll. Will clarify that.)

Sovereign Court

Was just thinking that actually, the gunners can also go ahead and post together with the helm phase, since it is quite obvious what you'll be doing. For the secondary gunner, so long as Loreseeker doesn't end up with its aft facing the enemy, all the other 3 weapons are the same. The actions of the pilot and science officer might affect your outcome, e.g. range modifiers, crit range, which side of the enemy you can target, etc so I'll still resolve only after all have posted.

Acquisitives

Sexless Android (Priest) worships Triune | Neutral - Mystic 1 (Healer) | 10/10 HP | 7/7 SP | 5/5 RP | Init +1 | Perc +8 | SM +2 | EAC 12 | KAC 13 | vs. CM 21 | Move: 30 ft | F +1 | R +1 | W +6 | (+2 vs. mind-affect', disease, poison...) |

You stated that "Madrigal directs Pangea-Epsilon" (for the +2 to Hit) but I think you meant Hakrinag?
(no one cares about the poor useless-in-space Android xD)

Sovereign Court

Pangea-Epsilon wrote:

You stated that "Madrigal directs Pangea-Epsilon" (for the +2 to Hit) but I think you meant Hakrinag?

(no one cares about the poor useless-in-space Android xD)

Oh yes, that's right. :P

Exo-Guardians

Male LN vesk bounty hunter soldier 1 | SP 9/9 HP 13/13 | RP 5/5 | EAC 15; KAC 16 | Fort +4; Ref +4; Will +2; +2vsfear | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None

They all care about the poor, slightly less useless-in-space vesk! Learning a lot about all this space combat, a lot to consider for future builds.


Male Human

I am also learning how to better describe a PC's ship actions. I particularly liked the counter-counter-measures. :-)

Acquisitives

Sexless Android (Priest) worships Triune | Neutral - Mystic 1 (Healer) | 10/10 HP | 7/7 SP | 5/5 RP | Init +1 | Perc +8 | SM +2 | EAC 12 | KAC 13 | vs. CM 21 | Move: 30 ft | F +1 | R +1 | W +6 | (+2 vs. mind-affect', disease, poison...) |

Except, Hakrinag, that the Gunnery normally comes after the moves.
Since where the Spaceships are placed influences things (even for the turret: since Range, and enemy Shields -none in this case...).

Sovereign Court

I think it's ok. I propose for the gunners to go ahead to take their actions, but I'll resolve after the pilot and science officers have acted. I'll adjust the dice rolls based on the modifiers, etc accordingly. You think that would work? Basically, I'm trying different options to see what works best on pbp.

Acquisitives

Sexless Android (Priest) worships Triune | Neutral - Mystic 1 (Healer) | 10/10 HP | 7/7 SP | 5/5 RP | Init +1 | Perc +8 | SM +2 | EAC 12 | KAC 13 | vs. CM 21 | Move: 30 ft | F +1 | R +1 | W +6 | (+2 vs. mind-affect', disease, poison...) |

Oops, sorry...
For the turret it would probably not change.
Could change (but not in this case) if the other weapons have different damages (depending on which side can be used etc.).

Exo-Guardians

Male LN vesk bounty hunter soldier 1 | SP 9/9 HP 13/13 | RP 5/5 | EAC 15; KAC 16 | Fort +4; Ref +4; Will +2; +2vsfear | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None

For speed of play, having the gunners roll right away is great. This would allow for a certain level of metagaming though, but it might just have to be that way for the sake of not having space combat last eternity.

I posted because I could have sworn I read that Kuey wanted us to post. Looking back, I don't see anything that says to do so... My bad!

Dataphiles

Male-ish NG Android Scholar Mechanic (Exocortex) 1 | SP 7/7 HP 10/10 | RP 4/4, Recall knowldege reroll 1/1 | EAC 14+2; KAC 15+2 | Fort +3; Ref +5; Will +0 (+2 vs. disease, mind-affecting effects, poison, and sleep) | Init: +3 | Perc: +4, SM: -2 | Speed: 30ft | Active conditions: None.

Umm, actually he did post something to that effect. Post 107, at 4:04 am about six hours before your gunnery post in the gameplay thread. If you'd like, putting the gunnery posts in spoilers might help limit the amount of metagaming, if won't prevent people from looking but it's at least not staring you in the face when you're posting.

Finally, depending on what happens from the other ship this round I might help Jonas with his sciencing next round.

Exo-Guardians

Male LN vesk bounty hunter soldier 1 | SP 9/9 HP 13/13 | RP 5/5 | EAC 15; KAC 16 | Fort +4; Ref +4; Will +2; +2vsfear | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None

Thank you for saving my sanity! Assuming Kuey is ok with it (and I remember), I can post my gunnery post in a spoiler if it is out of sequence.

Wayfinders

Female CG Human Hotshot 1.1 | SP 6/6 | HP 10/10 | RP 4/5 | EAC 15; KAC 16 | Fort 0; Ref +6; Will +4 | Init: +6 | Perc: +5, SM: +5 | Speed 30ft |

Again, I would like to apologise for my slow posting rate as of recently. I came down sick for the last few days, but I am back full force. Posting soon. Thanks for being patient.

Sovereign Court

No worries, Eli. Glad you're feeling better.

Sovereign Court

Ow, ET's front weapon is really OP...

Now it's back to Engineering phase, but remember if you want to change roles, just jump right in. Also, considering the state, it would be good to discuss, or even someone to give suggestions / directions to each other.

Also, as suggested, please put all your dice rolls in spoiler. After engineering phase, I'll trigger helm and gunnery phases together.

Wayfinders

Female CG Human Hotshot 1.1 | SP 6/6 | HP 10/10 | RP 4/5 | EAC 15; KAC 16 | Fort 0; Ref +6; Will +4 | Init: +6 | Perc: +5, SM: +5 | Speed 30ft |

Since the freighter turned around, is it still moving? Suppose I would want to fly circles around it so they have problems turning after us, and have gunners and engineers focus the starboard systems, can we do that? Thought if it just turned around while drifting at it's movement speed, this does not seem like an option.

Acquisitives

Sexless Android (Priest) worships Triune | Neutral - Mystic 1 (Healer) | 10/10 HP | 7/7 SP | 5/5 RP | Init +1 | Perc +8 | SM +2 | EAC 12 | KAC 13 | vs. CM 21 | Move: 30 ft | F +1 | R +1 | W +6 | (+2 vs. mind-affect', disease, poison...) |

@Eli: the init' is "reversed" in Space Combat, the one w. the lowest (Pilot roll) moving first. And Gunnery rolls are resolved after the move.
So, if you win the init', you will move after the enemy, and could most probably (w. this vessel's speed & turn of 1) slip around the Threnody.
If they win, then they can probably just turn in their hex and face their front guns to us.
Go go go... and win the piloting rolls!

Sovereign Court

Sorry I hadn't updated the map then. It is updated now. The lines represent the paths taken by respective ships.

So yes, the freighter didn't just turn around. It moved and turned. It's maneuverability is average, i.e. needs to move forward 2 squares before each 60 degree turn. It's normal speed is 6, but the engineer boosted that by 2, so i.e. 8 in total. So you can see from its path that it repeatedly move 2 hexes forward before making one turn to get its front to face you.

Eli, yes, that would definitely be a good tactic. Your ship is more maneuverable than it. In fact, from the earlier description of the text, there is a better position that starboard to aim for. :)

Wayfinders

Female CG Human Hotshot 1.1 | SP 6/6 | HP 10/10 | RP 4/5 | EAC 15; KAC 16 | Fort 0; Ref +6; Will +4 | Init: +6 | Perc: +5, SM: +5 | Speed 30ft |

Hm, yeah staying behind it is probably for the best. Though getting out of the 'Bloody Eye' arc would be my priority now. Of course I am open to suggestions.

Dataphiles

Male-ish NG Android Scholar Mechanic (Exocortex) 1 | SP 7/7 HP 10/10 | RP 4/4, Recall knowldege reroll 1/1 | EAC 14+2; KAC 15+2 | Fort +3; Ref +5; Will +0 (+2 vs. disease, mind-affecting effects, poison, and sleep) | Init: +3 | Perc: +4, SM: -2 | Speed: 30ft | Active conditions: None.

Welp, looks like we might need engineering already. Any ideas what I should focus on? Generating more shields, reaparing the weapon, or should we ignore that and focus on boosting/science?

Wayfinders

Female CG Human Hotshot 1.1 | SP 6/6 | HP 10/10 | RP 4/5 | EAC 15; KAC 16 | Fort 0; Ref +6; Will +4 | Init: +6 | Perc: +5, SM: +5 | Speed 30ft |

Not to hoard this stuff, since I do realise we need it elsewhere, but if we get extra 2 hexes of movement, we can get behind them. Otherwise we end up in their starboard arc.

I made a yellow dotted line on the map for proposed movement. Once we are closer, it would be easier to maneuver around them without needing the extra hexes.

Acquisitives

Sexless Android (Priest) worships Triune | Neutral - Mystic 1 (Healer) | 10/10 HP | 7/7 SP | 5/5 RP | Init +1 | Perc +8 | SM +2 | EAC 12 | KAC 13 | vs. CM 21 | Move: 30 ft | F +1 | R +1 | W +6 | (+2 vs. mind-affect', disease, poison...) |

My vote would be for extra movement in the beginning.
Once you are close enough to the enemy vessel, you can probably circle it to the blind spot every time you get the Piloting advantage...

Dataphiles

Male-ish NG Android Scholar Mechanic (Exocortex) 1 | SP 7/7 HP 10/10 | RP 4/4, Recall knowldege reroll 1/1 | EAC 14+2; KAC 15+2 | Fort +3; Ref +5; Will +0 (+2 vs. disease, mind-affecting effects, poison, and sleep) | Init: +3 | Perc: +4, SM: -2 | Speed: 30ft | Active conditions: None.

Ok, 2 players and the GM's previous comments, movement boost it is.

Wayfinders

Female CG Human Hotshot 1.1 | SP 6/6 | HP 10/10 | RP 4/5 | EAC 15; KAC 16 | Fort 0; Ref +6; Will +4 | Init: +6 | Perc: +5, SM: +5 | Speed 30ft |

Okay so - they start turning before we get to act, yes? Well if this is the case , don't you worry, fellow spacefarers, because... I have a cunning plan.


Male Human

Baldrick, is that you?

Sovereign Court

Eli Scone wrote:
Okay so - they start turning before we get to act, yes? Well if this is the case , don't you worry, fellow spacefarers, because... I have a cunning plan.

Yup, you won the initiative roll off this round, so they act first and you can react according to what they do.

Sovereign Court

Whew, that round took a while to get through. Sorry 'cos I think confused things a bit but I think things are clearer now. So to confirm, in summary,

Starship Combat Flow: The Captain is free to jump in anytime to post their actions and rolls, although it is highly recommend that they do so right at the start in the Engineering Phase. After the Engineering phase is over, those in both the Helm phase and Gunnery phase may post their actions and rolls but please keep the rolls in spoilers. This is to prevent those in Helm phase on deciding their actions based on the results of the gunners as I will still resolve the Helm and Gunnery phase separately. For example, the weapon attacks will only occur after the pilot has completed their move, even if the gunners post first. Hence, I will update any of the modifiers when I resolve the gunnery phase accordingly, e.g. range modifiers due to pilot's movements.

Hope that helps.

Second thing, I'm changing the tokens on the starmap. (Copied the idea from GM Blake.) I hope this makes it clearer the facing of each ship, which are the starboard sides (green), and the port sides (red). (That is, incidentally, the international standard for ships and planes also.) The blue arrow denotes your ship, while the pink is the enemy's.


Male Human

I am guessing trying to target engines or weapons next, now that their core seems damaged? Unless I am misinterpreting something that is.

Acquisitives

Sexless Android (Priest) worships Triune | Neutral - Mystic 1 (Healer) | 10/10 HP | 7/7 SP | 5/5 RP | Init +1 | Perc +8 | SM +2 | EAC 12 | KAC 13 | vs. CM 21 | Move: 30 ft | F +1 | R +1 | W +6 | (+2 vs. mind-affect', disease, poison...) |

I am not more experienced at all, however, page 325 of CRB under Target System, - sadly for us - says:
The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal.
So, if you do not roll a 19-20 but your damage brings on a Crit' because you pass the "20% hull HP slice" (forgot name, sorry) threshold, then you have to roll for where you crit'... but we could get lucky and get the Core again!

@F. Castor: I know not what will be the final call, but, even if their Core is Malfunctioning (the current state in the Gameplay thread) that is "only" the 2nd level of Crit' damage.
If we Crit' once more it is Wrecked - cannot be used

Sovereign Court

The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal.

How I interpreted is was from this particular line, and it boils down to the word "that". The bolded line could refer to an attack that critted on 19-20, or simply an attack that critted. I read it as the latter. In that round, Endless Threnody was 2 hull points away from crossing CT, which Pangaea's attack did, causing a crit, and so it affected the chosen system.

For the next line, I believe it is to cover the situation when the attack rolls 19-20, AND also crosses the CT, effectively doing two crits. This line prevents the selected system from automatically taking 2 crit level damage, and instead, the 2nd one has to be randomised. The key word here is "further", i.e. it is referring to a 2nd crit. That's why I don't think that line is referring to other types of crit, because if that's the case, it would have been phrased as "For any other types of critical damage resulting from the attack..." or something.

I'm also thinking of game design. If all that benefits from the science officer's action is to increase the chance of crit by 5%, I honestly don't see how that is a worthwhile action to ever take. Probably better for him to just go help the engineer fix the shields. The way I interpreted it allows him to coordinate with the pilot and gunners to take down enemy shields, and cause sufficient damage so as to bring systems down quickly.

But I can also see how it could be read in a different way. For this combat, let's stick to my interpretation so we don't hold up the game. I'll seek clarification at the forums.

Acquisitives

Sexless Android (Priest) worships Triune | Neutral - Mystic 1 (Healer) | 10/10 HP | 7/7 SP | 5/5 RP | Init +1 | Perc +8 | SM +2 | EAC 12 | KAC 13 | vs. CM 21 | Move: 30 ft | F +1 | R +1 | W +6 | (+2 vs. mind-affect', disease, poison...) |

Can you share what answer you get on the Forums, please?

Just re. If all that benefits from the science officer's action is to increase the chance of crit by 5% that +5% doubles the current range (in a game that does not allow for improved Crits') and lets you choose where to apply your 10% chance of a Crit', so not that bad.

Sovereign Court

Pangea-Epsilon wrote:
Can you share what answer you get on the Forums, please?

Lol! All I got was one response. It agreed with my analysis but not sure how definitive that is. :)

On your second point, ok must admit I agree to some extent. With improved crit (in Pathfinder) being a feat equivalent, and with this action allowing you to choose the system to suffer critical damage, it is not that lame. However, if I was playing a science officer and if all my action does is to give 10% chance for something to happen, even if the returns is rather good, I would probably do something else, including ditching my post to join the engineering team to divert systems or restore shields. With combat likely lasting no more than 10 rounds, it would happen on average only once, and that is provided that is all I do in the combat. During this time, the enemy would have taken 5 critical damages simply from crossing CT. The chances of it occurring is just too uncertain to be worth taking actions for. However, other science officers might have other ROI considerations. This is just my opinion.

Acquisitives

Sexless Android (Priest) worships Triune | Neutral - Mystic 1 (Healer) | 10/10 HP | 7/7 SP | 5/5 RP | Init +1 | Perc +8 | SM +2 | EAC 12 | KAC 13 | vs. CM 21 | Move: 30 ft | F +1 | R +1 | W +6 | (+2 vs. mind-affect', disease, poison...) |

I understand.
I read and DMed it differently, but I totally see how you read it.
No idea now which is the correct way to see it...

Dataphiles

Male-ish NG Android Scholar Mechanic (Exocortex) 1 | SP 7/7 HP 10/10 | RP 4/4, Recall knowldege reroll 1/1 | EAC 14+2; KAC 15+2 | Fort +3; Ref +5; Will +0 (+2 vs. disease, mind-affecting effects, poison, and sleep) | Init: +3 | Perc: +4, SM: -2 | Speed: 30ft | Active conditions: None.

If I may chime in, given the use of the whole 'if that attack deals critical damage' in the second sentence, I'd say it works for either a rolled critical or a threshold one. The author could have saved quite a bit of space by saying 'If you roll a critical' or something similar and much shorter, but instead they used a more stilted and unique phrase instead of just copying a turn of phrase from Pathfinder. And even if they were trying new phrases, with the simple addition of a five character ' roll' or the reuse of 'critical hit' could have limited it as well, and they had space for either too.

I'd also compound it with the fact that rolling a critical and dealing damage above the critical threshold of the ship have the exact same terminology of 'critical damage' making it extremely hard to distinguish the two, and possibly meaning they aren't to be distinguished.

Sovereign Court

Let me try asking at the Castamir station. I'm likely to get more responses. :)

Wayfinders

Female CG Human Hotshot 1.1 | SP 6/6 | HP 10/10 | RP 4/5 | EAC 15; KAC 16 | Fort 0; Ref +6; Will +4 | Init: +6 | Perc: +5, SM: +5 | Speed 30ft |
GM kuey wrote:
Eli, I won't resolve things yet just in case you made a mistake. Threnody won the initiative this time, so it is going to move after you have done yours. And there's a stunt called Turn In Place which does not require a skill check. If Threnody does that, it would bring its front to your front, which currently does not have any shield. So if you want to re-do your move, I'll allow it. (You can keep your roll, however.) Separately, you do not have to move at max speed, i.e. don't have to use all 10 moves each round.

What's done is done. We learn from our mistakes and will git gud eventually.


Male Human
Asier-23-7 wrote:

Asier quickly returns the comms call. "Understood Captain, I shall endeavor to do so!" Asier then pauses for a moment, before adding, "F+~$, the new programs I installed are crashing, Jonas can I get your help sorting tem out?"

_______
** spoiler omitted **

So, if Jonas complies, I can have him make an Engineering check when his phase (Helm Phase) comes? Or can I do it now?

Dataphiles

Male-ish NG Android Scholar Mechanic (Exocortex) 1 | SP 7/7 HP 10/10 | RP 4/4, Recall knowldege reroll 1/1 | EAC 14+2; KAC 15+2 | Fort +3; Ref +5; Will +0 (+2 vs. disease, mind-affecting effects, poison, and sleep) | Init: +3 | Perc: +4, SM: -2 | Speed: 30ft | Active conditions: None.

It'd be now duringthe engineering phase. Normally we'd decide this before getting into the engineering phase, I think, but as we are trying to consolidate for pbp, we're skipping that.

Dataphiles

Male-ish NG Android Scholar Mechanic (Exocortex) 1 | SP 7/7 HP 10/10 | RP 4/4, Recall knowldege reroll 1/1 | EAC 14+2; KAC 15+2 | Fort +3; Ref +5; Will +0 (+2 vs. disease, mind-affecting effects, poison, and sleep) | Init: +3 | Perc: +4, SM: -2 | Speed: 30ft | Active conditions: None.

Apologies for the double post, but does the mechanic's bypass class ability apply to the starship combats? because there might have been a time where that +1 might have made a difference...

Sovereign Court

Yes it does! Oh no... I didn't notice it wasn't included.

Dataphiles

Male-ish NG Android Scholar Mechanic (Exocortex) 1 | SP 7/7 HP 10/10 | RP 4/4, Recall knowldege reroll 1/1 | EAC 14+2; KAC 15+2 | Fort +3; Ref +5; Will +0 (+2 vs. disease, mind-affecting effects, poison, and sleep) | Init: +3 | Perc: +4, SM: -2 | Speed: 30ft | Active conditions: None.

I'll start including it from now on!

Wayfinders

Female CG Human Hotshot 1.1 | SP 6/6 | HP 10/10 | RP 4/5 | EAC 15; KAC 16 | Fort 0; Ref +6; Will +4 | Init: +6 | Perc: +5, SM: +5 | Speed 30ft |

On phone now. I'll make an update later today. Apologies for the delay.

Wayfinders

Female CG Human Hotshot 1.1 | SP 6/6 | HP 10/10 | RP 4/5 | EAC 15; KAC 16 | Fort 0; Ref +6; Will +4 | Init: +6 | Perc: +5, SM: +5 | Speed 30ft |

Alright, ladies and gentlemen! After a weekend mostly without internet access, I am here. I'll finish updates to the PC and then update the gameplay. Don't want to get a reboot mid-post. Thanks for being patient.

Sovereign Court

Hi, just thought I'll share some of my thoughts on starship combat after running 8 rounds of my first. All these are just my opinions so take with many pinches of salt.

Generally, it feels to me that the most critical rolls are the gunnery, because no matter how you set things up, etc if the gunners miss, most things are for naught. Of course, the priority might shift to engineering later on when the ship gets badly damaged, but otherwise, encouraging the gunners might be most effective.

The Loreseeker has two key advantages vs Endless Threnody, one is its higher maneuverability and the other is its shields. With its maneuverability, so long as Loreseeker wins initiative, you almost definitely can position the ship to Threnody's rear, preventing it from attacking. However, there are times that Threnody will win initiative and it such times, it would definitely be able to bring its powerful front guns to bear by simply Turning in Place. Thus, a good defensive mechanism would be for the science officer to stack shields to a particular quadrant, and the pilot to maneuver the ship to face that quadrant to the enemy. (This can be coupled by the engineer pumping up the shields first but it is likely not necessary all the time, so long there's sufficient shield points for the science officer to shift around). It would require coordination among the players, which is difficult in pbp so what would help if someone steps in to coordinate.

(In fact, I think I as the GM have a very significant advantage in starship combat as I can coordinate all the different roles in the enemy starship much easier than you can coordinate amongst yourselves.)

Acquisitives

Sexless Android (Priest) worships Triune | Neutral - Mystic 1 (Healer) | 10/10 HP | 7/7 SP | 5/5 RP | Init +1 | Perc +8 | SM +2 | EAC 12 | KAC 13 | vs. CM 21 | Move: 30 ft | F +1 | R +1 | W +6 | (+2 vs. mind-affect', disease, poison...) |

re. Gunners being crucial: if giving extra Crit' power to the guns also works with the Crit' Threshold (and it does seem like a logical way to read it) then that is important too, since you can aim for one system and paralyze it (the engines or the Core) for severe consequences.

I agree w. you that if you win the pilot init' you can just go to the blind spot. When running this fight in tabletop (5 times now, and played it once) I often have time constraints (game shops do close!) and a couple times I simply had the pilots roll and when the Loreseeker won, just asked for the Gunnery rolls and move on to save time.

Just an idea (not sure if good): maybe it is possible to have the Captain call out what actions the crew must (should) do?

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