| Toral Voth |
Sl'P St'Reme also has a somewhat checkered past with his employers, we could have served under the same employer, however brief. Would allow us to have at least a passing familiarity with each others' work.
Yeah I like that. Same employer or organization or what have you, even if not necessarily the same crew at the same time.
Qot had her own issues with authorities if you go through her background! If you want, you can also hook up on her trail if it would make sense for you.
Qot was more involved before in diplomacy and negotiation on behalf of trade companies, right? Unless she happened to to be on a ship Toral helped rob once, then in all likelihood she'd maybe have heard of some of the crews or organizations he was involved in, but probably not Toral himself. Unless of course she was also doing hoodrat stuff in space. :P
Oh! I forgot one other quick thing.
I don't know if you guys ever have a trouble with speed, or posting rate, but some other games I've been in have had problems keeping up the momentum of the game.
For this, I've come across a few helpful tools that some games use to keep things exciting.
1) The 2-day rule.
Whenever someone doesn't post for 2 days (48 hours) it's just assumed that Real Life has got them by the throat, and it's perfectly understandable to bot them, just for right now, and they'll just catch up as soon as they can. This way not everyone is waiting for someone to post, and we don't have to worry about the game hanging up just because we can't make a post right now.I'm totally for this and, yeah, if you haven't heard from me in 48 hours, yes, just bot me as you think is best and I'll try to catch up in whatever happens next!
(Some people shorten this to 24 hours during combat, as it's quick to just post a die roll, but I'll leave the group to decide what they prefer.)
2) The Rule of 2.
Some people may have heard of this. It just says that if there's a decision to be made/path to be taken, as soon as 2 party members agree, that's the thing that happens. This just helps to make sure that the action doesn't get held up by discussion that could spiral out in to a week or more! (Oh man, I've got a buddy who actively hates closed doors. He'll totally just barge through them just so a party doesn't get paused trying to figure out the best tactic through one!)
I've heard (once, through third-hand) of this rule being abused, so obviously it's a case-by-case basis, but the few times it has come up it's been helpful, so I try to make people aware.
IMHO. YMMV.
Both seem all right to me.
| Miladγ |
Good news, y'all! I am still here
The bad news, is that I lost my cell phone on the airplane on the way to my grandfather's funeral, and have been unable to log into any of my accounts until now. But I am back! I am very sorry to all that I missed the ENTIRE month of March. I am still ready and willing to return if you will still have me; thank you AGAIN for your patience and understanding.
| Por Kandino |
Welcome back- now you just have to get caught back up in all your games- let me know if you need recent recaps on the ones of mine you're in.
In this game, we've added two new players (or are in the process of adding them now/meeting them in character), and you are currently on a world tour of Hijantis to collect more rebels in general.
| Por Kandino |
Milady-- how wounded were you?
Looking at Droid Repair and First Aid, it works out about the same- wounded very easy, wounded twice easy, etc-- and scales on time from minutes, to hours, then days if worse.
But you've had a few days here at least in transit, etc.
| Sl'P St'Reme |
Are ya taking Potassium? I find my muscles are much happier when I start the day with two Potassium tabs. (There are three electrolytes; Calcium, which most people get enough of; Sodium, which also is plentiful, and Potassium, which can actually by rather scarce.)
It is something that comes and goes and is related to physical injury. I just had a bad day on Friday and by Saturday morning I could barely walk. I am much better now...hopefully be another couple of years before I feel this way again...the back issue, not the feeling good part
| Por Kandino |
Oh I see the "steps meaningfully towards"- apologies if I misinterpreted that, I took it to mean taking a single step towards- but I think this is grounded in a misunderstanding of the situation thinking you were already at a point blank range which is not the case.
Should point out since it might come up here- you can move 50% of your movement without it being an action, but 51% or more, it becomes an action which (unless you're hopping obstacles) on this flat ground won't require a roll, but does apply the -1D penalties to other actions.
For most of us that's 10- so can move up to 5, and I'm going to go with the "meter squares" rule so these mount to still about the same as Path/DND- 5 squares but to move a 6th is an action (more forgiving because its just a penalty rather than stopping you from doing an attack though!)
Anya "Wraith" Whiteangel
|
Some things:
1) Yeah, pointing out a map of the situation, or mentioning relative distances, at the introduction of any situation where such things are important, is always a good idea.
I thought we were at point blank range because it seems like the map puts us more at shouting range.
1.5) At that range, the map is too small for all options to be on the table (another reason why I thought we were all close and/or surrounded). The best option for us is to simply keep going to the right of the map (East?) and use the edge of whatever those buildings are as cover or murder alleys. I'm sure had we all seen that map at the beginning, we would've known about our expanded tactical options (and I probably would've spent a few posts exploring the options that greater distance at the start of an engagement can bring.
2) It's not automatic that a bounty hunter wants to shoot first at any excuse. Shooting is messy, loud, can instill more expense, and can spoil the contract, depending on the details. If he wanted to shoot first, he wouldn't have announced his presence, he just would've shot first. (Y'know, like Han did. =)
Also, there ain't a man alive that would shoot at a shmexy Twilek without some kind of gut check. As the man once said, "There's a shortage of perfect breasts in this world. T'would be a pity to damage yours."
3) Since we're all clear now, can I declare and roll a different action?
| Por Kandino |
Yes- you can declare and roll a different action.
I’ll try to do a better job reminding when a map is set up.
This was meant to be a variation of the hanger scene- blocking your path to something you need to get, not Greedo and Han at the table- I’m going to try to avoid running many things that start at point blank range because, let’s be honest- it’s very difficult to miss needing to roll a 5- so I’d rather not have the fame be that instantly lethal for players.
| Por Kandino |
Qot- remember when you're doing two actions you take the -1d6 penalty; I think you're best bet for activating lightsaber combat is to do control on its own in one round then sense the next.
I know it can be very frustrating as a "low level"/starting Jedi-- I played the Jedi in a game that ran for 6 years, so I've been through the whole gamut on it.
(Remember you can still swing your saber without lightsaber combat up)
Anya "Wraith" Whiteangel
|
I have a questions about combat?
Just to make sure that I'm ready the rules right (and that I'm reading the right rules) my book says that shooting at a specific location increases the difficulty and increases damage.
It says for a called shot on the head it's +1D and for +12 damage.
What exactly does +1D of difficulty mean? From the tables, since all the categories at 5 more than each one, I take that means it's +5 harder to hit, yeah?
| Por Kandino |
That is what the rules technically say, but I would prefer not to have to go down the road of called shots- the combat system is lethal enough already and I firmly believe in proportionality, so if you are all going to shoot every enemy in the head, then I' have to start shooting everyone in the head and that's the recipe for player death.
(And "NO-We'll only shoot the IMPORTANT bad guys in the head!" is actually worse since it takes away my ability to have recurring villains which is important for a game to FEEL like Star Wars.)
(Seriously- I just rewatched all 11 movies, all of Clone Wars, Rebels, and Mandalorian- and not once did we see a character aim for the head- other than cutting off limbs with lightsabers called shots do not feel like a thing in Star Wars)
| Sl'P St'Reme |
I am with Por on this...when I DM things, players always want to do cool stuff, but balk when that cool stuff is used against them. What is good for the goose, you know? Anyway, it was just easier to leave the option out of the list.
Also, combat is really dangerous in this game. I played only one other Star Wars game back in the day and one of the players had to make a new character at least once a session. After the second one, they ended up being almost carbon copies to keep the game rolling.
| Qot La'Jal |
Attack of the clones!
@GM: I don't mind Qot missing her stuff. I'm still learning the system so I enjoy the mistakes and successes. I think she managed to activate Sense at least, so next turn she can try to activate her control (I think? Hehe).
| Por Kandino |
Ah yes 10 meets the difficulty for sense, but you should only roll 2d6 for control and it’s a moderate roll so you’d be looking towards needing a 15 which is unlikely on 2d6
| Miladγ |
Looks like you're right how I am reading it; the character's aim and the blaster's damage is two separate accounts
"If the player is rolling two different types of dice at once - for example, rolling the character's starfighter piloting skill and the starship's maneuverability die code - only one die counts as the wild die."
| Por Kandino |
This feels like something we can vote on to decide- either way is fine with me as long as we pick one and stick to it, and it’ll cut all ways- do we want wild die on damage or not?
| Qot La'Jal |
@Qor, do you mind if I give you some ragging on that? Heehee, I'm just imaining you, standing there, the battle is done, and you're still holding your lightsaber going 'okay, just another sec and I got dis'. :)
That's alright, mate! The banter is okay. As every single padawan, Qot is absurdly powerful, but doesn't know how to use her abilities well enough yet. When they connect, she's devastating, but it takes a while for her to get there (and I enjoy the journey, like the GM brought up)
| Sl'P St'Reme |
Here is the part I missed on the wild die as I assumed it happened on any single roll of the dice:
Anytime you roll skill or attribute dice, pay special attention to what you roll on the Wild Die
I copy and pasted from the handout which has no actual page, but the rule is restated on page 73.
So, this has me in the camp of not on the damage dice (so I will stop doing it unless it is voted onto the island, hehe).
And I also apologize that during the last round I got my blaster and dodge skill totals backwards, allowing my character to squeeze off a third shot he is not normally able to attempt with any certainty other than point blank range. I noticed as I was crafting my post tonight and I will endeavor to let this happen again.
| Sl'P St'Reme |
Okay, bringing this into discussion so as not to clutter the gameplay thread. I copy and pasted this relevant text from page 78:
The character can use up any remaining actions for a reaction or have the reaction be an extra action, accepting the higher multiple action penalty for the rest of the round. The reaction skill roll is in effect for the rest of the round and replaces the original difficulty number. (Even if
the difficulty number was higher – sometimes characters “zig” when they should have “zagged.”)
So, as I read this, the reaction of dodging a blaster bolt happens during the same round the blaster is fired at you, with the effects lasting until the end of the round. If you get shot with multiple shots, you lose a die for each one you dodge. There is a full dodge option, but it is the only thing that can be done for the round and applies as a modifier to all attacks against the character. I need to understand this as dodge is the highest skill my character has since my memory of Star Wars implies not getting shot in the first place is how you survive long term, ergo, that was how I built the character. Especially as a pilot, he would be dodging multiple enemies during dog fights.
thanks for the understanding
| Por Kandino |
This seems like an unfair advantage to whoever wins initiative though then? They can fire off their shots unhindered and then dodge taking the penalty only on the dodge not their shots, but the people being shot first have to dodge and then take the penalty on their attacks as well.
Also key on on the “in effect for the rest of the round”- your dodge replaces the usual target number for the whole round- “full dodge” ADDS to the number so at medium range a full dodge is 10+roll whereas an ordinary dodge is just the roll.
Maybe I need to reread initiative again to get it right.
Anya "Wraith" Whiteangel
|
It looks like youre both right!
Yes, Dodge is a Reaction, so one aught not be forced to take it if one doesn't have to. But also it seems a great boon if you never have to pay for it.
Hence it seems like there could be a couple solutions.
1) Make everybody not pay for it.
Just as the people who go first would shoot then Dodge at -1, we could just say that the people who go second can take a full simgle action with the MAP (multiple action penalty) applying to the dodge.
2) Buy now pay later!
As in my post, if you have a Dodge MAP that you havnt paid for, it carries over to next round.
Of note if we took a hard line stance and didnt allow a Dodge if you already acted without a MAP, that makes it better to go second, since you an dodge all you like and then take your turn accordingly.
| Por Kandino |
So this is all because the way everything is supposed go is-
Roll initiative
Declare actions for both sides
Resolve actions in initiative order.
But that’s incredibly, incredibly slow and clunky for play by post- it has the advantage because you know if you’re being shot at before you roll any dice, but the disadvantage that it would make each round take minimum two days or so.
So I’m going to go with the hybrid option- you can predeclare a reaction and take the penalty in the current round, or if you do not and you take one you roll the penalty forward.
That way everyone gets hit with the penalty at some point- and of course it might be better to eat it now than roll it forward, especially since you might want to take multiple actions next round.
Also- if you are predeclaring and using the penalty on your attacks, you can just say “saving an action for a reaction”- in case you end up needing to parry instead of dodge for instance.
Also- Si’P- for starship combat you use your piloting skill, NOT dodge. If that changes how you’d have assigned your skills you can change it next time we give out character points.
| Por Kandino |
And to clarify- it looks like we’ve landed on NO wild die for damage rolls, but YES for resist and initiative since those ARE attribute checks, so I will make sure to apply that evenly here on out.
| Sl'P St'Reme |
I have no issue with the decision here as it is a compromise with the nature of our format. At least with the way it falls out, it looks easy to remember...make a dodge and you pay for it on the next action sequence or suck up previous action sequences now. Perhaps it just stays rolling forward to prevent mistakes with remembering if it was applied or not? Not trying to drag this out, just trying to get it sorted as we move forward.
| Por Kandino |
Since there’s only ever two rounds in question (this and next) I think we can remember- I imagine most people will pick the option they prefer (roll forward or predeclare) and keep to it.
| Por Kandino |
I’ve had something unexpected come up; I’m going to be offline for a while entirely not sure how long.
I’ll try to get back when I can.
| Sl'P St'Reme |
Good luck with whatever it is Por, we will be here when you return...
I am thinking that, even though I was against the idea of called shots, is there a way to target the Jawa's flamethrower? Like a hose going to the nozzel or the tank itself to empty out the fuel, or whatever to make it stop working. I was hoping for a way to take out the instrument without having to take out the creature behind it...if not, oh well, sucks to be him...or her
Anya "Wraith" Whiteangel
|
I am thinking that, even though I was against the idea of called shots, is there a way to target the Jawa's flamethrower? Like a hose going to the nozzel or the tank itself to empty out the fuel, or whatever to make it stop working. I was hoping for a way to take out the instrument without having to take out the creature behind it...if not, oh well, sucks to be him...or her
Are you wanting to shoot at the flamethrower because you're trying to be...merciful?
=3
| Qot La'Jal |
Hi guys! Posting it on all my pbps.
Our offshore team at work is very affected by the pandemic at the moment and with the fiscal year approaching to an end, our reduced capacity is terribly affecting my time. For the next several weeks it will likely impact me in such way that I simply won't be able to keep up with the forums, things normalizing only as we start approaching mid June.
For the games where I play, GMs please feel free to bot the characters. If you don't desire to bot me for so long, I completely understand, apologize for the late notice and wish you all the best of fun. If you hold me around, though, I should be back after this storm.
For the games where I host, my sincerest apologies to the players - I won't let you hanging so if you stick around until my return we will give it continuation as normal. Otherwise, please message me and once I'm back I'll recruit replacements.
To everybody, I'm sorry for the late notice and I hope we will continue playing together once I'm back!
Cheers,
Archlich