First game?

Game Master Uri_12

Maps and Handputs


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Will continue after the 24 mark, 1 more to go.


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I'm not sure if the one that rolled the skill needs to trigger or if I can wait for everyone to do their turn, I think that a failure will trigger without waiting..

Exo-Guardians

| [SP] 11/11 [HP]15/15 | Resolve: 5/5 | Entropy Pool: Formian Vanguard (Exergy) 1st| INIT + 1, Senses Perception +4 Darkvision 60', Blindsense (Scent) 30' | EAC 14 KAC 17 Fort +6, Ref +3, Will +0
GM not goblin wrote:
I'm not sure if the one that rolled the skill needs to trigger or if I can wait for everyone to do their turn, I think that a failure will trigger without waiting..

I would say that you're right.

That failure should trigger the trap immediately.


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Thanks, any tips or advice for the combat? The map is ready, will roll initiative and start I suppose.

Exo-Guardians

| [SP] 11/11 [HP]15/15 | Resolve: 5/5 | Entropy Pool: Formian Vanguard (Exergy) 1st| INIT + 1, Senses Perception +4 Darkvision 60', Blindsense (Scent) 30' | EAC 14 KAC 17 Fort +6, Ref +3, Will +0

I usually give a recap as part of my GM posts each time, including the kick off round. It looks like this.

Round 1 the BOLD may act.
Notes for the players (environment, where to position themselves at the beginning of the fight, ongoing effects, etc.) here.
Player 1 (Status: -damage taken, saves that need to be made, effects affecting them, etc.)
Player 2

Bad Guy
Player 3
Player 4

Also, it's traditional to use initiative blocks meaning that all the players who will go before the bad guy(s) get another turn are allowed to take their turn. That means that some people might be taking their 2nd round before others have technically taken their 1st, but it really speeds up the game and I've never seen anyone who minded.

So...in the above example, I would post the results of Player 1 and Player 2's actions, write up the Bad Guy's action after they've taken their turn and then have this as the bottom of that post:

Round 1/2 the BOLD may act.
Notes for the players (environment, where to position themselves at the beginning of the fight, ongoing effects, etc.) here.
Player 1 (Status: -damage taken, saves that need to be made, effects affecting them, etc.)
Player 2 -10SP, DC15 Fort save or stunned 1 round.

Bad Guy -15SP, Blinded
Player 3
Player 4


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Cool, thanks for the template. I guess after starting it is more like managing with copy-paste and cet.


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Hmm, I'm ok but maybe separate at least for the first round from before and after enemies? After I guess all will be able to act like you said.


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Sorry, how to handle the enemies init? Take the highest init value and let the others act with him? This is what I will do I guess..

Exo-Guardians

| [SP] 11/11 [HP]15/15 | Resolve: 5/5 | Entropy Pool: Formian Vanguard (Exergy) 1st| INIT + 1, Senses Perception +4 Darkvision 60', Blindsense (Scent) 30' | EAC 14 KAC 17 Fort +6, Ref +3, Will +0
GM not goblin wrote:
Sorry, how to handle the enemies init? Take the highest init value and let the others act with him? This is what I will do I guess..

If there are multiple initiative modifiers, you roll for each and then slot them correctly. If they all have the same modifier, you can just make 1 roll.

For instance, if the Bad Guy has a modifier of +4 but his 2 Minions have a modifier of +3 you would make one roll for the Bad Guy and a separate roll for his Minions, then you might end up with a block like below -

Round 1 the BOLD may act.
Notes for the players (environment, where to position themselves at the beginning of the fight, ongoing effects, etc.) here.
Player 1 (Status: -damage taken, saves that need to be made, effects affecting them, etc.)
Player 2

Bad Guy
Player 3
Minions
Player 4

And after the first two players had their turn when you post the Bad Guy's turn, you would put something like this at the bottom (note that you're only showing Player 3 as going and after the Minions go you would set it up so Player 4 and 1 and 2 are ready to go.)

Round 1/2 the BOLD may act.
Notes for the players (environment, where to position themselves at the beginning of the fight, ongoing effects, etc.) here.
Player 1 (Status: -damage taken, saves that need to be made, effects affecting them, etc.)
Player 2 -10SP, DC15 Fort save or stunned 1 round.
Bad Guy -15SP, Blinded
Player 3
Minions
Player 4

The key is to try to give as many people the option to go at one time as possible without skipping any of the opponents' turns.


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Hope my post is ok, will update the map soon. Not sure if needed to do something with crit fail for reflex save, there weren't any details in the scenario. Dazed or deaf for a round sounds good but I posted already..


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GM not goblin wrote:

Not sure if needed to do something with crit fail for reflex save, there weren't any details in the scenario.

If there aren't any details in the scenario, and it's not in the rules, there's no need to invent anything. In Starfinder, a 1 on a saving throw just means automatic failure, that's it


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Ok, map ready, not too bad so far.

Exo-Guardians

It helps if you put a colored border around the enemy tokens so players can easily identify targets, like "I'm aiming at the blue one"


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Yes, done this, GMing is different. I don't think 903 has cover now from blue and Darvis, There is something with water that can be cover but the thing south of it looks low to me I think..

Exo-Guardians

| [SP] 11/11 [HP]15/15 | Resolve: 5/5 | Entropy Pool: Formian Vanguard (Exergy) 1st| INIT + 1, Senses Perception +4 Darkvision 60', Blindsense (Scent) 30' | EAC 14 KAC 17 Fort +6, Ref +3, Will +0

Nope. 903 is wide open.

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