Ah, yes. The "They're tiny so they have to move into the space to attack" definitely was something that was missed in the session I played ;)
I'm going to be GMing this soon and was wondering if there was a consensus on how the "Shadow Creeper Regeneration" works? One round after a shadow creeper is destroyed, another comes through the thin spot between the planes in the center of the room. Basically it's a question of how fast and how many actions they get.
I just played it and the GM's interpretation was that essentially each of the 6 had an initiative and if one was destroyed, it another would pop back in the next time its initiative was up and immediately have a full round of actions. That got hairy really quick, even with 6 players.
My interpretation would be that after one is destroyed, following the next turn of the character that destroyed it another would crawl into the center as their Move Action, allowing them a single Move / Standard for that round.
Did anyone else interpret it differently?
Well, I'm 95% settled on playing a Space Goblin Technomancer. Only a few things to iron out, such as whether or not to do a Soldier dip (mostly for the hilarious image of a goblin carrying around a Heavy Rifle as big as he is.) Given that it isn't certain how far the campaign is going to go, I'll probably go the simpler route.
On Starship Combat, you would still be better off as a backup gunner with a +1 assuming their are two guns to operate. A +1 still crits. Overall, having bases covered is important, but I anticipate there being a lot more non-starship than starship combat.
I do think it's a bit ridiculous that so often conversations about Starship Combat start out with <Strength or Wisdom based character>: "So, my character has nothing they can do to meaningfully contribute to the Starship..." <Party>: "They can be Captain. They would cause the least amount of damage to the party there..." Unfortunately I don't see that changing anytime soon, so...
Zoran is going to be a better captain than Lenny, but if Zoran invested in Piloting they would be a significantly better backup gunner than Lenny would. That would be up to you two on what tweaks (if any) you would want to make to your character.
For myself, at this point I'm pretty sure I'm going to run a Technomancer. It would be between that or Mystic, and I've never gotten to play a Technomancer. I could be convinced otherwise, though.
With that, here's my brief look at Ship Roles:
Agent Eclipse - Zoran Duvahl - Envoy (Ranged): Captain (Backup gunner?)
Cellion - Pippimi - Soldier (Melee): Gunner
PaleDim - Lenny Shiroyuki - Solarian (Melee, Weapon): Backup Gunner (Captain?)
Remnar - z45719 - Mechanic (Ranged, Exocortex): Science or Engineer
Kuey - Davrin Emalon - Operative: Pilot
Wolfspirit: ?? - Technomancer?: Science or Engineer
Lenny Shiroyuki wrote:
Greetings Wolfspirit, who ran my very first PbP game (a we-be-goblins sometime last fall).
Yep. I recognize a few names from the group :)
If you were interested Lenny, one thing which could shore up your space combat would be using the bonus from Solarian for Diplomacy and taking a rank in Diplomacy. That would make Captain an option, even though an envoy is usually better
Player Handle: Wolfspirit
Have you played or GM'd this AP book before? : GMed x2
You recall that the Vat Garden is a ysoki-operated garden; you are also aware that the ysoki surreptitiously accept corpses to help grow their plants. You also know that Eoxians are undead; having turned themselves to escape a planet-wide calamity. They are still members of the Pact Worlds, though, and still considered civilized.
The Vat Gardens are not difficult to locate: any resident of the Downlow can point you in the direction. The station passageways open into an enormous sunken pool filled with a riotous growth of plants. A narrow walkway leading to other parts of Downlow encircles the overgrown vat, and a spire of some kind of machinery stands in its center. For such a busy section of Downlow, the area is surprisingly quiet. Two ladders and a steep staircase pierce the foliage and lead down into the vat.
The floor of the Vat Garden is 15 feet lower than the walkway surrounding it, and the foliage is so thick that creatures in the vat have total concealment (50% miss chance) from creatures up on the walkway. Within the vat, the orderly rows of plants provide concealment (20% miss chance) to opponents more than 10 feet away; enemies closer than this do not benefit from concealment. The two ladders and steep staircase leading down into the vat are easy to navigate, but the PCs can also climb down the plants themselves with a successful DC 15 Athletics check.
You note that there are three individuals in the dense brush: two men and a woman.
Gargalus Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Iseph Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Hishrizzik Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Sorkalazril Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Delta 5 Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Red Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
White Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Blue Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Next up: Hishrizzik !
<= ! -- means you're up!
Active Global Conditions: None.
Hopefully with the number of scenarios bumping up, we'll be able to have more level 3 tables. However with the content drought, yeah, it's been hard to get there without chain running the repeatables (which I've started doing.) Of course, now you really can get a level 3 just from repeatable content, so that should help.
Clearly "personas" are an important aspect of this scenario, but it's a little unclear how each character gets their persona and how much they're supposed to play to it. Is this supposed to be a player invented persona, or just what a GM observes and describes
My thought is to have Wazasha give a brief overview ("Remember, it's important to play to the audience! You're heroes, so make sure to be relatable!") Though I'm not sure if they should even know that the "anti-hero" option even exists.
Did anyone have any thoughts?
What class are you playing?
Not the GM, but not really a spoiler:
"Hacking" in Starfinder seems to be a question of plot. I've seen some materials where you need to be at a terminal, or others where it was assumed you could do it remotely. In general, it's almost always appropriate to ask the GM "Can I hack <current objective> remotely?".
Like Shadowrun, though, there are definitely corps you do -not- want to mess with.
I just tried this, and it appears to work:
Go to the Campaign Info tab.
You should be able to then create a new Discussion Thread, then associate it to the Campaign.
FYI, I submitted the game and got the character sheets set up. I've uploaded them Here. I named the individual files after the character that it's being put on.
It should also be noted that this Module only gives one Prestige Point, but gives a solid amount of gold and things you can buy for the difficulty
Thanks again for playing, and let me know if there is anything else anyone needs!
GM Lazyclownfish wrote:
Sounds good. I was mostly curious, so take your time
XP and Prestige Points are variable. You pretty much with always either get 1 XP for a Scenario (or a short module like Free RPG Day such as We Be Goblins) or 3 XP for a longer module / AP. Prestige Point maximum is determined by the material.
The rewards you get are the same regardless of whether you used a Pregen (unless the character had a faction special, or a boon, etc.) If you played a pregen, they are awarded to your character when they are in the level range for the chronicle sheet.
GM Lazyclownfish wrote:
Interestingly, there aren't very many important doors in the whole story, so it should be easy to omit many that don't matter. Who closes the doors in dungeons anyway?
You would be surprised at how many doors some Paizo modules / APs can have. It got to the point in my gaming group that we started making jokes about how "Ahead you see more doors, but one does not simply walk into More Doors."
GM Lazyclownfish wrote:
Leaders of cats, unite!
That all sounds pretty good. I'm a huge fan of proactive posting and pushing the adventure along. I haven't seen the specific dungeons from this adventure set, but I do know that areas with lots of doors that usually just slow things a bit on a tabletop are horrendous on PbP, so skipping those to get to the meatier chunks might be good (as well as standard protocols.)
I do appreciate that you have put thought into things :)
The most obvious route for Ryphorians is Mystic; they're the only class that particularly wants to have a Wisdom bonus.
Going 8 STR, 16 DEX, 12 CON, 10 INT, 16 WIS, 10 CHA (with a bonus point somewhere from a Theme) is probably going to be a pretty common Ryphorian Mystic stat spread. Longarm Proficiency and either Improved Initiative, Weapon Focus, Mobility, or a Save Feat are pretty solid (if somewhat boring) starting feats, and the bonus feat lets you get two now.