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![]() wanders over to the Resources and Options, scrolls to the bottom.
Special Scenario:
It was the Perils in the Past right? They tried to help the Pathfinders get home and got stuck. Alex, does the promotion make it more or less likely that you will join us in Minnesota for Skal Con this fall? ![]()
![]() Hopefully it never comes up in your groups, but some players just need to be contrary. They have to build something that bends (or breaks) the campaign frame and makes it hard to bring them in. Even with a session 0. Even fully explaining why we're doing it this way. Specifically calling out the motto helps us poor GM's wrangle the occasional wayward player. Like I said, there may be some fortunate groups out there who don't have one (or more) of those. If you have never encountered one, then Desna truly smiles upon you. the player I have in mind isn't on these forums, he knows what he did ![]()
![]() From the Mechanic drone chassis, I'm guessing this is should be tactical or advanced:
page 17 wrote:
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![]() Squark wrote: One thing I do like and want to highlight is how Robots have worse physical stats than animal companions (with whom they're expected to coexist with, based on the Second Contact PDF having an animal companion), but make up for it with customization and the ability to use true weapons. Not only can you customize some of the abilities, it looks like they gain Construct Immunities which is huge. ![]()
![]() Syvis wrote:
3-20, 5-15, 6-15, 7-14 Depending on your species, you really can count them on one hand. The only other time I've seen this particular warning (permanent character change) was , um, THAT scenario. You know the one. Also written by Mr Hillman. ![]()
![]() Post game recap:
The Vault Lord on the other hand laid waste to the party. I even got to use the Vortex to pull a downed character into the lava. Someone tossed out a level 1 fly (aka Feather Fall) to make sure he got a turn to get back in the fight before crashing into lava. Between the cryo grenade drop and the shadow pistol, they strongly suspected that something vulnerable to cold would show up. The party was not disappointed when the cyber dragons were identified. We went a little bit past the time slot but we had a starting delay while players checked their chronicles to make sure they had everything and one break after the giant fight. Auntie was fun, the players picked up on the need to break the projectors (I marked the locations on the map which is a big hint). The troopers did their best to protect them. I made sure to use their stickybombs and anchoring shot to restrict movement (buying time for Auntie's cartoon chainsaw). Everyone had a great time, even the one I nearly killed. edit: the only issue we had was the stairs and elevation changes in the final room. I had heights for some of the areas but all of it. Most of the party could fly (or had crazy high land speed) so it didn't affect much. ![]()
![]() I want to make sure I have this right. The bonus items received after the mission briefing are per character based on what scenarios the player has completed. So if everyone did Duskmire but only 2 did Clone Batch, everyone gets a grenade but only the 2 get a healing serum. As a GM, you have no idea how happy the emoji giant makes me. To be clear, does the affected character know what they need to do to avoid the penalty if they fail the save? It's mind-affecting so I would assume they do. And thank you (or the devs) for not putting the "if you make the save, you are immune for 24 hours" line in that ability. ![]()
![]() The NPC wrote:
For those who somehow missed the memo on this, you need to play The Scenario in question: 7-03 Aucturn Asunder ![]()
![]() While mechanically interesting I had to lower the non-Computers DC's by 2 to give the party a fighting chance. The actual rolls weren't terrible but the modifiers were just not enough to hit 35 for the magic skills. I really didn't want to end the final session in a TPK. Had I run it as written, it would have gained at least 4 Instability (Boom on a DC16 flat check). I accidently toned down the hazard's damage (read it wrong and just stayed with it for the duration). We had a party of 4, one master at Computers, 3 trained in Crafting and 2 trained in Thievery. There were a few spots where the group could not interact with a hazard because the checks were locked behind expert proficiency so they just had to break it. A proper Mechanic could have solved most of the problems in Part 4. The group had fun and certainly have their own feedback. ![]()
![]() MoZiggly wrote: On the playtest tracking sheets, it lists Empires Devoured as three chapters. However, Empires Devoured is four chapters. How does this work for reporting? Are players and GMs not receiving credit for chapter four of Empires Devoured? The way I read the pacing, it looks like 2 and 3 will run together. There is an Advancement Track on page 5 that follows the 1, 2+3, 4 plan. YMMV based on party composition and how long part 2 takes. ![]()
![]() I just ran this twice at SkalCon. The gravity isn't much of an issue in archive, but it sure was in area B. Both tables low tier so they appreciated the low gravity to get up and down the cliffs quickly. For planets in the Pact Worlds and Near Space, I just tell players up front the basic stats (Length of Day and Year, Gravity, Atmosphere) and that helps them and me remember if the planet they're on is weird. For first contacts in the Vast I ask for a Computers check to scan the planet. As long as someone is trained they get the important stuff so there are rarely surprises. This one is pretty straight forward and covers many of the same themes of dread and genocidal robots that came up in 7-01. Part 1 will take more time that you think as the party can freely explore and wander around. ![]()
![]() Hands are one of the three things that worry me about SF2 Vs PF2. The others of course are large size and easy flight. All three challenge some of the basic operating assumptions in a fantasy game. Sure you can hold all the things but with the 3 action economy and MAP prevent you from using all of them at once. Can there be a feat tree that eventually lets a skittermander "6 gun mojo?" Sure why not. We are also in playtest mode. All the cool toys are waiting in future books at this point. The corner case of using multiple heavy weapons feels like an easy fix. Just say they are too bulky and you can't do it. Spending an action to change which hands are primary does feel off to me but I'm not sure. We do have the "change grip" action for combination weapons, maybe start there. I know its from Guns and Gears but an ORC version is likely in the works. Combo weapons (maze core?) let you have extra weapons in the same hands. Not sure how different that is from extra weapons in different hands. The d20 assumption has always been if the weapon or item is held in the correct number of hands it is ready to use. Not all games have that built in. Mostly thinking out loud here. ![]()
![]() Using two hands to reload while you raise a shield seems logical to me. Having only two arms, it's hard to visualize the coordination that takes. I think the issue the Developers are trying to avoid is using multiple hands as an excuse to get extra actions. Yes you can (eventually) draw a sword, rifle, fire extinguisher, and flashlight. What you can't do is use them all at once. There may be some minor things inactive hands can do. I can easily see a feat chain for this with multi armed ancestries. As you gain more feats you get more coordinated. Raise a Shield, later on Reload, eventually multiarmed hacking or reduced full attack penalties. So many possibilities. ![]()
![]() If I'm reading this right, at the start of your turn you make a flat check of 10+glitching value. This means you can never exceed the flat check by 10, the only way to reduce it is to get a natural 20. Or is this one that drops by one on its own? I'm guessing most effects that cause glitching have a duration like the Operative's Sabotage. But then the Machine Saboteur feat doesn't have a duration. Maybe a Crafting check to reduce the value would be appropriate (DC set by item level and glitching value). It is entirely possible my poor system knowledge of PF2 (especially post remaster) means I have missed something. ![]()
![]() Hilary Moon Murphy wrote:
I know we have art for some of them. It would be nice to see what happened to them in the meantime. ![]()
![]() Psepha wrote:
The people on planet are described as wearing respirators, not full modern armor with life support and comms built in. Texting should work, but its slow. Telepathy is the easy answer and lots of species get it. I would let "comprehend language" to work on the signed versions. ![]()
![]() Eythir wrote: I just realized the only eligible 1-4 level voter I have is the one who only cares about hunting for cultists of the Great Old Ones! Total single issue voter. I wonder if anyone will win him over As a single issue, that's a really good one. Most, maybe all except my 702, are on board. Good thing I have a number of low tier GM babies to put this credit on. ![]()
![]() I was going to have any companion creatures / drones become other cute critters. A dragonfly for a hover drone, snapping turtle for a combat drone, etc. As for wireless hacking, its not like there are visible terminals to manipulate. On the other paw they are IN a computerized system so it might be able to do something. Maybe during the Escape sequence it could negate a hazard, then the boss turns the class feature off so they can't use that cheat again. No scenario can anticipate every possible class feature combo so your best judgement at the table will be fine. ![]()
![]() Might need this. Haven't bought any of the PF2 pawns (I have sooooo many from 1st ed) but I really want to run this one. There is something from the video game that seems to be missing. Optional Boss:
No Lantern King? My first playthrough I ended up fighting him, mostly out of spite. As this is a Pawn Box, are there bases? ![]()
![]() Can confirm about the length. I was worried I'd have to cut the mech fight , which would be very sad. The extremists Vs resistance did give me some Rogue One vibes. Shooting stormtroopers is one thing, blowing up the bistro where they eat off duty is something else entirely. The actual traitor does the cyanide capsule thing while the patsy can be saved and turned around. That goes back to length. There is a lot of room to RP in this one. After each event the players get more info and clues. I did try to nudge them into accusing someone before the Shrike, really didn't want the ixtii to die off camera. It would have saved some time as Nate called it during my descriptions of the inner circle. ![]()
![]() Also, building a colossal mech out of Lego will certainly draw attention to your table. Kind of sad the mech encounter feels bolted on. My players wanted to know where the big boss came from, my assumption was that it landed in the "some of something else." I old the players that the cat-mechs and robots were built based on reverse engineering the ceramic mesh on the big mech. If the scenario author reads this, was there another species that tried to help the pahtra against the Vesk before / during the Gap? That was certainly my impression but I could be mistaken. ![]()
![]() I found a glitch in the Description Vs Art category. Of Miiyu's inner circle there are two pahtra, a vlaka, and a ixtii. That last one threw me for a loop, until I remembered that Envar jerk. The art in line with the text appears correct, the headshots in Appendix 3 switch Alfey and Vokuvi. Heads up for those making handouts to go with the investigation portion.
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