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Silidus

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  1. Yes, she would be defeated and the Heroes win. One other note about Forbidden Incantations vs Blood Offerings. When playing this quest with fewer than 4 heroes, Lady Elizas health is significantly reduced (only 7 for a 2 hero game) making it very risky to do two consecutive Forbidden Incantations. Additionally, the odds of rolling a surge are slightly higher than 50%, and the average number of hearts rolled is around 3. So given that it may take 2 actions to do FI, with an average gain of 3 hearts, and will reduce her healing (unless you exploit the 'in the room' rules by moving the Fleshmolder to the cap tile), its sometimes better to do the slow and steady approach using consistent BO instead of FI.
  2. How are you GMs handling loot gained from dungeon delving? Narrative wise, sure most gold and items can be obtained through "ill give you 600s to go do this" type quests, and then bought from local markets etc, but Terrinoth is full of items that simply can not be purchased, or random potions or other useful things that fit into 'stuff you find when grave robbing'. I feel the GM is responsible for providing any items required for the story, but as for searching burial sites or forgotten tombs and temples, how are people handling 'random' loot that isn't 100% story related?
  3. That is not dead which can eternal lie. And with strange aeons even death may die.
  4. Its been awhile since I played MoB, but I really enjoyed it when I played it. Playing the OL felt like playing the OL should feel, like you were the one with the power, while for once it was the heroes who needed to play smart to pull off the win. This made for some pretty epic wins for the heroes (like Skye getting the final blow on Zarikell after the heroes perfectly timed the collapse of the portals so that Zarikell was vulnerable and at 3hp for one turn before OL could activate the reenforcements, Zarikell of course was well in the back and there was no way a hero could have made it to her to deal damage), and they always deserved it.
  5. Silidus

    Speeder keyword and terrain

    Additional things that may stop speeder movement during a Compulsory move, which MAY result in a partial move and damage; Ground units engaged with other ground units Non-Trooper Units in the Speeders final position. I feel like the above definitely result in a partial move and damage. The terrain one is more tricky since there are several cases where the speeder could move through it, or onto it, but may not be able to fully rest in its final position (ie edge of a cliff, or on a pointy rock). The barricade example seems to fit here, where you simply place it as far as you can, and consider it a full move.
  6. Silidus

    Standby action

    Page 41 of the Rules Reference states; A trooper unit can perform the standby action if it has not performed an attack during its activation. And a trooper loses all standby tokens if they perform a move or attack. So attacking and having a standby token is not possible.
  7. Silidus

    A true legion

    Ooh.. lets headcannon this. So, the death star was in orbit around a moon, not a planet, and given the size of the death star, it would probably not have been possible to have the Death Star maintain a geosynchronous orbit without having to pass between the moon and the planet, and deal with fluctuating gravity conditions as it did. Most likely the Death Star would have maintained a stable orbit around the moon and the planet by holding in the 'lee' of the moons orbit, effectively being dragged along behind the moon as it moved around the planet, which would also mean the moon would be rotating relative to the Death Star as it did. That would mean that in order to maintain the shield at all times, several facilities would need to be set up in order to ensure full coverage throughout the cycle. Since the Imperials would not know the exact time of the attack, they would have had to garrison several separate locations and mobilize troops/walkers/etc between them, while the rebels knew the exact hour they intended to perform the assault, and would be able to determine exactly which facility to destroy in order to give themselves the largest possible window of opportunity before the next shield generator rotated into range. On top of that, the rebels assaulted the back door of the facility, which again required Imperials to relocate troops from patrolling around the main facility to the back door before they could be effective.
  8. Amazing work. Nice job!
  9. It would be nice to see the power of 'Special Editions' used for good, instead of evil.
  10. Yup, if only it had somehow been better done in the movies... Ok Disney, heres the deal... 'lose' all copies of the PT movies and bring Filloni and the CW writers in to finish the last 2 seasons of Clone Wars leading up to, and finishing with the birth of the twins and Obiwan going into exile. And then we will never argue about star wars in a forum thread again.
  11. I had a post on this earlier, but the way we solved this in our group is to allow the 'gain the advantage' maneuver allow the ship holding the advantage determine their relative position to the target (including arc). We then allow all relative movement to be handled using competitive checks between pilots, so an attempt to move 'closer' to a ship can be immediately countered by beating the pilot with a competitive check (and maintaining the distance), similar to a chase scene but on a move attempt by move attempt basis.
  12. I will grant that there is the germ of a really good storyline just under the surface of the prequels. Its just badly executed, and really needed a very competent story writer who understood how to create a complex layered villain in Palpatine, the problems with Democracy, and the 'Dark Side' of a morally good character sliding into an 'Ends justifies the Means' mentality. (prequel rant incoming) I think if I were to pick a scene where it went off the rails, I would say it was the end of the chase scene in clone wars. At the end of the chase, we have the bounty hunter crashing into the street full of people, and Anakin and Obiwan landing behind her. Instead of running into the club, she should have simply torn down the street. Anakin, seeing her escaping Force Grips her and slams her into the end of the ally, and when I say Force Grips, i mean the full power and extent of the 'chosen ones' abilities, waves of force power causing damage all down the street, people panicking or being thrown back. Obiwan sees this and is horrified, yelling to Anakin "No Ani, you must stop, this is not the Jedi Way.", pushing Anakin down and breaking his hold on the Bounty Hunter, who then escapes. This scene is then later called back, when that same Bounty Hunter results in the death of Anakins mother (casualty, plot or revenge), resulting in Anakin blaming Obiwan and the Jedi Order for the death of his mother, blaming their perchance for INACTION for the suffering in the galaxy, and swearing to use his power whenever possible to make sure that nobody every has to suffer. This way we set up a clear dynamic between the Jedi Order and Sith, contrasting the difference between accepting the outcome of situations as 'the will of the force' vs bending the force to their will to achieve a desired outcome. Later development of the theme can show how Anakin becomes Vader, as more and more people begin to fight against the 'oppression' imposed by his idea of the greater good and security, and he becomes increasingly convinced that people (and aliens) can not be trusted with their own futures and must be brought to heel and shown the path to safety an security.
  13. I think that's fair to say with regard to the OT. It stands on its own, is a pretty straight forward opera about knights and magic, chosen ones and the forces of Evil, basically a D&D campaign done in space, and that's GREAT. It does what it set out to do, and you are absolutely correct in saying Lucas really wasn't shooting for anything more in depth than that. The issue is more about what happened after that. The prequels can't really claim the same, they were ABOUT depth. The entire premise was to tell the background story of the fall of the old republic, to flesh out the Jedi, the story of Anakins fall, and the characters who were responsible for it. But instead, we got the cartoon again. I get that its part of the starwars narrative from the OT, but given how much the prequels differed from the OT in terms of style, structure, tone and scope.... keeping the cartoonish superficiality of the characters was probably NOT the thing to hold on to.
  14. The tone I am looking for is to be somewhat sad. Similar to Greatwolf Sif from dark souls. The character is a persistent villian, involved heavily with the campaign as a whole and to one players backstory specifically. The mechanic I'm trying to support should start with a difficult fight... but should end with them just beating her down again and again, with Crits just add up until the final blow is struck.
  15. Planning a solo fight for my players, basically players vs a high level Nemesis Inquisitor, so I have been thinking a lot about the crit system and WT. So here is the question, what can I give this Nemesis to allow them to fight to the death, basically I want them to keep going until the players hit that Crit+ threshold of 51-75 and nail the "Death" or "Dying" limit. Is there anything in the game that can do this? Can an incapacitated character use stim packs? I almost want to say a player can always 'get back up' during an encounter, making the wound threshold more of a 'normal damage till crit' counter that gets reset whenever it gets hit (although I know one of the solider signature abilities lets you do this). So... help? Edit: I think I found what I am looking for. "Against all odds" Edit2: Once per session... maybe not.
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