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Cheeech

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Posts posted by Cheeech


  1. Like a lot of people have said, it depends a lot on how much the party gets split up.

    It also depends on the size of the party. The larger the party, the more you need to specialise in something to contribute, and the more a generalist/jack of all trades risks being constantly overshadowed. So a 333322 is very viable in a 2-3 person party, but (usually) a really bad choice when you get up to 5+

    A few specs seem designed to act as secondary characters, specifically the advocate and marshal. even in a larger group, a 333322 marshal, who uses good cop and bad cop to soften people up before the main social character handles them, while still being fairly effective in combat, might be a worthwhile party member


  2. 4 hours ago, whafrog said:

    Maybe you can explain in more detail what it is you want to do?  What's at stake?  What is the terrain like?  Do you want the players to succeed, and do you have a backup plan for if some or all fail?  If it's just a race from the 50-yard line to the end zone, then I'd have everybody (including each relevant NPC or minion group) roll their own pool (probably Athletics) once and be done.  This means anybody with poor Athletics will likely lose.

    This could come up in a game I'm running on Saturday (but probably won't). The situation would be the PCs are trying to take out a minor crime boss in her hideout, and if things look bad for her, she'll attempt to flee down the tunnels (which the PCs may or may not already know about). Presumably the PCs will give chase, and any of her remaining lackeys will then give chase to the PCs.

    I could split the PCs into 2 groups - 1 to hold off the lackeys, and the other to chase the boss. That might work better - only thought of it as I was typing


  3. Thanks whafrog. So the  way to run a chase with more  than 1 character on  each side  is to treat  everyone  on 1 side  as a single  character?

    That wouldn't work very well for what I want to do. I might ditch the  chase  rules, and have number of successes represent distance  travelled  (measured in range  bands). Or I might decide  the  whole  thing's too complicated, and ditch this chase  altogether


  4.  I understand the chase rules when the PCs are chasing/being chased by 1 NPC - make the appropriate check, and move the PCs towards/away from the NPC, depending on whether they beat the  NPC result.

    But I can't get my head around how chases work when there are  multiple PCs chasing/being chased by multiple  NPCs (on foot, or in separate ships).  everyone  makes their check, and then what? How do you work out how to adjust  everyone's relative positions?

     

    Thanks,

    Cheech


  5. Seeing the chaos in front of him, Kallukorus decides to take control.

     

    "SHUT UP!" he bellows, and all heads turn in surprise to see a fierce Zabrak bearing down on them, his face covered in scars and tattoos.

     

    "Most of you are already useless in this situation. Making nuisances of yourselves as well will not go well for you. Now settle down and wait for instructions."

     

    Kallu glares down at them for another moment, making sure they are suitably cowed, before turning his attention to his companions and the guards.


  6. Kallu scowls when he sees the 6 Krath troopers bearing down on them. The Nikto can obviously handle himself, but the rest of them are unknown quantities. So they may effectively be badly outnumbered, not a position Kallu likes to find himself in.

     

    Kallu is unsurprised to see Massan shoot wildly and run away. The Klatoonian is obviously a coward. They'll need his skills to repair the ship though, so they'll need to keep him around. And besides, cowards are easy to manipulate.

     

    The Chandra-Fan's deadly accuracy is a pleasant surprise. Seeing 2 enemies taken out of the combat, Kallu joins the fray, much happier about the odds he faces. 

     

    Drawing his vibroknife from a hidden pocket in his clothing, Kallu moves in, taking advantage of the advancing Krath's focus on Drask to jab straight into the gut of an enemy soldier before they have a chance to respond. Although his armour absorbs most of the blow, Kallu sees the Krath's eyes widen in pain as the blade cuts into his flesh


  7. Kallu will spend a manuver to engage with the closest Krath, a second manuver to draw his stealth vibroknife, and an action to try and stab them with it.

     

    4 dammage, pierce 1. Not very impressive, I know. I'll wait until I know whether that does any damage before posting my IC post. The 1 advantage I'll spend on giving a boost to the next acting player.

     

    Stab Krath: 1eP+1eA+2eD 1 success, 1 advantage
    p-s-a.pnga-s.pngd--.pngd-f.png
     
    oops - forgot my setback from fear. I'll roll that now
     

    Fear setback: 1eS 0 successes, 1 threat
    s-th.png
     
    (I should probably have let Drask go next. Thought there were 2 PC slots now. Nevermind)
     
    1 threat cancels out the advantage. So no boost to the next acting player (sorry next acting player!)

  8. What range are they at?

     

    I would've said let our heavy hitters (which I think is Dubi and Drask) go first, see if they can whittle them down some. Or if we did want to let the ranged characters go first, that would be Dubi and Massan. Which has the advantage of Massan's character being online now, moving things along a bit.

     

    Either seems fine to me. As a mediocre melee character, Kallu will definitely be taking a later slot

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