Talking Combat 042: Die Another Day - Roll For Combat

Talking Combat 042: Die Another Day

Jason recaps the events from Roll For Combat, Episode 042: What We’ve Got Here Is Failure To Communicate.

Well, that was almost a barrel full of suck, wasn’t it?

In general, I tend to be stubborn as a player. Once I engage in a fight, I kind of want to see it through. To quote from The Magnificent Seven, “nobody throws me my own guns and tells me to run”. So as a general rule of thumb, I tend to flee reluctantly: part of me wanted to stay and try to slug it out with the temple guardian.

But in this case, I wasn’t going to protest.

First, I’m struck with the realization that Tuttle is not the character to be taking that stand. If I were one of the primary damage dealers, it might be easier for me to sit there and slug it out. As an “in the rear with the gear” guy who has to overload his gun just to sniff double-digit damage, I tend to leave the fight-or-flight decisions to the people who are in the front taking the big hits – mostly Mo, sometimes Hirogi.

Also, I’m not an idiot: it’s hard to ignore a mountain of evidence staring you in the face. The guy was hitting on single-digit rolls, +11 to damage meant he was starting around 15 damage on even fairly pedestrian rolls… yeah, I don’t think we would’ve lasted very long. Mo got off to a good start hitting on two attacks, but the rest of us might have done five points of damage combined. And at the risk of meta-gaming, the fact that he was a solarian meant that he had as-yet-untapped graviton and photon powers (which Steve reminded us of after the fight was over by having him fire his corona power).

This wanders into the territory of Steve’s GM tip, but I like the way Steve chose to handle this and thought he did everything a GM should do in a situation like that. I think we’ve brushed up against this topic in other Talking’s, but my position on the “no-win” encounter is this: all I ask is a fair chance to avoid it or choose a different path if possible. Give me a warning sign and let me choose. If I’m dumb and ignore the warning signs (or miss them entirely) and get killed, that’s on me; conversely, running into a complete meat-grinder of an encounter on rails because that’s what the story says is supposed to happen is kind of lame.

Having said that, I do recognize that sometimes stories funnel through a single point and there’s no real way to provide choice, especially when you’re approaching big boss-battle setpieces. I’m imagining Frodo and Sam reaching the foot of Mount Doom and then deciding they needed to take a detour for supplies. Sometimes it’s just not possible, and it’s important to acknowledge those times too. I do think this is verging on that – we’re not totally out of options, but you do get the sense that the Temple of the Twelve is a fairly pivotal location and we’ve got to get in there.

When we were first playing through this, my concern was that we missed something – like maybe there was a password or secret handshake we were supposed to learn back at the Plague Warden. But with the fresh ears that come from re-listening a few weeks later, I noticed that Steve used the word “compelled” three or four times (including having Wahloss chime in) and made references to the “Speaker for the Stareater”… leader of the cultists, maybe? So I think it’s more likely this guy would normally be more favorably inclined to let us in but has been influenced to keep us out. And here we are with no magic – what I wouldn’t give for a good old Level 1 Pathfinder cleric with Turn Undead right about now.

But all of that is academic. We don’t have the tools for a frontal assault, so it’s time to get clever. Turning back to the problem at hand, it’s frustrating we got rejected, but it does still seem like we have a few options. There are a few side buildings in the area – going back to the password theory, maybe there’s a hint as to how to get in somewhere else in the grounds. (The Moria “speak, friend, and enter” runes, or maybe the cultists left something behind.) I suppose we could look around for another way to get into the temple, though it seems unlikely at first glance. We could always skip the temple entirely and go up the hill – I think he said some of the cultists were still up there – but that feels wrong; it seems like the Temple of the Twelve is the key location to be dealt with at the moment. It feels like either the Temple is the final encounter and the summit is treasure/denouement, or maybe we get some info from the Temple and take it to the summit for whatever final encounter awaits.

Heck, maybe we still have to fight this guy, but we plan it a little smarter and not just launch right into a frontal assault. At the risk of meta-gaming, solarians tend to be more effective at melee than at range; maybe we try to make it a mobile fight and burn him down from a distance instead of going toe-to-toe.

The other fight against the eel was mostly non-descript; really, the tactics of getting people up the narrow steps and into position probably posed a bigger challenge than the creature itself. The one bit of excitement was that we almost got to see CHDRR crit with the chainsaw wings. Granted, a lot of the critical wounds are based on humanoid physiology – clearly, an eel doesn’t really have any arms or legs to chop off – but it still could’ve been cool. Maybe next time.

And OK, it was hilarious that Hirogi rolled yet another 1 for Holographic Clones. We’ve officially passed Coincidence and are into Running Joke territory.

As we end this week’s episode, we’ve been dealt a bit of a setback, but we’re still in the game. How are we going to get into the Temple of the Twelve? Do you think Steve handled the no-win battle appropriately? Feel free to drop by social media and let us know what you think, and we’ll see you next week.