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Agents of Edgewatch S3|12: I’m Just the Cook

How rude! On the day of the Agent’s big casino heist, someone else is trying to heist the casino. Get in line!

Roll For Combat, Agents of Edgewatch Podcast is a playthrough of the Pathfinder Adventure Path, Agents of Edgewatch, and the third book, All or Nothing.

Don’t forget to join our Discord channel, where you can play games, talk with the cast, and hang out with other fans of the show!

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Three Ring Adventure S3|21: Math!

The RFC Crew continue their descent into the tower, and they learn the true power of the +1.

Roll For Combat, Three Ring Adventure Podcast is a playthrough of the Pathfinder Adventure Path, Extinction Curse, and the third book, Life’s Long Shadows.

Don’t forget to join our Discord channel, where you can play games, talk with the cast, and hang out with other fans of the show!

Become a supporter of the podcast on our Patreon page where you can help us while unlocking fun exclusive rewards for yourself!

If you enjoyed this episode, don’t forget to subscribe to the podcast. We would also love it if you would leave us a review on iTunes!

The Bird’s Eye View S3|11: Heist Society

Jason recaps the events from Agents of Edgewatch S3|11: Never Tell Me the Odds!

The prep is over, it’s time to start heisting.

Before we get into the action, I did want to circle back to Steve’s show notes briefly. I did talk about this last week, so I don’t want to get into this endless loop of me agreeing with Steve agreeing with me, and then we’re still talking about the casino heist in 2027. But I did have a few more thoughts on the subject before we get going.

Let’s examine the heist genre. You have a central protagonist who’s smart and talented and can see the whole chessboard laid out in front of them. That’s your Ethan Hunt, your Danny Ocean. The problem is almost always clearly laid out because the protagonist is smart enough to understand (almost) all the dangers going in and has been thinking about how to do this for a while. The protagonist is, quite literally, The Man (Person) With The Plan.

But the protagonist is just one person and can’t do everything on their own, so they have to recruit a team of specialists (usually quirky misfits) to do the things they can’t do themselves. So the real allure of the heist genre is revealing what the specialists can do and how they use their skills to solve the problem. And of course, there are going to be one or two unexpected developments that force the protagonist to adjust the plan on the fly, whether it’s the antagonist starting to realize something is up halfway through, a double-cross within the team, random dumb luck… whatever.

Now, bless Paizo’s collective heart for trying, but it’s TOUGH to fit that into the structure of a tabletop roleplaying game.

The first, and biggest problem, is leaving room for player agency. The best way to REALLY do a heist-genre plot would be for the GM to completely lay out the plan – in the context of this game, have Sergeant Ollo create the plan for us – and then the players execute it. But then the players aren’t Danny Ocean anymore, we’re the quirky supporting characters, and we’re spending the next 3-6 episodes just doing what the pre-planned plot has told us to do. On the other hand, the more room you leave for players to make decisions, the less tight and heist-like the story gets, and it even increases the chance that the players will just come up with something that can’t possibly work and the entire scenario face-plants. So where does one set the balance there?

The other thing is those “supporting skills” that help the heist succeed… what do you do if the party doesn’t have those skills? If you started at Day One knowing you were going to be doing a heist, yeah, maybe you include a rogue for thievery and a bard for the social situations, and a brains class who has a lot of knowledge skills, and go light on classes that don’t offer as much in an infiltration. But for a heist that falls near the middle of a six-book adventure path, you’re “stuck” with whatever characters have been brought into the situation and they might not have the skills the plan requires. We even see a little of that within our team where Lo Mang hasn’t had NEARLY as much to do in the prep phase as the other three of us have.

And I think that’s where (bringing it full circle) I agree with Steve’s point that maybe this all needed a LITTLE more guidance. It was maybe a little too free-form and we spent a lot of time just wrestling with the basic “what are we even supposed to be doing?” question. (Keep in mind, as Steve mentions, our “paralysis by analysis” was actually WORSE than what you’re hearing here; he made some cuts to get us down to listenable episodes.)

Nevertheless, into the fray we go. We’re dressed up (except for Lo Mang, who’s working in the kitchen), we’ve got our cover stories, and it’s time to mingle with high society.

Annnnnd… we immediately stumble out of the gate and burn through one-third of the edge points we thought we had.

First, it turns out the edge point for the forged documents (I’m ashamed to admit that was my work) was a fake. So instead of six, we really only had five to begin with. But then that means we have to burn another edge point to get Basil into the door, and now we’ve got four left for the entire rest of the heist. And MAYBE we’ve added some awareness points, though it’s a little unclear whether using an edge point negates the failure entirely (i.e. also no awareness bump) or whether it gets you in and allows the scenario to progress but still generates awareness. That’s for Steve to know and us to find out, I guess.

And then things go from bad to worse as Dougie’s attempts at entry turn into a complete train wreck. Dougie fails his check. Fires off a hero point… that also fails. Gomez tries to jump in and salvage the situation with his goblin charms and ALSO fails. So three strikes and Dougie is both literally and metaphorically out. And now we’ve DEFINITELY got some awareness on us.

Now… I’ve got a minor quibble here. I am not a Very Rich Person, but I wouldn’t think a Very Rich Person would need a separate invitation for their servant/bodyguard. I would assume such a person would be included in the employer’s invite if they were allowed in at all. But I wasn’t going to argue it too strenuously because that cuts both ways: the casino’s policy could’ve been “the casino has its own security so your guy has to wait in a servants’ waiting area during the gala”.

So… Dougie’s out on the street, but he soon gets better luck on the dice and is able to sneak onto the floor through the kitchen, and we’re back in business. And in some ways, that signifies a shift in our luck, as our rolls start to get better. I’m able to get a good bid in the auction that won’t stick me with a 500 gp pipe, and Dougie’s able to just flat-out steal himself a ribbon.

Next up is figuring out where Gage Carlyle is because nothing else really happens until we can get the key from him. We find him, but decide that observing him for a while is better than IMMEDIATELY trying to get close to him, and that turns out to be the right call, as his security detail is aggressively brushing people away. Looks like if we’d gone straight at him, it would’ve generated some awareness. So OK, one bullet dodged.

Our next attempt to gain Carlyle’s attention is to win big at the tables. It does feel like we’re getting a little loose with the definition of Dougie’s “disguise” because it’s a little weird that two Very Rich People would let their bodyguard gamble while on duty. But I’m chalking it up as a necessary evil of game mechanics: if we want to do this right (and fast), we may need to cheat, and that means Theivery is involved, and Dougie is a little better at that than I am. (Not sure about Gomez… I just remember back in the murder hotel, John and I were both unlocking doors and disabling traps, and his was a little higher.)

Of course, an out-of-character shame is that Lo Mang was stuck in the kitchen, because in real life, Chris is the casino/table-games aficionado of the party. Then again, if Chris HAD been able to play, he might have wanted to play each game individually, and then we’d have a 2-3 episode interlude while Lo Mang gambled. So maybe it was for the greater good that he was in the kitchen.

So John is able to cheat his way to a big windfall (1500 gp), and that’s got a good-news/bad-news component to it: Gage Carlyle has now actually taken interest in us… but so has the obnoxious loudmouth guy he tends to avoid. So basically we have to shed the loudmouth (so Gage would be willing to interact with us) in a way that doesn’t seem overly hostile or draw undue attention. Fortunately, Lo Mang’s ties in the kitchen finally pay their first dividends, as he’s able to slip the guy an extra-potent drink that knocks him out. (Which seems like a not-uncommon occurrence with this person, based on the staff’s reactions.)

So finally, we’re making progress. We’re on Gage’s radar, we’re climbing the social ladder… and it’s distraction time! The casino doors bust open and here comes trouble. Is it the renegade wizard? Is it the Twilight Four or one of the gang leaders trying to get their device back? Guess we’ll find out the answers after we kick some asses… next week. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

Agents of Edgewatch S3|11: Never Tell Me the Odds!

It’s time to attend the Floating Gala at the Lucky Nimbus casino. All the Agents need to do is infiltrate the private party, steal an unstealable key, sneak into the casino vault, find the item, replace the key, and leave the Gala without a trace. No problem!

Roll For Combat, Agents of Edgewatch Podcast is a playthrough of the Pathfinder Adventure Path, Agents of Edgewatch, and the third book, All or Nothing.

Don’t forget to join our Discord channel, where you can play games, talk with the cast, and hang out with other fans of the show!

Become a supporter of the podcast on our Patreon page where you can help us while unlocking fun exclusive rewards for yourself!

If you enjoyed this episode, don’t forget to subscribe to the podcast. We would also love it if you would leave us a review on iTunes!

The Sideshow S3|20: The Game Mutiny

Jason recaps the events from Three Ring Adventure S3|20: Master Blaster.

This week’s episode, for me, highlights the difference between the experience as a listener and the experience as a player.

The action in this week’s episode was… we’ll be charitable and call it slow-paced. The party’s damage was limited by the fact that the dwarves were incorporeal, while the dwarves just didn’t hit that hard: I think even their crits were topping out around 20 or 30 points. So the fight turned into a bit of a war of attrition – could the party get the dwarves down before healing resources (in particular) started to run out.

As a player, I kind of like that sort of fight. Second Edition combat is so swingy that it’s tough to fight every battle on the edge of your seat. Don’t get me wrong: those fights can be a lot of fun, but they leave you drained afterward. As a player, it’s nice to mix in the occasional fight where the stakes feel a little lower and you just have to grind it out.

As a listener though… I felt like this battle never really had any big moments, and as such, I was kind of missing the more dynamic encounters. Where’s Hap blasting dudes for 100 points of damage? Where’s Alhara dropping two or three rounds in? Plinking away for 10-15 damage at a pop… the combat side of it was a little underwhelming.

As an aside, this kind of pulled me back mentally to a similar conundrum I had in the videogame realm. Persona 5… probably one of my favorite games of all time. Persona 5 Strikers… it’s a different core mechanic where they go from turn-based JRPG combat to button-mashy fights, and every boss (or even sub-boss) fight was a joyless slog where it took like 5 minutes to go through a third of the enemy’s health bar. Which was a shame because the REST of the game – the plot, the interactions between the characters, maintaining the art direction, and so on – was totally top-notch. But I stopped playing it one or two bosses in because the core combat just felt like you were spinning your tires. I was getting a lot of similar vibes from this battle.

The good news is that our intrepid friends made up for it with the banter; in particular, the near-mutiny on multiple fronts against Steve. We had the question of tripping a ghost. We had the question of how a flying creature’s five-foot square works in three dimensions. I have recollections of other back-and-forth moments, but it was an episode where the usual tricks weren’t working, the players were trying to get creative in their workarounds, and it was getting just a little chippy around the edges.

The first thing that stuck out for me was just how generally off-guard it caught me. I’m kind of used to a little bit of back and forth in our Edgewatch group. As you know, most of that core group has been playing together for literal decades, so there’s a lot of history and some of it isn’t even game-related. In short, we shit-talk each other all the time. With this game, maybe it’s because they came together specifically for this show, but this group TENDS to be on better behavior than we are. (Well, poop jokes and double entendres notwithstanding.) So it was a little bit jarring to hear things turn a little testy around the edges.

This isn’t to say they haven’t had rules disputes before. They just tend to be more… sedate?… than they were this week.

It’s one of those eternal questions of the gaming table: how much the GM is supposed to be a neutral arbiter of the rules, versus how much the GM is supposed to be opposing the efforts of the players. And, relevant to this discussion, how much the GM is supposed (or allowed) to ENJOY opposing the players. Because it ends up being a weird dynamic at times.

At the 30-thousand foot level where the GM is just another player in the game, the GM should be allowed to have fun too. It would actually be kind of selfish of the players to treat the GM SOLELY as a stoic dispenser of the story. HOW DARE YOU HAVE FUN TOO? That said, if you think about it in sports terms, the situation forces the GM to serve as both the opponent and the referee at the same time, and context-switching between those roles at a moment’s notice. As the opponent, yes, the GM should be able to savor their big moments just as much as the players should. But that does lead to those moments where the GM-as-ref is telling you why the thing you want to try won’t work while the laughter from GM-as-player is still ringing in your ears from 30 seconds ago. And I won’t sugar-coat it; there are certain times where it can be difficult to shrug that off as a player.

For the record: using my usual pedantic keyword approach, I’m pretty sure you shouldn’t be able to trip a ghost. Setting aside the general depiction of ghosts as floating and lacking feet, the incorporeal trait confers immunity from Strength-based checks unless the entity has ghost touch. And that cuts in both directions: the ghost can’t use strength-based checks on you (or the environment) and you can’t use strength-based moves on it. And Trip is most definitely Strength-based since it uses Athletics, even though the save goes against Dexterity. So… no. No tripping ghosts. [Stephen here, I checked after the episode and indeed, Jason is correct. You can’t trip a ghost since they are incorporeal and immune to all Strength-based attacks and checks.]

As far as the squares-while-flying thing, I assumed (I think Loren made this point as well) it would work like diagonals work on the two-dimensional map. That the first increment is 5 feet and the second is 15. Or, split the difference and just call it a 7.5-foot difference and apply reach based on that.

If there’s any consolation to all of this, at least incorporeal is less punishing in Second Edition than First Edition because there’s an upper bound on it. The rules have similar intent between editions (in summary: ghost touch is best/fully effective, magic damage is less effective, and non-magic damage is almost completely useless) but there’s an upper bound because 2E implements it as “no resistance/N resistance/2N resistance” whereas 1E’s implementation was “full damage/half-damage/no-damage”. So a spell that does 40 raw damage would do 30 in 2E but 20 in 1E. Melee attacks that do 40 raw damage would do 20 in 2E and NOTHING in 1E. Or looking at it another way, if Hap had landed another one of those 100-point scorching rays, 90 is getting through instead of 50.

So the battle proceeds, things calm down, and our dwarven buddies are dealt with… for now. As with all ghosts, they have the rejuvenation trait, so they’ll be back in a few days unless the party can get rid of the underlying problem. Which… I’ve got 20 bucks that says that fixing the problem with the aeon tower will free the ghosts as well. But we still don’t know how our team is going to do that yet, so I guess we’ll figure that one out next week. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

Three Ring Adventure S3|20: Master Blaster

The RFC Crew decide to try their hand as Ghostbusters this week, and busting sure feels good!

Roll For Combat, Three Ring Adventure Podcast is a playthrough of the Pathfinder Adventure Path, Extinction Curse, and the third book, Life’s Long Shadows.

Don’t forget to join our Discord channel, where you can play games, talk with the cast, and hang out with other fans of the show!

Become a supporter of the podcast on our Patreon page where you can help us while unlocking fun exclusive rewards for yourself!

If you enjoyed this episode, don’t forget to subscribe to the podcast. We would also love it if you would leave us a review on iTunes!