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The Bird’s Eye View S1|03: Fowl Play

Jason recaps the events from Agents of Edgewatch S1|03: Panic! at the Zoo

Welcome back to Agents of Edgewatch. This week, the Patrol That Never Ends leads us to the outskirts of a traveling menagerie where there are reports that creatures have escaped. Of course, it can’t be a nice safe petting zoo with baby goats and lemurs… maybe an otter for John. NOOOOOO… it’s gotta be a cockatrice and an owlbear. (And that’s before we even step foot on the zoo grounds proper.)

The cockatrice was a special little treat to me because in my position of Resident Blogger: I got to listen to the Three-Ring Adventure group ALSO have a cockatrice fight, and got to hear the number that thing did on poor Darius in that show. So I know how much of a pain in the butt that Slowed condition can be if you fail a save. I don’t want to say I was “terrified”, but I’ll admit I was a little bit nervous.

You wouldn’t think it, would you? Coming from a First Edition mentality, still having two actions sounds like a lot, right? But Second Edition tends to reward “hit and run” tactics, so having that third action available after your attack can be really handy. Especially for casters where most of your spells are going to be two actions, and then if you’re slowed you can’t move at all. Ugh.

That fight ended up being not-so-bad though. First, because Steve refined the rules for cockatrice… venom?… between the two sessions so that getting it wasn’t QUITE so horrible, but also because we mostly just laid back and plonked it down from range. You can’t bite what you can’t reach. Granted, Dougie drew the short straw of staying in melee range with it, but the rest of us got to lay back a little. And since it was staying in melee range with Dougie, his being slowed didn’t really cause much of a problem. The one place Slowed isn’t terrible is if you’re just planning to go toe-to-toe anyway: at that point, you’re just giving up a -10 third attack.

So we get past the first obstacle but there’s no time to rest as screams and random other sounds of ruckus draw us forward to the second fight of the session. OWLBEAR TIME! Yes, we have an owlbear tearing up a produce vendor’s shop.

First, let us just pause to bask in the joyous madness of the owlbear, one of fantasy gaming’s greatest “weird” creations. Yeah, dragons and pegasi are more elegant and have a richer tradition in the fantasy setting, but there’s something so endearing about the late-night drinking session that led to “well, you see… it’s basically a bear right?… but it’s got the head and wings of an owl!” Who doesn’t love an owlbear? COMMUNISTS. That’s who.

What we don’t love is FIGHTING an owlbear as Level 1 characters. Because this is one of those creatures that if it crits, stands a legit chance of one-shotting us. I find that across Pathfinder products (Starfinder AND Pathfinder 2E) brute-type enemies follow a pattern. At low levels, they’re some of the scariest enemies because they can do so much damage in a single swing. But as they level, they stop being scary because “low armor class” plus “big reservoir of hit points” without much in the way of special abilities is mostly just an exercise in chopping the tree down as fast as possible. But it’s particularly dangerous in 2E because they also tend to have high attack bonuses for this level, so their third attack is still coming in at something like +4 or +5.

Which is why I REALLY wanted to do more of a hit-and-run fight, but two things were inhibiting that. The first was guilt: Chris and John in particular were standing toe-to-toe, so I started to feel like I would’ve been letting the team down if I ran away after attacking. Even if it would’ve been the tactically smart choice.

The other is that popping in and out of range would’ve deprived me of my Investigator class combat ability and made me a LOT less effective in melee. Which… let’s talk about that and clean it up because we had some trouble in the moment.

There are technically TWO abilities to get into here – Devise A Stratagem and Strategic Strike. Part of the problem is that the wording on DaS is a little goofy, so let’s start there. The (paraphrased) wording is “roll a d20, and if you attack that target later, you MUST use that roll but you can apply your INT bonus instead of STR or DEX”. It mostly sounds like “use your INT to attack” but it took me a little while to figure out what the missing piece is – multiple enemies. If you’re facing multiple enemies and you get a crap die roll for DaS, or if the battlefield shifts and it becomes impractical to attack the DaS attack, you can still downgrade to a normal DEX-based attack against a different target. That’s why the wording is more like loading it up as a pre-attack. But in a single-target fight like this, there’s nowhere else to go with it, and it basically boils down to “use your INT to roll the attack”. And like I said, it doesn’t apply here, but if you’re fighting the target of a declared lead you’re pursuing, Devise a Strategem becomes a free action. That’s got “end-of-chapter boss fight” written all over it.

Having sorted that out, the other piece is Strategic Strike, which applies rogue-like precision damage. It’s 1d6 to start, and it escalates as you level. (The Forensic investigator also has a feat option to add bleed damage.) That part’s not COMPLICATED in any way… it’s just on a different page and I didn’t have it in front of me the first time we went through the sequence.

One thing I thought was kind of interesting about this fight was the arm-chair quarterbacking from the shop vendor. I’m trying to decide if that was Steve giving us hints or just roleplay flavor. At various times, she seemed to suggest both trying to rescue her before attacking the owlbear and also hinted at luring it out of the shop. Seth seemed to pick up on those ideas but Chris and John rendered both moot by leaping into the fray. I do wonder – if we’d gone the rescue route, would it have been a viable strategy to just lock the owlbear in the store and move on? Or were we always doomed to fight it?

Not surprisingly, the owlbear fight proved to be a little bit tougher, but we did ultimately survive. And we get a bit of a lead to follow as, during the fight, I notice some black gunk on the owlbear’s beak. Poison or something? Something to look into as we go, I guess. On the downside, everyone except Gomez is a little bloody, we’ve burned through a lot of our healing stock, and… we haven’t actually set foot on the menagerie property itself. And yes… it’s still all part of Day Two. Are we going to survive our first week on the job?

But that’s the question for next week. While you’re waiting, 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.

The Sideshow S1|30: A Formidable Scent, It Stings the Nostrils

Jason recaps the events from Three Ring Adventure S1|30: Alhara: Warrior Princess.

This week, I have a bit of a dilemma to confront: the difference between listening to the show, and writing about the show.

As a listener, it’s kind of nice to take a break for a week. We had a LOT of stuff happen over the last few weeks, so it’s kind of nice to have an episode where you just put your feet up (real or virtual) and relax with a fairly low-consequence fight. You can’t have your foot on the gas ALL the time, or you’ll burn out. (Heh… it’s like an anticipation vs. excitement mechanic for the show itself!) So a “down” episode is needed every now and then. Unfortunately, down episodes don’t always lend itself to strong opinions, so as the Designated Chronicler, it’s a bit tough to come up with a thousand words about a butt-whupping.

To be a little meta-gamey at the outset, the first fight of a new story section is almost always a warm-up fight of limited danger. Dead Suns… Plaguestone… most of our Black Lodge games… it’s kind of a thing Paizo does. (In fact, it wouldn’t surprise me if it’s fairly standard in the RPG world.) I feel like the goal is to “set the stage”… both in terms of building the danger level as you go, but also to give the party a fight to assess where they are at the start of a new section of the story. Yes, the bad guys COULD roll three or four crits in a row and make it unexpectedly tough, but the numbers are usually on the side of a squash match.

(If you’re unfamiliar… I’m outing myself as having been at least a casual wrestling fan here. A “squash match” is where they put the Big Name up against a nobody in a match that lasts less than a minute just so the Big Name can put in SOME sort of appearance to keep the fans happy. Not the sports with the ridiculously long racquets. I don’t know crap about that.)

So… a band of xulgaths that are lax enough to let our intrepid band sneak up on them and get a surprise round even though they’re ostensibly supposed to be defending the outer perimeter? Definite squash match, and that’s pretty much how it goes.

Except for the xulgath stink of course. I’m glad Steve corrected this in the pre-game comments because it just sounded wrong to me that you have to make five saves. I mean, if you get attacked by five… say BITES… yeah, I can understand having to make five different saves. Five different points of contact, after all. But if you walk into one continuous cloud of nastiness… OK, it’s five creatures, but you’ve only got one nose. Had I been a player, I would’ve been arguing this one a little more strenuously. Still… if it’s this bad OUTSIDE, I shudder to think what it’s going to smell like inside the enclosed area of the tower. (Cue up the “Sex Panther” scene of Anchorman.)

One thing I noticed about this fight – it was nice to see both Alhara the character and Vanessa the player get some of their mojo back this week. During the exploration of the hermitage, Alhara drew the short straw from the luck gods quite a few times, and Vanessa sounded like she was getting a little fried. I remember her getting dropped in the two consecutive fights before the finale, and even though she remained upright in the final fight, she still lost a round or two getting knocked into one of those moats. But this time around, she was able to get back to doing what she does best and was even able to bring back some of the Greatest Hits she lost when she had to square up the Playtest version of the swashbuckler with the Go-Live version. Level 4 Alhara is shaping up as kind of a badass.

Though… OK, the whole party was a little silly this week – “agile vomit”, “Golarion’s ass”, “PAJAMAS!”, the general return of poop-related entertainment – maybe they went to Happy Hour before recording this week’s show.

Another thing I liked was Rob P. sneaking a little bit of character development for Ateran in there by trying to talk down the clearly-evil xulgath prisoner after the fight. It was a nice call-back to the argument with Alhara after they (accidentally) killed the druid. I mean, I kind of assumed it wasn’t going to work out, but it was nice to see Ateran trying to adopt some new ways of doing things. (Though “I cannot blame them; I’m sure they feel subjugated” suggests they’re not ALL the way there yet.)

I’m glad we eventually got clarity on the whole issue of Hap’s bonus damage. On one hand, 2 extra damage isn’t a big deal, but I suppose it’s good to get it worked out now, in case it’s important down the road when it’s 7 or 8 damage, or when it’s a crit and it’s doubled. I’ll say that Loren’s interpretation sounded more correct to me – I took it as “you have to cast the spell, as opposed to casting it from a scroll or wand, but yes, cantrips count”.

After the fight, it turned out to be good that Darius and Alhara used non-lethal damage and they were able to take a prisoner because they got at least a little bit of intel on what they’re likely to face inside the tower. So it looks like there are about 20-some xulgaths, some with dinosaur pets, demons (hopefully not the ones from the church) and a demon-worshiping priest is leading the whole operation. That’s assuming the prisoner was telling the truth, but we’ll take it at face value for now.

So… with all that dispensed with, it’s time to climb the tower and invade the xulgath lair. And that’s where we’ll pick it up next week. As always, feel free to drop by our Discord channel and let us know what you think of the show. Thanks for listening and we’ll see you next week!

The Bird’s Eye View S1|02: Training Day (And Night)

Jason recaps the events from Agents of Edgewatch S1|02: Delicious Dubious Delights.

We passed a bit of a milestone over the weekend: Saturday marks the three-year anniversary of our first “real” episode of Roll For Combat. If you want to get nit-picky, Steve put up an introductory post earlier in the month, but the 26th was the first time we assembled the group for Episode Zero of the Dead Suns adventure.

In other times, I would’ve probably made some smart-ass joke about being surprised because I didn’t think it would stick for more than three months. And I guess that’s still kinda true. But at the same time, the whole COVID pandemic situation has made me a bit more reflective. Your mileage may vary, but things have generally sucked in big ways and small for the last six months or so, and we’re all looking for our little pockets of normal. For me, it’s been getting back into Magic The Gathering (online), and listening to one of my favorite musicians (Rhett Miller of the Old 97s) do acoustic shows over the Internet. Today, I’m feeling humbled that our show can be that thing for those of you who are listening, even if it’s just for an hour or two a week. So thanks for being here and making us part of your little pocket of normal.

OK… that’s as wholesome and sincere as I can be in one sitting. On with the show.

We begin this week on our first “real” patrol – it kind of feels like the bar brawl was kind of a bottle episode: a low/no-stakes test to introduce the team to each other and see how we work as a team. (I also feel like that was “supposed” to end in a non-lethal fight, but that may just be me making assumptions.) Our first encounter of the patrol is breaking up a fight between two goblin food-cart vendors that turns into an impromptu safety inspection. And Basil gets to use his investigator abilities to save the day, noticing the danger of the potential oil fire and dousing it before it can cause major damage.

I’m going to dig in a little bit on the rules here because there are actually TWO different Investigator abilities that could’ve applied here, and I’m not 100% sure which one Steve used. The first is the “That’s Odd” class feat. It’s a class feat that lets the investigator notice one thing out of order in a room or location. Any “flavor” of Investigator can take it, but the Empiricist gets it automatically. But here’s the confusing thing: “That’s Odd” is actually automatic and Steve mentioned a roll. (And to be fair, I mention a roll as well when explaining it later.)

So either there wasn’t supposed to be a roll and we’re still getting the hang of things and learning how this stuff works… or maybe it’s possible Steve got a little confused with the investigator’s OTHER class ability, Expeditious Inspection. That one allows me to do a Seek, Recall Knowledge, or Sense Motive as a free action once every 10 minutes. That one requires a roll, and I would assume I would’ve had to declare I was looking around (unless it’s just assumed I’d be assessing the situation). The “once every 10 minutes” restriction does seem like it’s more geared for in-combat use. So I’m not sure which feature Steve was intending to apply here, but I’ll take it either way.

Out of character, one thing that amused me about this interaction was the 40g fine… but for a very specific reason. I was just listening to the Three-Ring Adventure, they’re basically at Level 4, they’ve been playing for like 3-4 months, and their reward for the fight they just finished was (wait for it)… 50g. So basically, we got almost the same amount of money for our first mission out of the barracks. Maybe some of that is compensation for the fact that we won’t be getting loot in conventional ways, but still… that’s a lot of money for Level 1 characters.

Next up, we have a fairly quick fight against some skeletons. A crit put Lo Mang on the ropes a little bit, but other than that, it wasn’t too much of a challenge. First things first, I love the roleplay flavor that the occasional digging-up of undead is a public works nuisance along the lines of a broken water main. That cracks me up and I’m actually imagining us on casual traffic detail – “road’s closed… skeletons! You’re gonna have to go back down two blocks and go around to the right!”. But more importantly, we have the great mystery of “What Exactly Is Dougie?” and the related question of “what is ‘Kapow Damage’”?

Initially, when John didn’t use weapons I just assumed we had two monks in the party. In our Episode Zero, when Steve mentioned it would mostly be non-lethal damage, John and Chris BOTH sorta perked up at the idea of rolling monks. But then it started to seem like the lack of weapons was more of a roleplay thing, since once the fight was over, John seemed interesting in acquiring something. So maybe he’s got some sort of code of honor where he’s only going to use weapons he got from bad guys.

So OK… Dougie is clearly some sort of melee. Casters don’t wade in and start punching people. Fighter seems iffy because if I had access to all the weapons and armor in the game, I’d be equipped with something. There’s “roleplaying”, and there’s “wasting the core strengths of the class you chose”. I guess maybe Champion is a possibility and the fight was too quick to see his class ability? Maybe an odd strength-based rogue or swashbuckler build? Again, we didn’t see any evidence of panache, but it was a quick fight. Rogue seems most likely based on the fact that flanking seemed to trigger the bonus damage, but I guess we’ll find out as the show continues. (Totally out-of-character, I know John tends to like “keep it simple” characters, so doing another rogue would also fit with that.)

Our third encounter of the shift is a public disturbance call, as a teenager has barricaded himself in a merchant’s shop and won’t come out. It turns out he’s an apprentice whose mentor Kemeneles had some low-level bad blood with the shop owner, so when Kemeneles went missing, the kid just assumed the shop owner was responsible. We get a little bit of intimidation from Gomez, which doesn’t really fly, and then Basil tries more of a Good Cop take and rolls a Nat 20 for the success and has a new best friend for life.

As we sort through this, it becomes pretty evident the kid is just grasping for straws – Kemeneles might be in genuine trouble, but it’s pretty clear the shopkeeper isn’t involved. On the other hand, the kid did trash the store pretty good while he had locked himself in there. In this case, talking the shopkeeper out of pressing charges seems like the right call.

But that brings us to what might be the most interesting long-term dynamic of this adventure path – we have limits on what we can do and there’s a point past which we’re not supposed to go. If we were “just” adventurers, we’d be free to take a break from our patrol and help the kid out. But that’s not our role – we’re part of a larger team and our job is to report the situation back to our superiors and get back to work.

After that, we have a little debate about what to do about the kid and… OK, with 20/20 hindsight, Seth was right on this one. I DO think on a meta-game level, the shop owner was offering to take the kid in just to keep him somewhere safe while we did other things, and maybe we’ll come back to that one later. But on a more reality-based level, you wouldn’t just leave an unattended minor with someone who MIGHT still have ill intent, so taking him back to the local station was the better call.

I thought maybe Steve would wrap it up here… BUT WAIT, THERE’S MORE. We’re up to encounter #4, as we end up engaged in a chase with a mysterious cutpurse. I have to admit I like the chase mechanic overall – it’s something different and a nice way to create action set-pieces while making use of skills other than pure combat. I still think Steve should’ve made the fruit cart a cabbage cart as a salute to Avatar: The Last Airbender, but other than that, it was a lot of fun. We catch up and combat ensues – she’s kinda hard to hit, I end up getting pummeled a bit, but Lo Mang, in particular, takes care of her pretty well (Gomez, having fallen behind during the chase portion, misses most of the fight.) And it’s another feather in the cap of Red Squad, as she’s fairly prolific in her thievery.

And surely we’re done for the day? We’ve finally earned a cold beer at the barracks, right?

Sigh.

Of course not. There’s an animal breakout at the local zoo. ARE YOU SERIOUS? Granted, they weren’t all combat encounters, but that’s FIVE different problems we’ve had to deal with on our first day on the job. And Job #5 starts with a cockatrice, which… if you’ve listened to Three-Ring Adventure, you know those are nasty – you fail a save, you get the Slowed condition, which starts costing you actions. Brutal.

The cockatrice charges! And that’s where we fade to black for the 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.

The Sideshow S1|29: Staffmaker, Staffmaker, Make Me A Staff

Jason recaps the events from Three Ring Adventure S1|29: Coulrophobia.

First, note the general title change: “Talking Circus” is now “The Sideshow”. Consider it fallout from the start of the Edgewatch show. I decided to call the recaps for that one “The Bird’s Eye View” because I’m playing a tengu in that game, and from there the wheels kept turning and I came up with a new name for this one. “Talking <Blank>” was getting a little old anyway.

So… back to this week’s action. I have to admit, I feel a little underwhelmed by this week’s episode.

Given the title and the big splashy picture, I thought the initial meet-and-greet would be a little more… bloody? I guess I thought we’d be getting right into the circus performance and see what sort of things Evil Clown Energy could bring to the show.

Not that the squirming and audible discomfort that resulted was BAD, mind you. It was kind of funny to watch everyone (except Hap) process their unease at the new member of the troupe. (Somehow Ateran’s dead stare was actually my favorite initial reaction.) But given that I thought we’d be counting up severed limbs or something, general awkwardness was a bit of a letdown.

But hey… file this away for now: I feel there’s at least a 15 percent chance that a year from now, Jellico will turn out to be a serial killer in Book 4 or Book 5, and this whole interlude will be whole new levels of embarrassing in hindsight.

On the other hand, delving deep into New CHDRR’s legacy pleased me greatly. I’m not above a little bit of ego… having my robot creation from Dead Suns (or a version of it) make its way into the new story was pretty cool. Of course, it’s going to take on its own life here, and I’m not going to have any hand in that, but it’s still neat.

Back on the circus front, I think it makes a certain amount of sense that the Professor would hire Jellico (and vice versa). From Jellico’s standpoint, it’s not like circus performers in a fantasy medieval setting would have guaranteed multi-year contracts or anything, and depending on the notoriety of the two circuses, Jellico might be more of a featured act in this circus. (Or again, maybe Jellico is a serial killer on the lam and he changes circuses every few months to evade the authorities. Still on the table.) Meanwhile, looking at it from the Professor’s side, adding Jellico would definitely raise the quality of the Professor’s roster AND he’d be taking a performer directly from a competitor. But mostly it just makes for great storytelling. Why have a boring old animal act or something when you can have a creepy-ass clown? And the fact that it’s a bit of a wild card act the players have no control over is compelling.

The other major theme of this episode was the shopping trip, and that spawns a few interesting side conversations.

First, put me down with Vanessa… I don’t generally enjoy roleplaying out shopping trips; I’d much rather just put a list together and get on with things. Having said that, some of the banter with the priest was entertaining, so it wasn’t a total waste. I guess I’d take a middle ground here – if shopping is somehow interesting to the story, then sure… play it out. But at some point, it really is just book-keeping, so better to just get it over with and move on to more interesting things.

I do think, as Steve points out, there’s value to doing it at the table, though, because you want to avoid the two extremes. At one end, particularly when resources are scarce, you don’t want to “waste” money by multiple people overbuying the same resources. On the opposite end, you don’t want to do all of your shopping in separate bubbles, and then get back to the table and realize nobody bothered to buy… say… healing. So I do think there’s value to kicking ideas around at the table in a semi-live setting. But in our game, we’ve been fairly successful doing that in chat and email, so maybe it doesn’t have to be “live”-live.

The other thing – and this is going to contain a VERY mild Edgewatch spoiler by comparison – is watching availability become an issue. In Edgewatch, we’re right in the heart of Absalom. Our group can pretty much buy whatever we want – we kind of liken it to New York City, where you can run to a CVS at 3 am and buy what you need. Out in the sticks, you’re much more restricted in what you can craft, as this group is finding out: half their shopping list vanishes because the local shops just don’t have anything that fancy.

In fact, this sets the table for a discussion of crafting. Crafting isn’t really THAT great in Second Edition, compared to First Edition. In First Edition, it was a flat 50 percent off for crafting your own items, so there was a clear and immediate benefit to doing it. And GENERALLY, the roll was shrugged off as automatic. In Second Edition, you need to pay 50% upfront, and the other 50% (or some portion of it) is dependent on how many days of downtime you can afford to spend. So if you have unlimited time (between adventures, for example), yeah, you could approach that same 50% cost. But if you have to craft something quickly, you pretty much end up paying full price. At the point of “I need this now so we can continue the adventure”, there’s no discount at all.

Here, with Ateran, we start seeing the one place where crafting is still useful – counteracting limited availability. If you’re in a place where you are trying to get a rare item that’s not available in stores, you can still possibly find more common ingredient items and craft it yourself. At that point, getting it at full price through crafting still beats not getting it at all.

The one remaining thing that stands out about this episode was Csillagos learning the spell by eating the scroll. I have to admit that one slipped by me when I was reading the Advanced Player’s Guide. I remember the part about familiars being able to trade spells by talking to them, but I missed the part about scroll-eating. That’s fantastic. Though if I ever make a Witch, I’m going to make my familiar be a picky eater. YOU EXPECT ME TO EAT THIS? IT’S NOT EVEN SEASONED PROPERLY.

As we end the episode, it turns out that there are five days until the circus performance, so it looks like the new plan is to go to the xulgath tower and deal with that situation first. So I guess Jellico’s first show will have to wait. Back to dungeon crawl… now with dinosaurs! While we’re waiting for next week’s episode, 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.

The Bird’s Eye View S1|01: Last Call For Tavern Brawls

Jason recaps the events from Agents of Edgewatch S1|00: Welcome to Agents of Edgewatch! and Agents of Edgewatch S1|01: The Mean Streets of Absalom.

Welcome to the first installment of The Bird’s Eye View, our weekly Agents of Edgewatch recap column – the “Talking” thing felt like it was getting stretched a little thin, and I’m never one to pass up a quality play on words. (You’ll also note that we changed “Talking Circus” to “The Sideshow”.) This one’s going to be a little longer than usual because I’m going to circle back to a few Episode Zero thoughts as well as covering the first “real” episode.

I wanted to briefly touch on, but not dwell on, the real-world backdrop here. I know some people gave Paizo a hard time for writing an adventure path that featured law enforcement that happened to release right when the George Floyd incident happened and protests started. Some people even felt Paizo should have canceled Edgewatch entirely. I’m not going to tackle that decision – it’s already been made and it’s beyond my non-existent pay grade anyway. I’m going to talk about our decision to go ahead and play it.

First and foremost, I trust Steve’s judgment as a GM. He read the adventure path and he says it’s a really good story, and that the police aspects aren’t THAT central to the story once it gets rolling. In a way, being members of the local gendarmerie is almost a MacGuffin – it’s the thing that puts our characters where they need to be for the dungeon-crawling to happen. Also, Steve has a good feel for what makes for fun gaming and he knows what we like as players, so if he says we’ll like it… that’s a relationship forged over years, even decades, saying we should play this thing, and I trust that.

I also think at the end of the day, it’s up to each gaming table to figure out what their own ethics are. And OK, we have a little more responsibility since we have an audience, but it still comes down to the people we choose to be and the values we choose to reflect. Sure, SOMEWHERE in the Pathfinder landscape, there are going to be some tables that will think it’s clever to Bad-Cop their way through this adventure. That’s not us. We generally like being the good guys, and so we’re going to play this thing FAIRLY straight up. Our characters might get a little weird around the edges, but evil is just not who we are. Heck, me personally? I tried to play a run-through of Mass Effect where I chose the “renegade” option in every dialog, and I quit an hour in because I didn’t like that my character was turning into an asshole. Much as I chafe at the label, I’m Lawful Good to the bone; maybe Neutral Good on a whimsical day.

It does pose logistical challenges, no question about that. Going all the way back to Gygax, the heart of the D&D/Pathfinder combat system is “kill evildoers to get experience, take their treasure to buy better gear, progress to more powerful challenges”. Well… that system breaks down if you’re supposed to be representing the law in a city setting. Townspeople aren’t automatically “evildoers”, or they’re low-grade evildoers that belong in jail, not dead. And cops shaking down people for their money was pre-Jim Gordon Gotham City behavior. So if you wade in with standard tactics, you’re a thief and a murderer, and become exactly the sort of thing you’re supposed to be preventing. But if you don’t replace that mechanic with “something”, you don’t get experience or loot, so how will your characters progress and move the story forward?

Enter the Lawbreaker Badge, our table’s solution. It’s basically (to use modern terminology) a body-cam on steroids. It de-lethalizes your attacks automatically (unless you’re fighting something explicitly evil like the undead, in which case you can turn it off and do real damage). It decides what the legal penalties of a crime are, so you’re just there to collect the fine and take the person to jail if needed. It even provides a little bit of help in the healing department, with a single use of Lay on Hands. I figure if magic can create a portal to another freakin’ dimension, it can create a device that does those things. (Technically the rules of the AP de-lethalize the attacks, but the Lawbreaker Badge creates an in-game explanation for how it happens.) As far as loot? That’s a little trickier but still manageable. We get a “cut” of the fines, and sometimes there are items lying around with no clear owner that we’re allowed to keep. But if we tried to write a bunch of fake parking tickets to make money or just took someone’s stuff without an underlying crime, the Lawgiver Badge would shoot those down, so there’s no incentive to create a crime that isn’t there.

So that’s the system, now on to Basil Blackfeather.

I knew going in I wanted to play a tengu next time we moved to a new game – they’ve been one of my favorite races going back to First Edition, so once they were part of the Advanced Player’s Guide, it was a matter of “when” rather than “if”. (I can neither confirm nor deny I considered getting reckless and killing off Nella in the Black Lodge game to make it happen quicker.) I wasn’t AS sold on Investigator until we chose THIS adventure path, though. As I’ve said in my APG review, Investigator might not be a great fit in a traditional dungeon crawl – they’re a little squishy, and some of their investigation tools might go to waste if you’re just kicking down doors. Having said that, in THIS scenario, they’d be great. Police work is all about unraveling mysteries: figuring out who’s telling the truth or lying, looking for things that are out of place, and such… if there’s an adventure to try an investigator, this is probably the one.

I will say, though… while the dice logistics of an Investigator might be a little daunting, as a CONCEPT, I’m interested because Sherlock Holmes is one of my favorite fictional characters ever. I re-read the Conan Doyle stories every few years just because. And the Empiricist build, in particular, IS Holmes walking into a room and noticing three different things that are out of place. It’s not a perfect fit because Holmes is MOSTLY a solo act (Watson and Lestrade aside), and Pathfinder is a team setting, but I still love the idea of a Holmes “gentleman detective” archetype.

ASIDE: Jeremy Brett of the 80s Granada/BBC series is the definitive Holmes and the floor is closed for discussion. RECLAIMING MY TIME! The Cumberbatch version is pretty good for a modern take. The Downey movies turned him into a Victorian superhero and the Watson relationship became “mismatched buddy cops”, so… meh. Never saw the American one with Lucy Liu as Watson. The sleeper here is Without a Clue with Ben Kingsley and Michael Caine. It’s an early-90s comedy that plays around with the idea that Watson (Kingsley) is actually the brains of the operation and he hired Caine (basically an out-of-work actor who’s a complete idiot) to play Holmes because it made the stories sell, and now he’s tired of his creation but can’t move beyond it because the public loves Holmes. (Add another entry to the RFC Virtual Movie Queue!)

A few other minor notes. I was torn on “Blackfeather” as a last name. Half of me felt it was just an uninspired rehash of “Blacktail”; part of me felt like the callback to Tuttle and having some linkage to that first character was actually kind of a fun thing. “Continuity” if you’re an optimist; “branding” if you’re cynical. I’ll let you listeners decide. And the artwork… DAMN! I’ve been mighty impressed with the artwork for all the shows, but this one was… (chef’s kiss) and is now serving as my personal FB avatar. My initial thoughts to Sheppi were basically “the Jeremy Brett version of Holmes + Hamilton, and a fancy sword-cane is his main weapon, but a bird”… and damn if he didn’t capture it. The only “change” we had to make from the first pass was that the color was fairly muted, so the pants became a little bluer and the flower was added. I will say that Basil’s father became a tobacconist in my backstory BECAUSE of the pipe, so… kinda cool how the art actually influenced the character. I did veto the idea of a tophat, though. Seemed impractical in a combat situation. Sorry?

One last thing before we get onto the first episode: I have to admit to just a touch of last-second buyer’s remorse when the Magus playtest came out. I’ve always liked the magus as a class (Spells AND armor? What’s not to like?) so if we hadn’t already started recording, I might have re-rolled, pulled an Alhara, and done the “play a playtest Magus and clean it up when the class goes live”. But the train had already left the station, so Investigator it is!

OK… so let’s get started. After a bit of lore dump, we get our initial assignment as part of Red Squad (as well as a brief nod to Reservoir Dogs implied in the visible disappointment of the members of Brown Squad and Pink Squad). We also get introduced to our stereotypically hard-boiled desk sergeant, who dispatches us on our first mission — to deal with rowdy tavern patrons. That’s gotta be a sly wink toward the trope of getting your first adventure by “meeting at the tavern”, right?

As I’m listening, I have to admit I’m not happy with the early character choices I made on Basil. Too foppish and out of touch, too much Brixley. I took the Political Scion background (it’s one of the backgrounds that comes with the AP), so yes, he’s supposed to be from a well-off/influential family, but I wanted him to be a little more grounded. For the moment, I’ll chalk it up to first-episode jitters, and hope it zeroes in on what I really want him to be.

So we arrive at the Tipsy Tengu. After surveying the scene, I decide to go ahead and confront the dwarf. Now, on a purely practical level, I’m PROBABLY not the best party member for this task — it’s probably Lo Mang or Dougie. But there were two impulses at work. First was just wanting to get in and do something. This is a pretty active “act first, think second” group and if you don’t decide on an action quickly, someone else will. But I’ll admit there was also a little bit of practical sentiment at work; if you send a fighter-type over, it’s almost like throwing down a challenge, so maybe sending a calming presence over would be better.

At that point, we go around the room. John deals pretty effectively with the pickpocket, though if there was a formal skill check, I must’ve missed it. Chris draws the most hilarious interaction, dealing with the party member who was just WAY too drunk and ends up vomiting on him. (As well as the party member who was inconsolable because they lost their familiar.) And then we come back to me… but not really because then Seth takes over negotiations with Bolar.

On one hand, I’m not going to lie; I was a little frustrated I didn’t get to finish what I started. But actually, I’ll give Seth credit: I was almost out of ideas and ready to look for an opening to zap him with Electric Arc (I have it as a tengu ancestry feat, not a formal spell), so Seth’s solution of telling him to do his drinking somewhere else was actually a pretty good compromise. We didn’t REALLY want to fight these guys and take them to jail, but this was clearly the wrong room for them. Furthermore, even just getting them outside if there WAS going to be a fight would’ve been a positive development because it would’ve limited collateral damage. Once we do, they calm down, we’re able to get them to accept the fine, and we’re on our way back to barracks for our next mission. As well as a power-wash for poor Lo Mang. The next day, we’ll be going on our first formal patrol of the festival grounds, but that’ll be where we’ll pick it up next time.

I also did want to briefly talk about the fate of the Black Lodge. In the short term, yes it’s going on the shelf. As players, we don’t really have the bandwidth for two shows, and Steve would have challenges on his end managing three shows. Steve also mentioned on Discord that he’s a little short of adventures that would make for good listening experiences. So… for now, we’re going to roll with Edgewatch. We may come back to Black Lodge here and there – it might turn into a thing where we’ll play one here and there when we have extra time, rather than a third regularly-scheduled show. The ultimate plan is still TBD, but it’s not the intent to give up on it forever, because we know some of you do like Society play and the special guest players are still a lot of fun. But in the short term, Edgewatch takes center stage.

So that’s my extra-long Episode 0 + 1 combined recap; thanks for reading along. While you’re waiting for the next episode to drop, 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.

The Sideshow S1|28: Killer Clown from Outer Space

Jason recaps the events from Three Ring Adventure S1|28: Dinosaur Fort.

Oh sure, Steve. Mess with my rhythm. Put all the best stuff in the last 10 minutes of the episode. BE THAT WAY.

That’s OK. I’m going to roll with it and discuss the end of the episode first and then go back to the beginning later.

Let’s start with the creation of the CHDRR Multiverse since I had a very small supporting part to play in that. So I guess this also serves as a bit of a confession: my listener experience was not 100% pure, and this on one occasion, I had some inside information. Though in my defense, this happened so long ago that I had honestly forgotten about it until now.

Way back in the Pre-COVID Beforetimes, when Three-Ring Adventure was either just starting or perhaps even before it started recording, Steve told me there would eventually be a construct member the circus serving as a laborer and handyman, and asked me to come up with a CHDRR-esque acronym for it. The ends were easy: “Clockwork” fell right into place as the “technology” word (thanks, steampunk genre!) and one of the multiple definitions of “Roustabout” is literally “a circus or fairground laborer”. (Also the title of a 1964 Elvis movie.) So I had the concept of “technological laborer” locked in pretty quickly. From there, it was just a matter of filling in the middle bits. Though OK… I cheated and reused “Dynamic” for the D-word.

So yes, Three-Ring Adventure now has its own CHDRR, and I helped supply its name. Having said that, now I’m back to a fresh slate like the rest of you and I’m curious to see what CHDRR is here to do. Will it be beating up drunks during the shows? Is it possibly going to be a source for crafting requests? Could they even find a way to use it in the act? I find myself curious.

But admittedly, nowhere near as curious as I am to see how the addition of Jellico Bounce-Bounce changes the dynamic of the circus show. Now look… one could make the case that a town that’s already been traumatized by marauding wild animals and psychotic druids probably doesn’t need a “dark, edgy” clown act, but from the Professor’s standpoint if you can steal an act from your closest competitor to help grow the show… why wouldn’t you? So Alhara will be sleeping with a dagger under her pillow and one eye open for the foreseeable future… you wanna succeed in this business you gotta have a thick skin!

Also, I don’t know if Steve’s voice for Jellico is an overt homage to Mark Hamill or just one of Bob Ross’ Happy Little Accidents, but I fully support it either way. Now if they hire a female clown assistant who keeps calling him “Mister J.”, that might be a little too on the nose. Though I also volunteer to play said female assistant. And if hired, I fully intend to call Ateran “Bats” at every opportunity. (Bateran?)

I also like the idea that their circus is going to kick off a potential holy war based on an idle promise they made two months ago. “Yeah yeah, we’ll do a show to help you rebuild.” So now they’re all set to do an Abadar-themed show with a Gozreh worshiper as their special invited guest, right after that Gozreh worshipper’s former buddies went crazy and attacked the town. THIS CAN’T POSSIBLY END POORLY. Stay tuned for the red-band version of the next episode where Jellico Bounce-Bounce practices his knife skills on poor Harlock.

Meanwhile, all of that kind of overshadowed the fact that our intrepid adventurers reached Level 4! I think the most interesting thing here was the renewed focus on healing as both Darius and Ateran put resources into the healing arts – Darius’ skills will be more for reducing after-battle downtime; Ateran’s healing will help more in combat. I felt a little bad for Vanessa that Alhara had to spend Level 4 cleaning up the differences between the playtest and the final release version of her character, but at the end of the day, she’s still roughly where she planned to be with Alhara, so no real harm done I guess. Just felt like opening presents when you already knew what they were going to be. And Hap… a lot of moving parts and swapping spells, so it’s hard to see how it’ll play out until we start fighting again.

Speaking of which… I guess it’s not the end of Book 1 yet, but if it’s any consolation, we’re gonna get some freakin’ DINOSAURS before it’s all over. It’s kinda funny to think how that dynamic works – in a fantasy setting, dinosaurs barely register as interesting compared to, say, dragons. When you’ve got a giant flying lion with an eagle’s head and wings, a big lizard OUGHT to be No Big Deal. But in the real world, a dinosaur is probably the closest thing we can imagine to a fantasy creature, so it’s almost hard-wired that we still react with that same level of childish wonder, even back in the game world. (I was at that PaizoCon where they announced dinosaur form as an “oh look here’s a sample spell” part of Second Edition, and Steve’s right… when they put the page up on the projector, the crowd went NUTS.)

I have to admit I didn’t totally follow Harlock’s lore dump, but it sounds like some of the town’s recent woes are tied to the corruption of special stones that led to prosperous harvests, mild weather, and other druid-y things. And the investigation of that is going to lead to a community of xulgaths (formerly known as troglodytes), who buddy around with dinos the way humans integrate dogs and farm animals into our lives. So our party of adventurers is going to head off to their lair as soon as they finish doing their circus performance.

And that’s basically where we’ll pick it up next week. On one hand, going by dice math, the show should be better than ever before now that the party is another level higher; on the other hand, there’s all sorts of weird energy in the air between the addition of the killer clown and the awkward religious overtones. So I guess we’ll meet back here next week and see how it goes. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. THIS week, I’ll also throw in an invitation to check out the Episode Zero of our Agents of Edgewatch show that’s launching… well… today. Thanks for listening, and we’ll see you next week.

Talking Tales: Tale 6, Chapter 6, The Black Lodge Triumphant

Jason recaps the events from The Black Lodge Tale 6, Chapter 6: Castle Crashers.

This is one of those columns that’s weird to write because it sits at a bit of a crossroads.

It’s hard to ignore the fact that it’s a bit of a farewell (for now) to Black Lodge, but I don’t really want to outkick the coverage and say too much about that until Steve decides what direction he’s going with things. But the simple fact is that this is the last brand-new episode we recorded for now. If Steve has episodes in the can, I suspect it’s the GenCon special event with Luis Loza – maybe he’s going to run those to give us a couple more weeks to record more of the Edgewatch show.

But I also don’t want to start talking too much about Edgewatch yet – even though I could say TONS and I’m pretty excited about it – because I want to give it its own space. I will say we’ve had two “real” sessions and a Session Zero where we generally strategized about the adventure path and our character choices, and it’s shaping up really well so far. But as much as I want to talk about it… one thing at a time.

Meanwhile, we have the rest of an undead army to take care of. As we left off last week, I was a little nervous because we had zombies burst up through the dungeon, putting me on the front lines of the assault. And because the skeleton captain was hanging back outside the fort, I didn’t really want to blow any spells other than cantrips – I had one heal/burst damage left and one cast of Shillelagh, having used the first of those in the first wave. (On the healing side, I did have some potions and scrolls, so that was a little less urgent.)

Round One was a bit of a mixed bag. The bad news was they broke through our pseudo-defensive line – there was a moment where Thorgrim and I had them pretty well blocked at the bottom of the map, but once the zombie shoved Chris out of the way, they had a free path up to the rest of the group. But that’s also the good news; instead of attacking one or two of us en masse, a lot of the zombies decided to spread out and attack different people, so no one person was in imminent danger.

Also, can I say here’s where I was missing First Edition’s attack of opportunity rules? If this was First Edition, Chris and I would’ve had a chance to pummel a few of those zombies as they were sprinting… shambling… whatever… past us, and maybe even take one or two out if we got lucky on rolls. Instead, we pretty much just got turnstiled.

The better news – if only for a moment – was that the spread of zombies made blowing my Heal spell an optimal choice, as FIVE of the zombies ended up in range for me. Keeping in mind that the channel takes three actions (so you can’t move to set it up), you take that opportunity when it arises because you don’t know when you’ll get it again. Of course, I only did two damage per zombie, rendering the whole thing a little anti-climactic, but still.

While we’re at it, I SWEAR that at least during the playtest channeling healed party members AND damaged undead. I know, I know… playtest is not the final released product… still. (Then again, my main memory of the playtest was from GenCon, so that also might be the Amstel talking.)

After my heal spell, things briefly threatened to turn a little ugly – at least for me – as the zombies decided to swarm and I had three of them attacking me at once. Most of them missed their attacks, but the possibility of being grabbed conjured up unpleasant images for the following round. But then Ducker came in and bailed me out on that one, critting the one that had grabbed me into next week. Bullet dodged!

Speaking of bullets dodged: I hesitate to tell anyone else how to play their character because I hate when people do that to me, but John… dude… put the sling away and go stab something. On the other hand, he ended up landing a crit on the boss, so I guess I don’t have any room to complain. Can’t argue with results.

The rest of the zombie fight went reasonably well for us, and then it was time for the boss and his sidekick minions. And OK… it was kinda funny to watch the Big Bad basically get double-critted by Peepers and Ducker. Granted, I was a little disappointed it meant my cast of Shillelagh was probably going to go to waste – damnit, I wanted to be the one to one-shot the boss! – but then I got to do the same to the undead horse, so that’s not a bad consolation prize. But wait… what if the horse was really the boss, and he was just letting a regular skeleton ride him to throw people off? OK, that’s my official story, and I’m sticking with it. I killed the Boss Horse.

So the townspeople are saved, we’ve proven the Pathfinders’ collective mettle, and logistically we fulfilled all the objectives for the adventure… time to roll credits, right? Noooope… time for one more humiliation at the hands of Earn Income! Nella rolls another single-digit check, and it’s another 8 days of duct-taping tree branches to the head of local dogs to pass them off as antlers. Sigh. For one brief shining moment, I was good at Earn Income, but nothing lasts. (Cue sad string music.) At least that time, misery loves company as everyone else failed too.

And that’s the end, but this time with a bit of uncertainty what comes next. I mean, big picture, we’re still here recording shows so don’t worry about that… I just don’t know what – if anything – you’ll be getting next week. It might be a replay of the GenCon live special with Luis Loza, maybe it’ll be Episode Zero of Edgewatch if everything comes together, or maybe we’ll go down to one show for a week or two…. If the last of those is the route we go, which case maybe I’ll try to “fill the silence” either with an official wrap-up on Black Lodge, or do a mini-review of the magus and summoner playtest classes or something. Or maybe I’ll take a week or two off writing two columns to go build new Zendikar decks in MTG Arena or see what sort of weird Game Of Thrones craziness Crusader Kings 3 can throw at me. THE WORLD’S A BLANK PAGE!

So we’ll be back… just not exactly sure when or what we’ll be Talking about when we re-convene. In the meantime, 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… pretty soon.

The Sideshow S1|27: The Hosts With The Moats

Jason recaps the events from Three Ring Adventure S1|27: Harlock, I Presume.

This week it’s Boss Battle Week on Roll For Combat and not just Boss Battle week, but it feels like we’re also on the final approach for wrapping up Book 1 of the adventure path. There might be some cleanup for a few weeks after, but with the hermitage cleared out and the circus side of things facing diminishing financial returns, it’ll probably be time to move on to a new town and a new mystery. And we should get to see some new Level 4 characters soon… Steve pretty much admitted as much in the show notes, and that’s also How It Usually Works when there’s a big boss fight. So we’re on the threshold of pretty big stuff.

But let’s not get too far ahead of ourselves; first, our band of merry adventurers has to survive the fight in front of them. Two casters, pet lizards, environmental hazards… should be interesting.

First, let’s talk about the elephant in the room: how to pronounce the lady druid’s name. I don’t usually get in Steve’s business about this stuff, because it’s not like Paizo gives you phonetic spellings to help you out, but this time it went through about 10 different iterations and Rob P. even made a joke about it, so… it kind of became A Thing. The spelling from the adventure is “Enkrisha”, so I would assume “En-KREE-sha” or maybe “En-KRISH-a” would be the right call. “Escargot”, “Anchorage”, and “Abracadabra” are not correct.

I have to admit to giving a silent mental cheer at Alhara’s opening move to start the combat. Pretty inspired, classic swashbuckler stuff. It was a little hard to visualize at first, but I guess there was a water moat on one side and an air moat on the other, and the druid and her pets were on the strip of land between the two. So Alhara swashbuckled her way right in between them and almost successfully pushed both of the lizards into the moats. (Technically her roll succeeded both times, but one caught an edge and avoided the fall.) For extra credit, it also incapacitated the druid in the process, since she was holding their leashes, and forced her to make a choice between saving her pets or getting dragged in herself. That was pretty badass, even if it took a Hero Point to get there.

Unfortunately, the moats turned out to not be the “I win” button the party was hoping for, as the lizard that falls in climbs back out the next round. So clearly they’re not “bottomless”. But that cuts both directions – it’s not a death sentence if one of our heroes gets pushed in either, which happens to Alhara the following round. At that point, we find out they’re not really THAT bad as long as you have semi-decent climbing skills. Now if one of the casters get pushed in with their low strength scores, that could be bad, but as long as it’s the fighters, it’s a survivable situation.

Speaking of which, two things. First, I was surprised the summon ended up being “just” a mephit. I thought the druid summon was going to be something nastier. Teeth, claws, whatever. Probably a bit of a missed opportunity. (Then again, it also wasn’t a squirrel swarm. I would’ve cracked up if Steve had done that.) I was also kind of amused by Vanessa’s annoyance at the mephit copying her tactics and pushing her in – it’s “Hipster Alhara”, pushing people into moats before it was cool!

The mephit was a symptom of a larger surprise related to this fight. I was actually surprised that there didn’t seem to be a big central enemy in this fight. Usually, Paizo is fond of one Big Bad Guy who is easily identifiable as such, and maybe a few minions helping it out. Here, it didn’t really seem to fit that model. The lizards were tough opponents, but summoning a mephit was kind of a wimpy choice, and the other druid cast Produce Flame. Cantrips? In a boss fight? Really? I guess if you have four different enemies (pre-mephit) and environmental complications, that’s still a challenging fight, but it’s not the usual way these things unfold.

That’s not to say it wasn’t challenging. While she didn’t take a lot of damage, Alhara basically lost an entire round escaping from the moat she fell in. Meanwhile, Darius did his job tanking and taking hits with Mountain Stance, but that ongoing acid damage was doing a number on him (didn’t help that Steve rolled pretty well for the ongoing damage every time – I distinctly remember both a 6 and a 5 coming up at various points). Hap and Aterian stayed pretty safe in the back, but things could’ve gotten bad quick if Darius had dropped.

The battle continues and there’s a distinct ebb and flow to the action. The players got off to a tremendous start in the first round. Then in the second round, it’s the bad guys getting the better of the action, with Alhara getting knocked into the trench and Rob taking a few big hits. But the players rebound from that point on, the casters basically focus on keeping Darius standing, and eventually, the team puts the fight to bed. Even better, nobody drops!

Unfortunately, we aren’t going to get any answers this episode – we do finally meet Harlock, the object of this whole search, but he’s too tired from his ordeal at the hands of the bad guys to explain much yet. So it seems like next week is when we’ll finally get an explanation of just what the heck’s been going on here. Harlock also drops a hint that he’ll be able to cure Hap’s ghoul fever, but when a man’s got to nap a man’s gotta nap. And Steve dropped the hint that we should see some leveling soon.

So that’s a lot to get into next time. For now, feel free to drop by our Discord channel or other social media and let us know what you think about the show. Thanks for listening and we’ll see you next week.

Starfinder Starship Operations Manual Review: Set Phasers To “Incremental Improvement”

Make sure to read Jason’s review of the Pathfinder Second Edition Core Rulebook, as well as his review of the Pathfinder Lost Omens: World Guide, Character Guide, Gods & Magic, Gamemastery Guide, and Bestiary 2.

If you enjoyed this review make sure to check out our Pathfinder Adventure Path: Three Ring Adventure and our Tales from the Black Lodge Podcast.

No, we haven’t forgotten about Starfinder here at Roll For Combat. We’ve been on a bit of a Second Edition Pathfinder kick lately, but Starfinder is still near and dear to our hearts and may make a comeback at some point when we can clone enough versions of Steve to run more than two or three shows at a time. In the meantime, we haven’t forgotten that there are still new Starfinder rulebooks to review, and we’ll be taking a look at the Starfinder Starship Operations Manual, which has crossed our desks.

I’ve had a bit of a love-hate relationship with starship combat in Starfinder if we’re being perfectly honest. Certainly, starship combat is an iconic component of most science fiction – Scotty telling us how much more the Enterprise canna take, cap’n; the trench run from Star Wars; Vipers and Cylons duking it out in Battlestar Galactica, even more, rooted-in-reality ship combat like the fights in The Expanse. Other than maybe Doctor Who, where the TARDIS is not a traditional ship, ship combat is pretty much a staple of the genre.

Starfinder’s first pass at implementing starship combat was a mixed bag. It was about two-thirds of a good idea and definitely showed some promise, but it also had some issues that needed to be worked out. First and foremost, roles were uneven – certain roles gave players lots of interesting choices; other roles were kind of dull. The other side of that coin was that certain classes/builds weren’t very useful in ship combat – some player types had lots flexibility in the roles they could fill, other players (beefy fighter types) were mostly relegated to firing guns. Also, I noticed a lack of “disruptive” events in starship combat. One of the most fun moments of party-based combat tends to be when a boss busts out an ability you’ve never seen before and you have to adapt to that. There wasn’t really an equivalent of that with starship combat — no ships dropping out of cloak, no anomaly forming off the port bow… you basically just hammered away with guns until someone couldn’t go anymore. Mechanically, sometimes it almost felt more like the era of wooden sailing ships than sci-fi.

Now, the Character Operations Manual started to make some in-roads on this. They added two new roles – the Magic Officer and the Chief Mate – that emphasized different talents and created some new roles for people to fill, and they also introduced “open actions” as a sort of compromise – actions that weren’t as effective as formally filing a station, but better than standing around doing nothing for a round. But now we get an entire rulebook where starship combat is THE focus, so let’s take a look at what they did.

The first section emphasizes new ship upgrades, starting with weapons, armor, and propulsion systems. I’m not going to spend too much time on propulsion systems because it feels like those choices are more for storytelling flavor – in case the GM wants (or need) a way to get around that doesn’t involve the Drift. Lots of punching holes through the planes to arrive somewhere much quicker. (Did nobody see Event Horizon? This doesn’t end well!)

The weapons and armor were a little more interesting to me because you start to see an attempt to make combat more dynamic. It doesn’t really change the core equation of lining up and plonking shots at each other, but the book adds new weapon types with different effects, so combat can be more tactical and give you more options for how to deal with a situation.

To give one example, there’s the Buster weapon. It only does half damage when going against hull points, but is extra-effective against shields – when it depletes the shields on a quadrant, it does remaining damage to the adjacent sections. And if the defender tries to divert power to the shields on their next round, the DC of the Engineering check is more difficult. For another example, there’s a gravity-based weapon that generates an artificial gravity well that doesn’t do damage but saps the defender’s speed. There are also “embrace the weird” weapons like a teleport weapon that moves the enemy ship in space, or a low-fi harpoon, which basically tethers the two ships together so the defender can’t run away easily. They even have options for ramming weapons, just in case you want to play chicken with your enemies and see what happens.

The choices aren’t as robust on the defensive side, but there are a few new introductions. First, there’s ablative armor – why have shields when you can just have a stronger hull? Ablative armor serves as a source of additional Hull Points, but they come at the cost of maneuverability – your target lock goes down and your turning radius goes up the more ablative armor you add – and of course, they don’t regenerate like shields. Deflector shields serve as an either/or replacement for conventional shielding: they serve a similar function to damage resistance in party-based combat, so they reduce each hit by a certain amount, and the rest goes directly against the hull. But they offset that by raising AC and TL, making it a little harder for the enemies to hit you in the first place. There are also options to fortify the hull or reinforce bulkheads, which provide a higher critical threshold or a chance to negate the critical entirely, respectively.

There’s a brief section on starship materials – build your hull out of material X, you’re more resistant to radiation, but the next section is the one that interests me most… the one that covers new starship systems. Because here’s where we start to get into those “disruptive events” that will make combat a little more unpredictable. Consider the Ghost Drive – it lets you turn your ship insubstantial briefly, at the cost of a slower speed: the rubber-meets-the-road effect is that it allows you to move through a hex containing another ship without provoking an attack. Another interesting one is the Quantum Defender: if it’s active when you’re hit by an attack, the opponent has to roll the attack again and take the lower result. (Yep, you can potentially turn a hit into a miss… pretty cool.) They also have something called the Emergency Accelerator, which gives you a chance to avoid a fight entirely – your ship basically goes defenseless for a round because it has to draw power from the other systems to power the escape attempt; if you survive the round without taking critical damage, you engage the engines and move out of combat (officially 100 hexes).

But – maybe this is Tuttle speaking through me – arguably the coolest thing is the Consciousness Uplink Drive. It’s what it sounds like: if your character has a datajack, you can directly interface with the ship. The good thing about this is you get a lot of pluses on tasks, and some things become minor actions because of the more immediate interface. The bad news… when the ship takes damage, so does your character. Now THAT’S cool.

One more thing kinda sneaks in at the end of the upgrades section, but feels like an attempt to address the issue of different classes/builds being more useful than others: the Training Interface Module. Basically, it’s a starship mod that you add that can let you use a class skill or feat in a starship combat situation. For a class example, Healing Touch lets an Engineer with healing spells use a spell to heal the ship (once per combat, and there’s also a UPB cost). For a feat example, a gunner with the Deadly Aim feat can use it in starship combat: they get a -2 to hit but deal extra damage if they do hit.

The last couple of pages of the first chapter introduce the Supercolossal size category (think the ship from the finale of Dead Suns). It’s unlikely a player group is ever going to own such a ship, but a) you never know, and b) they still need to exist for larger storytelling reasons.

The next major chapter deals with starship combat itself. I would broadly characterize this as follows: they haven’t changed the core dynamic of starship combat, but a lot of the sub-topics in this chapter encourage GMs to reimagine how it fits into a story. At the end of the day, you’re probably still going to line up and plonk away at each other for a while, but this chapter offers different ways of looking at why you’re doing it – what are some other victory conditions than just reducing the opponent to zero hit points?

Think of some of the topics they cover here. First up is how to handle boarding parties – what if one side’s goal is to take the other side’s ship (or the people on board) instead of just destroying it? How should that be handled? Another example here is the set of rules for starship chases – what if one side’s goal is just to get away and they don’t even want to try and fight? It doesn’t necessarily change the core combat mechanics, but it creates different victory conditions and allows the party to approach the problem a different way than just lining up for “ion cannons at 10 parsecs”.

There are also a couple of sections that reframe starship combat for different styles of fights. Think of this as making the Starfinder system fit different classic sci-fi genres.

First, there’s squadron combat – the Death Star fight from Star Wars will always be the gold standard for this one, though Vipers and Cylons squaring off in Battlestar Galactica isn’t bad either. Instead of the players running one ship as a team, they’re each controlling a small single-person vessel as part of a squad. This creates some additional rules to handle that, like how much damage the player character takes if they lose their dogfight and get shot down, a few new actions to make the team-based system functional for a one-person crew, and so on. They even have a system called the Unification Matrix where the individual squad ships can combine into a larger ship that lets you return to the more conventional team-based single ship combat. (I’ll say it. VOLTRON. You can make freakin’ Voltron. AND I’LL FORM THE HEAD!)

On the other side of the coin, instead of zooming into the scale of a single fighter, you can zoom out to the scale of armada combat, where your characters are supervising fleets of vessels, and moving battle groups around Ender’s Game-style. This is a little more abstract – you’re still filling the roles like Captain, Engineer, etc. but instead of performing those actions on your one ship, you’re giving orders to the battle group under your control. And the attack rolls, instead of representing hull points on an individual ship, might represent how many vessels you lose in a given round.

There are also a few more nuts-and-bolts sections that just fine-tune and fill gaps in the existing rules. One such section creates expanded options for critical successes. It always felt a little frustrating to have to those 20s go to waste – now you might get a slightly better result or some secondary benefit. Consider the Scan action: now a critical success on Scan reveals a vulnerability – the next time your shot gets through the shields and hits the hull points, it has a chance to crit, even if the damage doesn’t pass the crit threshold. Another section deals with starships in planetary atmospheres – we usually assume we’re just flying through deep space (ala most Star Trek shows) but what if you actually want to land or even go down into the atmosphere to get a closer look? What happens then? Well… now we have some rules for that.

The third main chapter – by far the largest by page count – is the section that introduces new starships. In terms of game mechanics, Paizo made sure to cover the entire spectrum of ship sizes and uses – from single-person racers to cargo haulers, warships, and massive supercolossal base ships. The ships are interesting and well-designed, but what I really appreciate here is the stealth world-building that you get from reading about different ships. Little details that flesh out the Pact Worlds and the folks that live in them. Like the Inheritorworks Javelin, a warship of the Knights of Golarion that keeps all its front weapons behind a ramming prow because running into other ships, boarding, and fighting hand-to-hand is pretty much their preferred battle tactic. Or the Sanjaval Redsun – a cargo ship that’s mostly popular with ysoki because almost the entire ship is dedicated to cargo space and the crew quarters are too small for just about every other race. And then there’s the Driftmaven… a supercolossal Level 20 ship that’s a vessel of Triune run almost entirely by AI, and pretty much has no amenities for biological types. You get a featureless alcove and you’ll like it. (On the other hand, its engine serves as a Drift beacon, so if you have the drive signature, you can always find it and travel to it, just like Absalom Station). Everyone’s going to have their own personal favorites, so there’s ironically not a lot to say, except that there’s plenty of fun stuff to check out.

The final major chapter heading is “Running Starship Campaigns”, and this is – to put it another way – GM Tips. The first half is fairly crunchy, and then it gets softer as it goes. The section kicks off with rules for creating starship creatures – very nuts-and-bolts – and even shows a few sample starship creatures to show you how it all fits together in a finished statblock. Next is a section on space hazards you could add to your battlefield to make combat a little more interesting – gravity wells, pockets of radiation, debris fields, and so on. But then it takes a softer turn, and the rest of the chapter is about how to work all of this into a campaign – a discussion on creating memorable villains, a section on alternate win conditions to think outside the pew-pew-pew box, and several pages of different sample story hooks. Some GMs will find these sections useful, others will probably “yeah-yeah-yeah” their way through it.

So that’s the Starship Operations Manual in a slightly-expanded nutshell. It’ll take playing with it in a game setting to be sure, but in general, I like what they’ve done here. It’s kind of a two-pronged approach – certainly, Core Rulebook starship combat had some areas that were in need of a freshen-up, and the changes here seem like they address those. But another major focus of the book helps GMs reflect on the role starship combat plays in a campaign, encouraging GMs to think of it less as just another type of encounter and explore its possibilities as a storytelling device a little more deeply. And it’s got all the wonderful world-building and artwork goodness Paizo always brings to the table. If you’ve got the room on the gaming bookshelf, I’d add this one to the collection. (And if not… you don’t really need all those non-gaming books. That’s what Netflix is for.)

Talking Tales: Tale 6, Chapter 5, Uninvited Guests

Jason recaps the events from The Black Lodge Tale 6, Chapter 5: Army of Dorkness.

Good news! (Well, I think so, anyway…) We’re actually fighting stuff again!

Don’t read too much into that statement. I didn’t DIS-like the fort-building mini-game. I actually think it’s kinda cool when the writers at Paizo get a little weird with the system and take it in directions you didn’t necessarily think you were going to go. Home renovation… did not see that coming. Having said that, I think you could’ve trimmed a couple of days off the task list and still gotten the gist of the thing.

All of that is in the past now. Here and now, Mask Narcen returns from his walkabout to report that there’s a decent-sized army of undead about to descend upon the town, and boy wouldn’t a recently-renovated fort be the best place to hide out from something like that. And again, I feel like the “month” that Narcen was gone was really just meant to be an outer limit and the inner limit was “a few days after you finish the task list”.

So now we know the shape of the endgame, and it’s pretty much what we were speculating about when Steve got called away for his work emergency… we’re going to have abstracted combat preparation, followed by real combat. We have a day to prepare additional defenses – traps and/or training townspeople to fight, and our preparations will… I guess determine how many undead make it through the defenses and have to be fought in the final battle. (I’m feeling like they didn’t prepare a combat map of the courtyard for nothing.)

I have two fairly minor logistical grumbles about this portion of the adventure, though one is more of a question of GM style.

First, there’s no real way to ascertain which tasks are the most valuable use of your time. Is training 8 people more useful than setting up a trap or vice versa? Is there a sliding scale where getting at least 8 people trained is vital to success, but going from 16 to 24 doesn’t really get you that much more because at that point you’re training the elderly and children to fight? I suspect under the hood, the answer is that all the tasks are equal and it’s just X successes; they just wanted to have a couple of different task choices to appeal to characters with different skillsets.

The second more stylistic suggestion is that there might have been a benefit to breaking the day down by “shift” and reassessing our tasks after each shift. We had a pretty even mix of successes and failures, so I don’t know that we would made any changes, but what if you had a different party where they failed ALL the “training townsfolk” checks? If you go by a person, there’s no chance to fix that and you have no townspeople helping you in the final battle; if you go by “shift”, you see that all those checks failed for Shift 1, and maybe someone who was going to sleep for Shift 2 trains fighters instead. Then again, maybe this is rubbing up against “it’s a quickie for conventions, don’t overthink it” territory. And I’m not saying it’s wrong to run it the way Steve did, it just might be more effective to do it the other way.

So it’s a mixed bag with our preparations. If you peel away all the extra shenanigans and song parodies, pretty much everyone had one good roll and one bad roll. And then the fight begins. We’ve got some abstracted “traps taking out undead” moments, and then the first group of skeletons breaches the castle gate, and it’s time to fight.

The real trick here is resource management. Skeletons and zombies… even if there’s maybe going to be some sort of “commander” entity at the end (Steve dropped a hint of that with the idea that they’re marching in organized formations), none of that sounds all that threatening. However, if we run out of spells and other resources, even cannon-fodder enemies can wear us down if there’s enough of them. Now I don’t know if this is metagaming or not, but if we’re going to assume a boss at the end, I’m going to try and preserve at least one cast of Shillelagh for when that dude shows its face (assuming it somehow stands out as the leader). So that leaves me with two “real” spells plus cantrips. I never actually specify this, but I’m assuming my loadout is two casts of Shillelagh and one Heal spell – Feather Fall doesn’t seem like it would be any good in this situation, and I have scrolls, potions, and healer’s tools to cover some additional heals, so a second cast of Shillelagh seems like the best use of resources. (I did want to have one “real” cast of Heal, just in case I’m in a situation where pulling out a scroll or potion would take too much time.)

And cantrips. I don’t know the specific mix of undead we’ll be facing, but fire is usually pretty reliable against the undead, so Good Ol’ Produce Flame should get a workout.

So the fight begins. Skeletons, but with a couple (I honestly forget if it was two or three… just two I think) slightly stronger lieutenant types. The front-line minions are nothing – one decent hit pretty much drops them. The lieutenant types are both a little tougher and seem to have some amount of regeneration. It’s still a fairly easy fight, but it’s not trivial, and Seth blows a three-action heal, which was a little surprising this early in what might be a long fight. Then again, I blew a cast of Shillelagh so I suppose I can’t really criticize.

After Round 1, we have a brief rest. To be clear, not a “Short Rest” because that has specific implications. But it’s long enough for Shillelagh to expire, so… yay? And then Round 2 opens. We see what could be the boss outside the front gate, but then there’s a bit of a surprise, as the next wave of enemies comes up through the dungeon. And, there’s 8 of them. Nixnox and Peepers are on the upper level; Thorgrim and Ducker are facing the front gate. So guess who that leaves first in the path of the oncoming bad guys, and probably can’t cast Shillelagh just yet? Yours truly. Won’t this be fun?

Annnnnd that’s where we’ll pick it up next week. As usual, 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.