Shop For All Roll For Combat Products at Battlezoo.com!

Talking Combat 080: Seems Like Mold Times

Jason recaps the events from Roll For Combat, Episode 080: Never Split the Party.

Another short episode this week. Shorter even than the Pittsburgh Penguins’ playoff run. (Too soon, man… too soon.) Not sure how we’re going to handle the fact that the last 30 seconds of cliff-hanger is basically the highlight of the episode, but let’s give it a whirl.

I suppose we did achieve a bit of Roll For Combat landmark history by safely detonating a trap without poor Mo having to bumble into it. That’s exciting. I mean, not totally safely – Akiro’s poor unseen servant bought the farm, but if CHDRR is occasionally expendable, I refuse to shed any tears over Chris’ spell buddy. But given that Mo’s been a human piñata up to this point in the campaign, I’m glad we were able to spare him for once.

Speaking of spells… I don’t know that we’ve full-on broken the rules, but I’ve noticed we’ve been playing a little fast and loose with Tuttle’s Comprehend Languages. I think I got confused and decided it’s a cantrip and can cast it as often as I want; in actuality, it’s a Level 1 spell, and the Technomantic Dabbler feat only allows me to cast it once for every three levels, so… twice. It’s got a duration of 10 minutes per level, so between that and Akiro sometimes handling translation duties, I don’t think we’ve totally screwed up yet, but we do have to be more careful going forward.

(cough assuming we survive cough)

This was a bit of a crazy episode for dice rolls. I think I heard two different natural 20s and at least one natural 1 (as well as a 3 or 4). Granted, some of those rolls were for fairly stupid things like assisting on doors, but still. Can’t we save those for combat? “First Bank Of Crits, established 2019”.

I also got my first chance to use my mechanic trick that kicks in when we hit a countermeasure – that’s kind of exciting. You might remember that I took this one after Chris (still as Hirogi at that point) almost erased the cultists’ data stream when we raided their base in the Diaspora. And somehow, I had not hit that circumstance since taking it. Either we didn’t hit countermeasures at all, or I rolled well enough to avoid them anyway. Annnnnd, of course, the first time I use it, I fail the roll, but it turns out the actual penalty on this particular failure wasn’t all that bad. If you HAVE to fail, I guess that’s how you do it.

So, we do some computational wizardry, and get the MacGuffin – the key codes to enter the temple that sounds like the final destination of this part of the adventure. Annnnnnnd it’s swarm time. It’s funny, as I’m going back and listening… we probably missed a few clues and REALLY should’ve been a little more diligent about testing those filaments – you know… the ones that were moving? – before we boxed ourselves into a dead-end room. But here we are. Swarm between us and the door. Yay us!

I’ll grant – if we’re looking at this as a straight-up fight, we’re pretty screwed. I have a few grenades but most of them are Mk 1. Don’t think we’re taking this down 1d6 at a time. Presumably, Akiro has some spells, but how many do burst/area damage, and that’s even before we get into resistances and such. As much as Mo loves his precious pike, that’s not doing much good. And yeah, the one weapon we had that would’ve done damage – CHDRR – is back on the ship. In the words of Charlie Brown, “good grief”.

That said, all of the above mental math requires thinking of this as a stand-up fight. I don’t think things are QUITE as dire as Steve makes it out, I think it’s going to be a matter of getting creative. Depending on how fast it moves, we might be able to just run for it. Even if it’s fast, maybe we can split up and make sure it only gets one of us at a time. It’s unclear what state the doors are in – can we lock it in, or did opening the doors roughly prevent them from being securely closed again. (Or can it use air vents or something?)

There’s also ship-based shenanigans. Rusty not being here doesn’t mean he’s totally out of the fight. I don’t know how the logistics of Rusty piloting and shooting at the same time would work, but could Rusty nuke the site from orbit? The structure is supposedly unstable – maybe there’s a way to do that. Could Rusty at least air-drop CHDRR in to give us some firepower? I mean, there’s no GREAT solution here, and I’m worried even some of the “good” ones come with a body count, but the gears are turning.

I will say this. On an emotional level, if this DOES turn out to be our Kobayashi Maru moment, this isn’t how I want to go out. I want a death worthy of the “Brave Sir Robin” song – rip some limbs off, incinerate me, drop me into a black hole. “Nibbled to death by space critters”…. It’s just such a lame way to go. So guess we’d better not go out that way, I guess.

Buuuuuut I guess we’ll get to that next week. In the meantime, get those contest entries in and drop by the Discord channel and check out the ongoing merriment. We’ll see you next week.

Talking Combat 079: Thank You For Flying Rusty Airlines

Jason recaps the events from Roll For Combat, Episode 079: Move it Rusty, We’re Rolling.

It’s gonna be kind of a short one this week. It’s a short episode, to begin with, and the Pens went to overtime last night, so I’m operating on less sleep than usual.

It’s also difficult because the large majority of the episode is spent debating the logistics of something we end up deciding not to do, so there’s this big Monty Python-esque “START AGAIN” two-thirds of the way through the episode. In case it was unclear, the general setting is there’s a big floating island a couple of hundred yards from the mainland that are broken off and floating loose, with a field of smaller debris surrounding it.

The original plan (and probably how Keeley drew it up when he was writing it), if we were better equipped or had magic, would’ve been to hop from small rock to small rock to get to the big one. But… we aren’t that well-equipped, especially once Hirogi went poof with some of our rope and maybe a grappling gun. (Put me down in the column of thinking he had one, but I could be wrong.) And our lack of magic is legendary, even with Akiro now on the team. But hey, Tuttle can Comprehend Languages!

So we give it Ye Olde College Trye to figure out the rope thing, but it seems pretty unlikely to work, and even our best effort probably means we have to leave someone behind. So at that point, why not fly there and just lose whoever is piloting the ship because that SEEMS a little safer? As Tuttle is the bookish nerd most likely to die doing Interstellar Parkour, I am totally down with Plan B.

However, this does mean formally splitting the party. We lose Rusty, as the pilot, and I ultimately decide to leave CHDRR behind. I’ve been second-guessing that a little bit. At the time, I think I was worried he might be hard to extract at the end, and we might be left with the uncomfortable prospect of leaving him behind or doing a destroy-rebuild cycle, which would cost us a day. Meanwhile, there’s a meta-gamey sense that if it’s the Kish trash mobs we’ve been fighting up to this point, the three of us can handle it, and if it’s a boss battle we’re pretty screwed without Rusty anyway. (Please don’t tell him I admitted that. I’ll never hear the end of it.) In retrospect, I started feeling that might have been a mistake: the drone rules are written such that CHDRR is meant to be a LITTLE disposable (don’t tell HIM I said that either), so why not bring him?

So we get in the ship and… OK, the ride is a little bumpier than expected. Rocks… ship… NOT FRIENDS. And damage goes directly against the hull instead of the shields… yeah, that’s not good. The thing I don’t get a sense of is whether 15 damage was a small, average, or max amount, but it does put us on a bit of a clock getting on and off the rock. And it could ultimately mean Bob has to bail and we might have to do the hopscotch method anyway. But getting back out of here is 15 steps down the road; for now, we come through OK (only one nasty collision) and deposit the away team at the destination.

Speaking of which, I need a ruling: is the science guy or the security guy more of the redshirt in the case like this? I kinda want to say Mo is the redshirt, but not sure. There are quite a few Trek episodes where it’s the junior exo-botanist who wanders away and gets eaten. Then again, the scientists who go on Star Trek away missions rival the guys from Prometheus in their disregard for safety protocols. Sure, Ensign Giles… put your whole unprotected face right up next to where every other plant in the universe emits pollen. That’s a FINE idea.

But I digress. We arrive with a few bumps and bruises. Time to find our objective and get the security codes. And, the whole place is covered with some hybrid of mold and webbing. That might also be propping up a structurally unsound building. THAT’S NOT ALARMING AT ALL. Giant spider? Mold/ooze type creature? Mold Spider? Does such a thing exist? It’s hard to judge what’s just ambiance – this is an ancient civilization that’s thousands of years old, and this building, in particular, is isolated and untouched – and what’s a sign of danger. Oh, who am I kidding… definitely a Mold Spider, and we’re all gonna die.

(If the Mold Spider wasn’t a thing before, I’m proclaiming it to be one now. And here I was thinking I was going to ignore Steve’s GM tip because I don’t create monsters!)

Though in the short term, my concerns are more rubber-meets-the-road – CHDRR’s junk cannon might have been useful just to burn off some of these mold filaments to make the doors easier to open. (“Fire! The Biblical Cleanser!”) Mo’s getting it done, but the rolls he’s been having to make are kinda high. A few shots of plasma weapon might make things a little easier. On the other hand, maybe it brings the whole building down on top of us. Steve did say the filaments were helping to keep the building standing.

And a few doors in, that’s where we leave things for the week. Join us next time when we continue exploring the Office Park of Impending Doom. In the meantime, drop on by Discord and join the ongoing merriment, and don’t forget to enter the PaizoCon contest. (Though the people who already entered probably wish I wouldn’t say that because I’m lowering their odds of winning). See you next week!

Talking Combat 078: Bowl For Combat

Jason recaps the events from Roll For Combat, Episode 078: The Slime of Our Lives.

Here is my dilemma.

As a player and going back as a listener, a bottle episode like this is a welcome break. Doing one main storyline week after week can be a bit of a grind if we’re being honest. Cultists. Doomsday weapon. End of the world. I wouldn’t call it “repetitive” because the overall story is still developing and moving forward, but it is a little one-note. It’s nice to take a break from that and wing it for an episode or two.

On the other hand, blogging about it after the fact becomes a little tougher because an episode like this doesn’t leave as much in its wake beyond a restatement of what happened. “Keeley and Trimarco are great. Monsters ‘sploded.” If you’re not in the main story, you don’t have unanswered questions. You don’t have that “where do we go from here?” speculation. Or you have it, but it’s the same unanswered questions and speculation you had X weeks ago when you entered the diversionary side-street. So it makes for a little more challenging blogging experience.

I will say that these breaks are welcome, but it’s hard to ask for them as the player – or at least it is within the constraints of a tightly-plotted adventure path. As a role-play thing, it feels self-indulgent to break immersion by being the one to say “I know the evil cult could be firing up the doomsday weapon any day now, but let’s go to the space casino tonight”. That doesn’t seem realistic. It’d be like Aragorn, Legolas, and Gimli trying to rescue Merry and Pippin but just deciding to take a detour to go get some more lembas or something. So it’s kind of incumbent upon the GM to decide that yes, you have time to take a two-hour detour to see the World’s Second Largest Ball of Twine.

Keep in mind, some of this is just the “downside” – such as it is – of adventure path play. You’re trading a tightly-focused plot for a little less freedom to screw around because it wouldn’t make sense in the context of that story. If you’re running a homebrew campaign, you just run off into the weeds, your GM sighs and rubs his or her temples in exasperation (or cackles in murderous glee – it takes all sorts in this hobby), and pulls something out of an ever-thickening binder of ad-lib material.

So yeah. Keeley and Trimarco are great. Monsters ‘sploded. What else?

Well, there’s the plague ooze, Steve’s contribution to the ever-expanding field of TPK-ology. I will join the chorus of people who wouldn’t have minded seeing that encounter turned up to full nastiness, but Steve pointed out the logistics we were operating under: we were pushing up against our end time and it might have been tough to bring Jason and Rob back the following week just to finish out one fight, so Steve kinda had to water it down to make it fit the schedule.

The general vibe I did get is that it’s built to be a heavy hitter – nothing special defensively beyond the aura and the usual benefits of oozery. The real ass-kicker is the “bowling-ball” effect – so basically, a multi-target line effect, you’re getting some damage and some disease no matter what you do, and your choices are DEFINITELY take the extra damage, but at least you might get a hit in, or do a reflex roll to maybe take less. And I don’t know if Steve chose the battle map on purpose to accentuate this, but the ooze was in a large room at the end of a hallway with no real alcoves or doors, so it really was set up like we were bowling pins at one end.

We also didn’t really get to see the disease in action, but given that one of our most memorable encounters with disease turned Rusty undead, maybe that’s for the best.

The firefly thing was neat, though I have to admit I had forgotten the specifics of that encounter. I knew there was “something” between the moonflower and the ooze, but I couldn’t really remember what it was. I think I got it confused with the healing temple and thought Mo just set off yet another more conventional trap. Which… take out “conventional” and I suppose that’s pretty much what happened. It does still scratch at that whole meta-game itch of “how environmentally secure are space suits and/or armor supposed to be?” that we’ve been kicking around since Castrovel but at some point you just accept that the plot requires the bugs to be inside the suit and move along.

And then there’s the squox. Officially, you’ll find those in the Alien Archive 2, if you want more info. I’m not sure how seriously we’re supposed to be looking into this, but if we decide to train it as a pet, how does that work? Well… one problem I can immediately see is that initial training is supposed to take 3 months if you start from scratch. Perhaps it’s already fully trained, but then we go down the different rabbit hole of how did a fully-trained squox end up on a planet this far from the Pact Worlds, and that’s far more mental effort than I wanted to expend on this. Also, you also have to use a feat to officially use it as a companion, and if it’s a squox or longarm proficiency… I choose longarms.

So let’s set aside formally training it. Even if we just assume it to be a bit of added campaign flavor, who should get the squox? Which member of Team RFC is going to be sneaking it food from the table and wearing it as a hat when he thinks the other guys aren’t looking. Who’s going to be the one getting yelled at by the other three when the squox eats an important clue?

If I didn’t already have CHDRR, I’d say Tuttle would be the first choice, but that may be too many companions for one character. Also, we might end up in some ethical gray area where Tuttle would want to start using it as a test subject for experiments, and then we’ve got Space PETA all up in our business. Even though there’s a logical progression for Akiro (technomancer = Pathfinder mage, which puts you adjacent to the concept of familiars), Chris does NOT do “cute”, so that’s a non-starter unless he finds some loophole that allows the squox to steal party loot for him. That leaves Rusty and Mo, and I think Mo hiding a cute critter under his fedora is much more wholesome than Rusty integrating the local wildlife into his pickup lines. “Come up and see my squox?” So mentally, I’m going with Mo until further notice.

Lastly, we got a Null Spa… a bag of holding, OK? In fairness, we haven’t been having too much trouble with encumbrance. I think at one point Hirogi had too many guns, but overall, between Steve being fairly lenient about dropping stuff off at the Sunrise Maiden and the rules being kind in general (NINE HEALING SERUMS WEIGH NOTHING! NOTHING, I TELL YOU!), I don’t think it’s been an issue. Still, more carrying capacity is always welcome.

That’s about it for this week. Next week, we get back to the business at hand – tracking down the security keys to the Temple of the MacGuffin. Good seeing Meats and Lasko again, but we’ve got a universe to save and squoxes to house-break. (Is it a litter box thing? Do you just zap the poop with a laser pistol? Does the Sunrise Maiden have sophisticated pet refuse algorithms? So many questions…). Feel free to drop by the Discord channel, and check out all the ongoing merriment – discussion about the show itself, our online games, the general reindeer games that erupt when you put a bunch of RPG fans in a confined space. And don’t forget to enter the PaizoCon contest. We’ll see you next week.

Talking Combat 077: Salad Shooters

Jason recaps the events from Roll For Combat, Episode 077: Feed Me, Akiro!.

This week, we break new ground with Roll For Combat’s first-ever bottle episode!

I would think this is a pretty entertainment-savvy crowd overall, but for those of you not “hep to the lingo” of the TV world, “bottle episodes” are episodes of a TV series that tend to be driven by cost or scheduling issues – they tend to be isolated from the main plot, generally take place on one or two sets, sometimes only feature a subset of the actors. (And they tend to happen in the later parts of the season because that’s when the budget and schedule crunch hits hardest.) Obviously we had the full team (and then some), so the last of those doesn’t apply, but this two-parter kind of fits the rest of the description – it doesn’t really have anything to do with the larger Dead Suns storyline and it takes place in a facility not originally in the adventure path that Steve threw together on the spot.

I didn’t think about it at the time but, yeah, injecting the writer of the adventure path into the main flow of the game… at best it would’ve been kind of boring for him; at worst, it might have put Keeley in a spot where he had to choose between doing the right thing or the spoiler-y thing. So I guess it made sense to shunt the action down a side path for a few shows.

I was a little surprised that Steve chose to bring back Meats and Lasko as characters, but on the other hand, they were well-received on their first visit, and it’s a little bit of an Easter egg for the long-time listeners. I suppose if Thomson and Thompson can keep bumping into Tintin halfway around the world, it’s equally possible that Meats and Lasko decided to infiltrate the same cult we were investigating. Though yes, I’m a little bitter they managed to avoid most of Books 2 and 3 in the process. Lucky bastards probably didn’t have to do any starship combat, either.

The coincidental synergy with Akiro’s origin story is also kind of amusing, though let’s be honest… there aren’t a lot of options when you’re dealing with a section of unexplored space that Pact Worlds people supposedly never go to. By default, they pretty much either had to hitch a ride with the cultists or the Corpse Fleet, and it’d probably even be harder to justify a ship of undead-only separatists hanging out with a couple living sidekicks. Though the whole thing did kind of remind me of one of those Internet clickbait stories where the cops posing as drug dealers and the cops posing as drug buyers managed to arrest each other. Or the 60s Spider-Men pointing at each other. “I’m not a cultist. YOU’RE a cultist.”

I suppose Steve could’ve come up with some other story hook – unexpected drift engine malfunction would also have worked – but whatever. At some point, “They’re Here Because That’s Where The Plot Needs Them To Be” works just fine. Meats… Lasko… welcome to Istamak. Moving along.

So Meats and Lasko have an emergency evac coming, but they have to recover their homing beacon device, which means investigating a creepy lab facility. NOTHING COULD POSSIBLY GO WRONG WITH THIS PLAN. I’m immediately on edge at the use of the phrase “xenomorph” – the Alien series pretty much ruined that one for me. So we explore a little and find a science lab and a mysterious button and Mo pushes it because of course he does.

On the broadcast, I sound a little more testy than I probably was. I agree with Bob and John’s general sentiment that pushing the button was going to have to happen to move the adventure forward. Defense will stipulate. But I thought we could spare a few skill rolls to at least prepare for what might happen when the button was pushed. Or even just in terms of self-preservation and tactics, I was hoping to move Tuttle to the back and get CHDRR up front, where we both belong. But nope – let’s do this!

Going in, I was actually thinking a trap – it’s some sort of decontamination system that releases poison gas or something. Instead, it’s Audrey II from Little Shop Of Horrors! And now, I’m up front with the heavy hitters, and it’s hard to even move out of the way because the thing has reach. (Some of it may have also been difficult terrain, too.) I’m not too worried in the grand scheme – we’ve got numbers, and (turn on the meta-gaming sign) I doubt Steve would make an improvised encounter life-threatening. But in the short term, Tuttle is in about as wrong a place as a lightly-armored rodent could be. Yikes!

Fortunately, sheer numbers do win out. I luck out in the early rounds and Steve chooses different targets, leaving Tuttle alone for the most part. That lets me get out of immediate danger and lets me get CHDRR into position to join the fray. And wouldn’t you know it… after a few rounds of combat, the Yellow One gets the Glory of the Kill™! We don’t keep spreadsheets or anything, but tends to be some low-key bragging rights about who gets the formal kill-shot, even preceding the days of the podcast. But it’s even more of a cause for celebration now because Tuttle’s not built for combat, so it happens less frequently in this campaign. ALL HAIL CHDRR THE CONQUEROR!

So from there, the hunt will continue next week, but I’m actually going to echo Steve and make this a short post this week. Similar to Steve, I have stuff going on in real life: nothing bad (actually mostly good stuff) but it’s been a little hectic. Next week, we’ll finish up our Meats-and-Lasko hijinks, and I promise to be more long and rambling for you guys. In the meantime, feel free to drop by the Discord channel and join the ongoing merriment happening over there. See you next week.

Talking Combat 076: Akiro The Just, You’re My Hero

Jason recaps the events from Roll For Combat, Episode 076: The Slug Defense.

The theme of this week’s episode is “Let’s get to know Akiro”, followed shortly by “This Akiro’s pretty good, isn’t he?”

Last week we got to meet Akiro and get his backstory, but the great unanswered question was – what does he bring to the table in a fight? Spiky armor is cool and all, but does that mean he’s a front-line fighter who can absorb some of the beatings Mo has been taking? The lack of a melee weapon would argue otherwise. As would the fact that, at a player level, Chris rarely plays characters like that – Chris is fond of his hit-and-run attackers.

The first thing we learn is that Akiro is a caster but a Technomancer rather than a Mystic (which had been my first thought). Upon further review, that pendant that popped out last week was probably just his focus item, not a holy symbol. We the players pick it up as the combat unfolds when he casts his trusty holographic image and magic missile. You guys accidentally pick it up earlier thanks to a mild spoiler from our trusty voiceover dude. Oops. But yeah… he’s a spell-slinger. At a meta-level, it’s nice to finally have some magic in the party – only took 75 episodes. No, I’m not really counting Tuttle’s Technomantic Dabbler feat. Comparatively speaking, that’s a party trick.

Even with that revelation, there’s still the gear to account for. Neither longarms nor heavy armor are standard kit for a caster, so is that how he used his feats or is it a dip into Soldier? I will say in Pathfinder, Chris was pretty fond of the one-level dip. I think in one of our campaigns he actually dipped TWO different classes along with his main. He’s into weird unorthodox builds – not even necessarily min-maxing; I think he just likes very particularly tailored characters that can do exactly what he wants them to do.

Me, I pretty much prefer pristine single-class builds. I think I have this sense that if you don’t do it early, it becomes less appealing as you level because then it’s “do I want Level X abilities for this class or Level 1 abilities for the other?” Around the same time, I took that Technomantic Dabbling, I was actually considering just dipping a level of Technomancer, but I just couldn’t bring myself to do it for exactly that reason – “do I want this pretty decent Mechanic trick, or do I want to cast Magic Missile once?” I also get seduced by the high-end abilities, which doesn’t make a lot of logical sense since I think the highest campaign we’ve run in recent memory only got out to the mid-teens.

But I digress. Back to Not Hirogi, and our fight with the snake. Akiro’s gun is pretty interesting – 1d20 for damage. Never seen anything like that in Pathfinder. Not saying it doesn’t exist – in fact, given all the material that’s been released, I suspect it’s out there in the back pages of some supplement somewhere – but that’s my first time seeing something with big damage swings like that. Personally, I would find that sort of weapon infuriating, but it’s probably the perfect weapon for Chris. Again, a reflection of our styles as players – Chris likes big risk and big reward, I’d rather dish out the same reliable damage every round. I’m feeling like the Rounders analogies are writing themselves here – I’m Johnny Knish, and he’s… Mike McD? Worm? Teddy KGB? All I can say for sure is that in the game of Starfinder, healing serums are the fucking rake.

So other than Rusty getting somewhat aggressively hugged by the snake, we sail through the first encounter relatively unharmed. A fight where no one went past stamina points! That’s crazy! And then we go into the “Maze of Ghosts” which turns out to be some sort of weird holographic museum. I got vibes of Hersheypark or Epcot (or the Hall of the off of it). Only Mo decides to be a goof and walk through the holograms, and… time to fight again.

On one hand, very little we’ve fought since landing on this planet has been that threatening. On the other hand, incorporeal. (groan) But as the battle unfolds – and I don’t know if you can really tell this without the battle-map – but it seemed like the holographic guy was tethered to within a certain range of his projector, so it seemed like we could get to a point where we could avoid it or just grind it down from range if we had to. Mo, in particular, was being stubborn about staying within range and slugging it out, but the rest of us were not really in any danger. So again, once we got a sense for its limitations, it wasn’t really that tough of a fight.

So we take care of business – two relatively easy fights in one episode! – and arrive at the alien equivalent of Disney’s Hall of the Presidents, where we get another audio recording that sheds a little light on the puzzle of the security codes. It sounds like we need two codes, which we then take to the central security office to get the actual code we need to get into the temple. Got it? Good. That’s where we’ll pick it up next week.

As far as Steve and Perram’s tip, I don’t GM a lot, but I can agree with most of what they said from the player perspective. I definitely co-sign on using a small starter adventure (Society or otherwise) to test your character before you take it out into the wild. Or heck, even just whip up a mock combat and run it yourself and see how it goes. Sometimes that character idea you love on paper just doesn’t work in the real world, and it’s much better to find that out when the stakes are low.

Alternatively, on those rare occasions when I do GM, I tend to allow free re-rolls until Level 2. Sure, it breaks immersion a little bit, but I’d rather have players enjoying the game and playing something they like than stuck with a character that doesn’t work for them.

The thing from the player perspective I wanted to dig in on just a little bit is how much to coordinate character builds within the group. On one hand, if you don’t coordinate a little bit, you could end up with a group composition that’s going to have a lot of trouble performing. Imagine a party of four cloth casters running out of spells after one battle. On the other hand, I do think you can overplan, and strict adherence to “we need a tank, a healer, a caster, and a rogue” can suck all the fun out of things on a couple of different levels. First, strict adherence to an “ideal” composition almost always leaves at least one player playing something they didn’t really want to play. Second, up to a certain point, sub-optimal groups can actually be fun. It can be a neat puzzle to figure out what you’ve got to work with and how to make it work with the situations at hand. You know… like running a Starfinder campaign with no healer and no magic.

Also, in a dynamic particular to our group, Bob tends to be a little more secretive in his character builds. He usually has some roleplay wrinkle to his characters, so he doesn’t WANT to just lay his character sheet on the table and say “here’s what I can do”. The gradual “reveal” of the character over the course of the campaign is part of what he enjoys.

Personally – and perhaps this speaks to my nature as an altaholic – I’ll whip up two or three characters I wouldn’t mind playing and then choose one based on what the rest of the group is doing, rather than locking in on a single concept. For this game, I actually had both a Solarian and a Mechanic ready to go, but I decided to go Mechanic because the drone dynamic interested me, and because I hadn’t played a skills monkey character in a while. That was also a byproduct of my Dads-n-Kids game, where we’d let the kids pick their builds first and then fill in gaps in the party around them.

I think that’s all we have for this week. Next week, we resume our search for the keycode that will get us into the Temple of the Big Bad. I will pre-warn you that there is a small possibility next week’s Talking will be late – I have friends and family coming into town, and that’s going to make for some weird scheduling. Or perhaps I’ll pre-write it, and it could be really early, but have nothing to do with the week’s episode (“Page 93, and now he’s in an extended digression about Charo’s guest appearances on The Love Boat”). Think of it as the literary equivalent of Akiro’s new gun – big risk, big reward. In the meantime, feel free to drop by the Discord channel and join the ongoing merriment, and good luck to those of you entering the PaizoCon contest. See you next week!

Talking Combat 075: New Crew Revue

Jason recaps the events from Roll For Combat, Episode 075: Into the Hirogi-Verse.

And now we know what happened to Hirogi. Well, at least the broad strokes of it.

As a player, the big question for me was how much of this was pre-planned. Neither Chris nor Steve told us this change would be coming, so it really was a genuine surprise to Bob, John, and myself. Obviously though, if Chris had a new character rolled up and ready to go, it was pretty clear some sort of coordination had to be involved.

That still leaves some moving parts. Did Chris specifically know the chamber would do something to Hirogi (which would explain his eagerness to jump in), did Steve leave it open-ended and say “make a new character and we’ll fit him in somewhere”, or was it one of Bob Ross’ “Happy Little Accidents” that Chris was ready for a change right after jumping into the healing chamber? From Steve’s post-episode game notes, it sounds more like the second or third: maybe Chris expected that the chamber would change Hirogi SOMEHOW, and in discussing what that change would be, a totally new character became the gameplan.

I also don’t know if at a meta-level, patching some additional skills into the party was part of the equation. I notice Akiro conveniently speaks and reads Kish, so some of that push-and-pull where three different people hold different aspects of communication in their hands goes away. (Or just flat-out replacing the fact that Hirogi is the only one with the pidgin language skill because the remainder of the adventure would be unworkable without it.) As far as class, I’m assuming he’s some sort of caster since Chris has admired magic-users from afar for a while now – the holy symbol would argue Mystic – but maybe he took a dip in Soldier to get better weapon and armor feats. (That’s totally a Chris move… be eligible for as much loot as possible.). I guess we’ll just figure it out together over the course of the next few episodes.

I will admit that Steve’s wrap-up admission that Hirogi is eventually going to return counts as new information. We’ve never discussed Hirogi’s ultimate fate; it was just kind of assumed he’s gone. So for Steve to admit Hirogi will likely be coming back later… that’s actually news to us. SPOILER!

(That doesn’t rule out that Hirogi will come back as an enemy boss that we have to kill. Just Sayin’.)

Why did Chris want to take a break from Hirogi? Just from my impressions sitting at the table with him, I think Chris felt Hirogi was kinda one-trick pony, and even though his trick went from “too hard” to “too easy” once he could take-20 on Trick Attack, it still didn’t make him a more dynamic character. Even on the skills side, Rusty has the social interactions covered; Tuttle has the technical stuff… there wasn’t really a niche that Hirogi clearly delivered better than anyone else. Mayyyybe culture checks? Oh, and Piloting, I guess, though Chris doesn’t seem to enjoy space combat much.

I will say that as a roleplaying thing, Steve’s point about how easily we accepted Akiro was valid; maybe it was a little meta-gamey on our parts. If you think about it if we find a guy with all the external trappings of a cultist, would we really so easily accept him so quickly as part of the group just because he can produce a Starfinder signal and knows who Chiskisk is? Heck, even if he’s superficially legit, we’ve seen Wrath of Khan… somebody ought to at least look in Akiro’s ear for Ceti Alpha V bugs. But I think we collectively just rolled right into “well, Chris is playing him, so he’s a good guy” mode. For that matter, we probably didn’t really “mourn” or otherwise do enough to try to recover Hirogi. Tuttle did the equivalent of a half-hearted press of CTRL-Z, and then it was basically “ok, he’s not here anymore… moving on”. Probably a missed roleplay opportunity.

Speaking of roleplay… how about a round of applause for Steve’s sound effects? During the initial session, that was just Steve talking in his normal voice. He added that in post-production, so when I went to listen to the final podcast to write this week’s column, I heard that for the first time, just like you did. Pretty cool.

As an aside, my mind is now racing with possibilities. Now that he’s done it once, Steve could replace ANY NPC with guest voice talent! Jason Keeley! Random listeners plucked from the Discord channel! MORGAN FREEMAN! (He’s right, you know…)

The other major development of this episode was the discovery of the ability crystal. I still haven’t decided yet – I had Tuttle put it in his backpack to sleep on it – but I am strongly leaning toward keeping it.

The Argument For: First and foremost, I was thinking of buying one on our last shopping trip anyway, but it would’ve taken up almost all my credits. Also, I feel like Tuttle takes a back seat on most loot anyway. Most of the time – particularly for weapons and armor – I let the other guys go first. But this is skill monkey stuff, where Tuttle earns his keep. Lastly, Mo and Rusty already have Mk2 crystals, so it’s a 50-50 between me and Hir… Akiro… and Chris just got a whole new character. If you want to go there, it’s also a roleplaying thing that we wouldn’t immediately give the new guy first dibs.

The Argument Against: new character or not, Chris doesn’t have a lot of gear; maybe he deserves this one. And/or where did Hirogi fall in the (informal) loot rotation – would it have been his turn if not for the character switch? Also, 23 INT starts to feel like overkill… do I really need THAT much? Gotta give those computers a fighting chance!

Before closing, I’d like to spare a few moments to discuss Steve and Perram’s Roll To Assist.

Steve’s point and Perram’s point – though phrased differently – talked about the same basic concept. “Stealing” control of the story. For the players, it’s doing things outside the box of the GM’s expectations; for the GM, it’s fudging rolls to keep the story in the lane you’ve created for it. And I think those go hand-in-hand – the goodwill you build by allowing one pays for the occasional use of the other.

I do subscribe to the general Nixonian belief that “if the GM does it, it’s not cheating”. The GM knows the game, they know what the story needs, and if they sometimes need to tweak to bring things in for a satisfying conclusion… OK. That to me is benevolent cheating. It’s like lying to your kids to set up a better surprise on their birthday.

But here’s the thing. If you’re going to exert that control occasionally, the collaborative nature of this hobby we all love suggests that you should occasionally let the players do it too. If they try something that’s a little outside the box and it’s not quite what you envisioned but still a basically reasonable request given the nature of their characters and the tools they have… as Perram said, let them have the win. You can always move things around to accommodate it. If they bypass the cool boss you wanted them to fight? Put him somewhere else in the dungeon. If they don’t meet NPC A, give that knowledge to NPC B. And so on.

I think where games fall apart, is at the extremes, where GMs either exert total control and give the players no agency… or where they just let the players do whatever they want and everything becomes arbitrary. I think a gaming group has to have both to survive and thrive.

Well, that’s about it for this week. Next week, we get to see Akiro in action (I think), as our pursuit of the cultists continues. While you’re waiting for that, feel free to stop by Discord and join the ongoing merriment – join the PaizoCon contest, take a guess at Akiro’s class, and generally check out the scene, man. We’ll see you next week.

Talking Combat 074: Who’s the Lab Rat Now?

Jason recaps the events from Roll For Combat, Episode 074: Healthcare Beyond the Pact Worlds.

Well, I did not expect that. But then again, maybe deep-down, I did.

When Tuttle stepped in to work on the alien healing contraption, I figured getting it working properly for the Kish was the big win, and that maybe we’d set up as an emergency heal-of-last-resort device. I didn’t actually think we were going to use it at that particular point in the story. I more envisioned that if we get some weird space disease we can come back and try it then.

But once Steve started talking about how it might bump your stats or add levels, I wasn’t that surprised to see Chris jump in so willingly. Chris is always into big risk, big reward when he plays. If it’s 50-50 that the machine will give him three levels or turn him into a puddle of translucent goo, he’ll take that bet. So when Chris got in the machine, I think our collective reaction was “of course he did”.

(Also, I think some of it was just saying yes to the strangeness as I did with letting the goblins rebuild CHDRR. Rusty got turned undead; I got CHDRR… it wouldn’t surprise me if Chris did it just to see where the story goes.)

As Steve mentioned, Bob tends to be the opposite. Well… let me refine that a little. Bob is very improvisational on the social interactions/roleplay side, but when it comes to character builds and the nuts and bolts of combat, Bob is more of a percentage player, and I don’t think he would’ve risked it.

I feel like John would’ve passed more because he’s reached a comfort zone with Mo. He knows who that character is, and he likes him that way. I think change – good or bad – would take Mo in a different direction than he’s currently going, and I feel like John is content to stay the course.

For me, I felt like Tuttle would have had to decline as a roleplaying thing. He’s a scientist; he wouldn’t put himself in that machine unless he either knew exactly what it would do or unless there was no other choice. (Though, as a scientist, he’s quite happy to put another willing volunteer in there and see what happens. Knowledge is its own reward.) Different campaign, different character? I might have jumped in on that.

Looking more generally about my playstyle, I think if I have a weakness as a player, it’s that I over-compartmentalize the game and tend to check out a little on the parts my character isn’t good at. Tuttle doesn’t have good charisma and isn’t good at “face of the party” skills; I think sometimes I’m guilty of punting and saying “Bob can handle it” when maybe there are opportunities to chip in around the edges that I don’t identify quickly enough. In a different game, I might have high charisma and do “face of the party” stuff but blow off skills challenges. I could claim it’s roleplaying, and sometimes it is, but other times it’s just disengaging rather than doing a bunch of dice rolls I’m likely to fail.

If I’m being honest, dealing with the Kish in the waiting room was probably one of those moments. Rusty had the face skills, Hirogi was the one who could actually speak the language (or at least his pidgin version of it), Mo at least looks physically intimidating. Tuttle didn’t really have an obvious role to play, and I probably fell into “wake me when there’s a computer to hack” mode instead of going into “yes, and…” mode and figuring out some way I could chip in.

I have to admit, the trap surprised me. I don’t know if we’re getting rusty, traps just aren’t as common in the sci-fi setting, or if maybe the setting of a hospital gave us a false sense of security (seriously… who booby-traps a hospital?), but totally didn’t see that coming. I’m guessing the cultists set this up when they were here, but as a minor story point, I’m confused how the Kish got past it without setting it off, if they supposedly came after the cultists.

The ensuing argument about short rests… I mean, ultimately both sides had a point, but it was kinda pointless in its net effect. On one hand, if you do a social encounter that lasts multiple hours and doesn’t involve physical exertion, you’d assume there’s sort of an implied rest in there. On the other hand, we are functioning adults and responsible for our own characters – if we didn’t say we took the rest (and explicitly spent the Resolve Point), it’s a fair position that it’s not Steve’s job to baby us.

I hadn’t taken any damage, so I didn’t really have a stake in this particular back-and-forth, but I’m vested in terms of knowing what the policy’s going to be going forward. My initial read was that I would’ve made us eat our mistake if I was GM’ing, but that’s just me.

I suppose there were two lesser mitigating factors. First, should the answer change if some of the damage happened a week ago in a prior session? It’s one thing to forget the damage that happened 10 minutes ago, but some of that damage had happened the previous week in real time. (Counter-point: maybe we spend some of that pre-game time we spend BS-ing about poker looking at our character sheets.) Second, it is true that Stamina Points are buried a little bit in the tool because they had to wedge them into an existing framework. If you look at the top level, it just shows hit points and you may appear to be at full health, but then you have to drill down two levels to see your Stamina Points.

(Yes, I know. “Waaaaaah! I have to click a mouse twice!” First World Problems #881.)

Well, whatever. Steve decided what he did and we move on. One more big fight – other than they hit a lot harder than the Kish, still not a tremendously difficult fight – and it’s time for Hirogi’s Date With Destiny….

… which we’ll find out about next week.

Before I wrap up, I’m going to briefly chime in on the question about favorite character races. If we were starting a new campaign today, I would probably choose either the Contemplative (aka “Brain-In-A-Jar” race) or the Kalo (the underwater fish-people race). The former is fairly obvious; it’s a giant brain on a wee little body. Endless comedic potential. The Kalo… I guess it’s just that I liked the artwork, maybe wrapped up with some residual love for Abe Sapien from Hellboy. Fish people rule! One more choice I wanted to mention was the ghorans from Alien Archive 2. I didn’t think the race itself was especially unique – basically a plant-based humanoid – they have my favorite racial backstory: they’re plant people created by a druid thousands of years ago to be “perfect” beings, but part of their perfection was TASTING perfect, so they were hunted almost to extinction because they were so damn tasty.

The Uplifted Bear? Not a huge fan. Wake me when they uplift otters, red pandas, or penguins.

Well, that’s going to be it for this episode. Obviously, you’ll want to come back next week to see what happens to Hirogi. (We know you’re curious. Don’t deny it.) Will Hirogi become the perfect hunter and become even more insufferable than before? Or did he screw up and ruin his character beyond repair? Can’t wait to find out! In the meantime, feel free to drop by on our Discord channel or other social media, make your predictions, and join in the fun. We’ll see you next week!

Talking Combat 073: Prime Directive? Never Heard of It

Jason recaps the events from Roll For Combat, Episode 073: Bringing A Bow To A Gunfight.

I apologize in advance: this week’s Talking is both late and a little on the short side. An exhausting week at work is the primary culprit – staring at the same files for hours on end looking for a needle in a haystack is already a pain, but do it in a machine room right under an exhaust vent blowing cold air on you… I’m dying, is basically what I’m saying.

I think this week excites me because it’s an example of the long game finally paying off. Many many sessions ago, Tuttle took Technomantic Dabbler – basically, it gives you a smattering of magic: two level-0 spells and a level 1 spell. For the record, the Level 0 spells are Psychokinetic Hand and Telepathic Message, and the Level 1 spell is… wait for it… Comprehend Languages.

And this week, we finally get some languages to comprehend. Huzzah!

The first question is: does this constitute meta-gaming? I feel like I’m on firm ground in saying “no” here. To me, meta-gaming is using knowledge the player has but the character doesn’t. At the time I took this feat, we had already established aboard the Drift Rock and on Castrovel that we were dealing with an alien civilization from outside the Pact Worlds. As such, having a skill-monkey character load up on language abilities seems like something totally within the realm of legit character development.

Real-life analogy: if you know you’re going to spend 6 months in China, you’d probably duck into Duolingo and try to learn a few phrases. Feels like I’m on pretty solid ground here.

I got another question, prompted by speculation on our Discord channel: why did I wait so long to cast my spell and let Hirogi try to translate first? Frankly, I was busy double-checking the rules. I wanted to make sure whether it was a once-per-day thing, unlimited (cantrip) use, or something else before I “wasted” a cast of the spell on what amounted to one word. As it turns out, it’s one cast every three levels – so two casts per day – but each cast lasts 70 minutes. Unless we take a long time exploring, that ought to be enough to get by.

I was amused by the general logistics of our interactions with the Kish. So: breaking it down… Tuttle can read written languages but doesn’t understand any spoken language. Hirogi can speak a pidgin version of the Kish language, but can’t interpret any writing. And Rusty can’t do either, but the Kish still love him because he’s… so dreamy or something. Taking off the gamer hat for a second, I’m amused at the overall dynamic – we basically have one coherent communicator spread between three people.  (And yes, I love that by elimination, Mo is just sailing along completely clueless to all of it.)

Anyhow, we talk to Herald (or Harold) Tzayl and proceed to get our next marching orders. It sounds like the Cultists have already been here, gotten what they needed, and conned Huntmaster Whatshisface into guarding the temple so other people (us, the Corpse Fleet) can’t get the information they got. Officially, the status of the Corpse Fleet currently remains unknown – doesn’t seem like the Kish have encountered them.

But to even get to their temple we have to navigate two obstacles first. The one we choose to investigate first sounds like… a precursor-civilization hospital they don’t quite understand, I guess? There’s a chamber that sometimes heals people but sometimes zaps them out of existence. Sounds kinda high-risk, high-reward, but maybe Tuttle can figure it out.

To get there we have to wade through more poorly-armed Kish. Steve keeps trying to make us feel guilty about beating these guys up, but it’s Not. Going. To. Happen. I almost guarantee that within an episode or two, we’ll be facing something with twice the hit dice we have, and Steve will be gleefully cheering every single-digit roll, so I’m not going to feel ashamed about winning an easy fight here and there. To get a sense of HOW easy this was – as I’m going back and listening, I honestly didn’t remember this combat lasting long enough to get a shot in. I thought I sat this one out. Nevertheless, we best the Kish pretty handily and next week, I guess we explore the complex.

I’ll finish with a brief word about Steve and Perram’s discussion about haunts. Here’s my position as a player. I like the IDEA of haunts, and I like that they drive storytelling in a different direction. I give Paizo credit for trying to find ways to do things other than combat, social challenges, or searching for traps and secret doors. I respect that a haunt is like a miniature story-within-a-story that has to be solved. But where the rubber meets the road, they seem to fall into a kind of a no-mans-land when it comes to game mechanics. They’re a little too open-ended insofar as you don’t always know which skills will be useful in solving the haunt, but the victory conditions are too narrowly-defined to be something you can just roleplay your way through. SURPRISE! The ghost wants a song so roll Performance (Lute)!

Anyhow, sorry to be brief this week, but… real life intrudes. Next week we explore the alien hospital complex and hopefully get a taste of Healthcare Beyond the Pact Worlds. Until next week, hope you drop by and join the merriment on our Discord channel, and thanks for listening.

Talking Combat 072: A Quest For Fun

Jason recaps the events from Roll For Combat, Episode 072: We’re Not in The Drift Anymore.

Hey, who wants to see the Pact Worlds’ second largest ball of twine?

The start of week’s episode feels vaguely reminiscent of taking a family road trip somewhere. We’re all varying degrees of testy from having been in the car too long. Rusty and Hirogi are the parents up front, doing their “Are you sure you’re not tired? I can drive!” routine and arguing over the proper folding of the map. Tuttle is the plucky younger kid, either playing his game system (CHDRR) or trying to come up with little road games to pass the time like finding a license plate from every state. Mo’s the sullen teenager who’s just done with the whole experience and would be sending pouty Snapchats to all his friends about how miserable he is, except we have no cell service this far out.

To wit: I was getting a little frustrated at John when it came to whether to fix the ship or not. One second, he said he didn’t want to do it because he didn’t want to spend the money; then he said he didn’t want to do it because we weren’t going to get attacked again, and then – possibly the real reason – is that he considered the whole thing a waste of time and just wanted to move the game along.

The middle of those was simplest – that’s a level of meta-gaming I’m uncomfortable with. If the argument for not fixing the ship was “we’re not stopping to fix the ship because we’re already days or weeks behind the cultists, and the shields will regenerate”… it’s a risky move, but it at least has a game context. If your argument for not fixing the ship is “Paizo never throws more than one starship event into each module” – that’s the very definition of meta-gaming.

More generally, it was frustrating to me because even though I was the one who originally floated the initial figure (I think I said 100UPB/5 hull or something?), I kinda KNEW that sounded wrong and it didn’t take that long or cost that much. So I was searching the rules for the right figure as this was all happening; I just couldn’t find the page fast enough, and John continuously demanding we move on wasn’t helping. I get that we all had a little cabin fever from space combat that lasted (pre-edit) something like 5 or 6 hours over three sessions, but 5 or 10 minutes to get a rule right wasn’t going to kill us.

And as it turns out, five hours of game time and a couple hundred UPBs is almost nothing, so might as well patch everything up. There you go.

So we arrive, and surprise, surprise… we fall immediately into party-based combat. Hostile locals rather than the Corpse Fleet or the cultists at first glance, and it’s pretty quickly obvious these guys don’t represent much of a challenge. Archaic weapons? Bows? Six damage on a crit? We didn’t accidentally warp back into a Pathfinder campaign, did we? (And a level 1, at that…)

It actually felt like the environment itself felt like the biggest threat – I forgot we were on an elevated platform hanging over nothingness until that guy tried to bull rush Mo. If he had fallen, could we have jumped back in the ship and retrieved him, or would he just be gone? Now I’m almost curious.

It’s weird that Steve seemed to be trying to make us feel guilty for beating on these poor guys… I mean, bows or not, they did attack us first. That’s pretty much all the justification I need. Also, in a “kidding-but-not-kidding” way, I’m not prepared to accept a guilt trip from a guy who openly roots for the monsters to kill us in most other fights. MAYBE YOU COULD JUST GIVE THEM AN AZLANTI WARSHIP WITH MUCH BETTER WEAPONS THAN OURS, STEVE!

Speaking of which, I have a confession to get off my chest. It may be my fault the Sunrise Maiden’s weapons are so crappy. I think when we did the refit at Level 6 I got confused and thought the Sunrise had a Small frame when it has a Medium. Theoretically, that means we have access to heavy weapons, right? But since I had the wrong frame in my head, I think I shot down Chris or John when they proposed something from the heavy weapons list. Granted, they cost more PCUs and build points, so we would’ve probably had to sacrifice some shielding, but we probably could’ve packing a little more heat. Something to address next time we re-fit.

I’m going to close with a little bit of discussion of gods and alignments, to branch off of Steve and Perram’s Roll To Assist segment.

I will say that by and large, I’m indifferent toward religion in these types of games. Roleplaying a deeply devout character generally doesn’t hold a lot of interest for me; I’m usually just looking for enough of a MacGuffin to power my spells. I don’t play a lot of divine casters in general… not really my thing. Or if I do, they’re the Golarion equivalent of people who only go to church on the big holidays.

Where the rubber meets the road, my alignment tends to be Chaotic Good or Neutral Good, so I get a lot of mileage out of Desna. There’s nothing about her in particular except that “luck and travelers” sounds pretty adventure-y to me, so she’s probably my go-to when picking a deity. In this campaign, Triune seemed like a better fit for Tuttle, and I did have a lot of fun playing my Gorum-worshiper in Iron Gods, so I’m not opposed to mixing it up a little, but it’s not a big motivator to me.

I don’t think I’ve ever run an evil character. Just something I’ve never had any interest in doing. I’m weird enough to sometimes feel bad about the fake actions of my fake avatar; I like being The Good Guy. Even making Tuttle Lawful Neutral feels like a bit of a concession.

The funny thing is it’s even worse when I’m playing RPG videogames; in computer-based RPGs, my choices hew a lot closer to Lawful Good. Maybe it’s because you’re acting out someone else’s writing, or because you’re usually constrained to two or three choices and the “chaotic” option reads as “asshole”, but I can’t bring myself to be a bad guy or even an annoying guy in computer-based games. In live-table games playing off other real people, there’s more nuance and you can shade it the way you want.

That’s about all I have for this week. Next week, we’ll get to explore our new surroundings a little and hopefully find out who the locals are and why they want us dead too. (Does anyone ever like us?) Maybe we’ll even start making up some ground on our Pact Worlds competition and start unraveling the mystery of the doomsday weapon. In the meantime, feel free to drop by our Discord channel or other social media and share your thoughts about the show and join the PaizoCon contest. We’ll see you next week, and thanks for listening!

Talking Combat 071: Shocking Developments

Jason recaps the events from Roll For Combat, Episode 071: Ship Happens.

This week’s going to be a little tricky. I have to thread the needle of another column about starship combat, without necessarily repeating myself from last week too much. I can’t promise zero repetition, but I’ll try to keep it to a minimum. The good news is that the second half contains a few specific developments that change the contour of the fight a little, things that would’ve been spoilers if I had gotten into them too far last week.

Like the energy clouds, for instance. Last week, I think they played more of a passive supporting role: they created some level of visual impediment, but since nobody actually parked in one, we never got to see what the lightning might do. This week… oh boy. I didn’t bother figuring out what the DC must have been – BOB! MATH! – but 0-for-2 on our cloud rolls was pretty painful. Meanwhile, it seemed pretty close to automatic for the Azlanti ship to hide in there… right up until it wasn’t. Somehow that’s how the dice go, I suppose.

Aside: “BOB! MATH!” is destined to become the “AZIZ! LIGHT!” of Roll For Combat. Or perhaps the “KOWALSKI! ANALYSIS!” Pick your cultural reference of choice.

Speaking of near-automatic rolls: one thing I didn’t really notice last week but was very aware of this week was the difference in skill levels between the crews. Last week my focus was almost entirely on weapon strength – their guns hit a lot harder than ours. This week it was far more obvious that part of the problem was that the Azlanti had close-to-automatic rolls while we had rolls that were 50-50-ish propositions. The initiative rolls were the one place where things were pretty even; shooting, actual piloting skill checks… they had a lot of wiggle room while we had to be close to perfect.

Part of the reason I didn’t notice it at the time is that when we’re in the throes of ship combat, I tend to get a little tunnel vision and focus mostly on my stations. I’m all about which systems are glitched, managing our shields, and if it feels like we get the upper hand, only then do I look for opportunities to contribute offensively (target specific systems, goose our speed with Divert, etc.). When we’re in a slugfest like this, I’m pretty much in a defensive bubble; I honestly couldn’t even tell you at any point during the fight how much damage we DID, just what we took. The gunnery rolls, the actual piloting tactics, whether Bob or Chris is piloting or captaining… it might as well be Miss Othmar in Peanuts. WAH WAH wah WAAAAAH!

Getting back to the action, this fight had two main turning points, one of which I sort of discussed last week and one of which would have been a spoiler had I brought it up last week.

The first was the fact that they had a LOT less shielding than we did, so we were able to get into their hull points quicker. I almost feel a little bad mocking Hirogi for wanting so many shield points – turns out that pretty much saved our bacon on this fight. If they had 65 or 70 shields (I’m not going to go back and check), that’s only about 16-18 per quadrant, and I didn’t get the sense Steve had the Azlanti doing much (any?) rebalancing as he went. DO YOU EVEN SCIENCE OFFICER, BRO? So yeah, our shots weren’t as powerful, but we were taking meat off the bone fairly quickly.

The spoilery one gets kind of lost in the shuffle and only gets a brief callout, but it was also clutch in its own way: the fact that their torpedo launcher eventually ran out of ammo. One could argue that the damage of the turret and the damage of the lasers was a wash, but a) losing the turret deprived it of four-quadrant coverage, and b) I think the turret was shooting against a lower number to hit since we put resources into AC but didn’t do anything about TL beyond what Sunrise Maiden 1.0 originally had. And as you heard for yourself, this really played into the endgame; once we took that starboard gun down, we actually had a legit blind spot where we could shoot at them and not take return fire.

Though this is one of those places my memory is a little wonky… I thought we had two or three rounds where it had no starboard gun, but that gets back to the aforementioned Tuttle Bubble. Maybe I’m thinking of when it was glitched rather than when it was actually broken. Or maybe it felt longer because there was one of those 10-minute arguments about where to position the ship that got left in the editing bay.

We also got to see the first use of my new Level 6 power “Overpower”. Basically it lets you do Divert to three systems at the same time by using a resolve point. It’s a decent ability, but it doesn’t change the fact that the underlying Divert actions aren’t that game-changing – heal a whopping 7 points of shields, change a damage roll of 1 to a 2, +2 speed (OK, that’s genuinely useful), or +2 to Science rolls (more handy if you have a separate Science Officer and Engineer – if one person’s doing double-duty, not so much). Still, at the point in the fight I used it at, it seemed like the right call.

In Steve’s post-game, he took us to task a little bit for not thinking of boarding or being boarded. I’ll meet him in the middle on that one. I actually did initially think that surrender might have been the right play, but events kind of overtook us before I could present it as a serious option. I’m not sure it would’ve ever occurred to me to board them, though. I suppose some of that was the general mystique of the Azlanti – if these guys are so tough and technologically-advanced, that’s a suicide mission, right? Though in fairness, I’m also going to give us a pass because of unfamiliarity with the ruleset – we already only play starship combat once every 2-3 months, and the rules for boarding are even on the outer fringes of those rules. Also, some ships like the undead “motorcycles” don’t even make that a viable option.

I also just don’t know the nuts and bolts of how it works: Do we beam over? Throw on our suits and do an EVA? (Oh God, it’s going to turn into the battle scene from Moonraker!) Does anyone have to stay behind and mind the ship or can we all go? Can they keep firing on the Sunrise Maiden while we’re making our way to their bridge? So many questions. Guess I gotta crack a book and check it out.

I wanted to say I was pleased with the amount of conversation that last week’s column generated on our various social media haunts. I was, however, a little surprised so many people want to do away with ship combat entirely. I guess I feel like there’s something iconic about a good space battle that would make me reluctant to throw the baby out with the bath water. Can you have compelling sci-fi without starship combat? Sure. Blade Runner? No ship combat. Doctor Who? Generally no ship combat. Even half of Trek episodes don’t ever take the Enterprise to yellow alert. Looking at Paizo’s published material, some of the Society adventures don’t even touch ship combat and are none the worse for it. But it does seem like a concept worth preserving, even if that translates to “for the time being, house-rule the shit out of it until it improves”.

At the end of the day, I suppose one way to look at it is that it’s a mini-game within the larger game that doesn’t totally click. You wouldn’t throw Witcher 3 in the garbage because you’re not digging Gwent.

Well… either way, we’re done with it for the time being. Next week we get off the Sunrise Maiden and begin our explorations in the Nejeor system. Cultists! Corpse Corps! Other people starting with the letter “C”? Who knows who else might be waiting for us? I guess you’ll have to tune in next week and find out. In the meantime, feel free to drop by Discord and join the ongoing merriment. And don’t forget about the free trip to PaizCon 2019 contest (listen to the show for details)! See you next week and thanks for listening!