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Talking Combat 108: Corpse Ship Troopers

Jason recaps the events from Roll For Combat, Episode 108: She Blinded Mo With Science!

This week’s blog may be a little short. I don’t know if it’s the Daylight Savings time change, or sitting outside watching a soccer game in 40-degree weather on Saturday, but I’ve been dragging a bit the last few days. So sorry about that.

On some level, this week’s combat is really basic; in terms of tactics, it’s almost like the Revolutionary War where the two sides just line up and pop muskets at each other. If there’s a wrinkle to be had, it’s that it’s one of the very few times we’ve ever been outnumbered. I’ve noticed (with 20/20 hindsight) that most fights in this adventure path have been “about an equal number of bad guys” or “boss encounter who may or may not have a couple of sidekicks”. Eight of them, four or five of us (depending on how you count CHDRR) is a bit of a new test for us. It’s also a bit of a departure as most of our recent fighting has been in starship and building corridors… choke points, cover, limited sightlines… all that tactical Good Stuff. Combat in a wide-open field? I don’t think we’ve had to do that since we were young pups on Castrovel.

Between the open terrain and the need to stay spread out to avoid grenade damage, we ended up dispersing into a fairly wide line, running northwest to southeast across the map – probably 20 or 30 feet between each of us – and Tuttle kind of ended up out on the far southeast edge of the line. At the beginning of the fight, the Corpse Fleet Marines were charging Mo and Akiro in the center, so… OK… business as usual. In fact, I thought there would be an opportunity to quietly sneak down and get into a position where CHDRR could flank with his line attack. Best laid plans, right?

But then John got blinded, and that changed the dynamic of the fight. It might be a little hard to tell without the map in front of you, but in addition to missing on a couple of really solid hits, John started backing off to the northeast a little toward Akiro and Rusty. Unfortunately, this opened up a gap in the line and left CHDRR and Tuttle stranded on an island with two or three of the bad guys bearing down on us. Furthermore, Rusty kept using his Get ‘Em on the guys up by him, so I didn’t even have any bonuses to hit the guys near me.

I won’t lie… it was a lonely moment for your Friendly Neighborhood Mouse Demigod.

But then we caught a run of good luck on dice rolls, particularly on Akiro’s damage roll on his area acid cloud attack, and that seemed to swing the fight back in our favor. Yeah, CHDRR and Tuttle both took a little bit of damage, but things slowed down enough that Mo was able to get his sight back and get back into the fight. From there, we were able to finish the battle off fairly quickly.

I will say, one of the beneficial side effects of being outnumbered is I FINALLY got to use my jetpack! I missed at least two opportunities to do so back on Moon Two, but this time, getting vertical seemed like the right play. I figured it eliminated melee attacks entirely, and it would hopefully make it difficult to hit a mid-air target with a grenade. So… it’s finally time for Jetpack Rat! Sing with me now… I BELIEEEEEVE I CAN FLYYYYYY!

You may have also noticed a momentary spillover of frustration with Chris. (“How about you stop talking and let me play my character?”) I pride myself on being pretty even-keeled, but… guilty as charged. First, having people try to run my character for me is a general pet peeve – I don’t mind SUGGESTIONS what to do; being TOLD what to do really grinds my gears. But it was also annoying because it was one of those times where the semi-eternal pissing contest between Bob and Chris (which, honestly, I usually find amusing) kind of trampled all over me. I think if there’s a reason I got snippy with Chris rather than Bob was that I was TRYING to do what Chris suggested, but he wouldn’t… excuse my French… shut up for five seconds and let me do it because arguing with Bob was more important.

Having said all that, I don’t want to make it more than it is. Stuff happens, it’s all good, it was completely forgotten five minutes after it happened. But I figure I’d at least talk about it because sometimes I think it’s healthy to see us as a real gaming group, warts and all. We’ve been doing this for years, we’re friends, but yup… sometimes we can get under each other’s skins a little bit.

At any rate… fight won, none the worse for wear, and now we’re back to the dilemma we had before – how to get ourselves to the Stellar Degenerator and destroy it. Only now we have an additional asset at our disposal – an actual Corpse Fleet ship. Particularly if we’re going to incorporate the capital ship into our plans, that could be incredibly useful.

But… as I’m sure you’re getting used to me saying… we’ll venture further down that path next week. While you’re waiting, feel free to drop by our Discord channel and let us know what you think about things. Heck, maybe give us your suggestions on how we can beat this thing! In the meantime, thanks for listening, and we’ll see you next week.

Talking Combat 107: Day Of The Undead

Jason recaps the events from Roll For Combat, Episode 107: Beemer Bingo.

I suppose the theme of this week’s episode catching our collective breath before the sprint to the finish. It’s heavy on book-keeping (and heckling each other), with a little bit of tactical assessment of our situation, and light on actual action until the very end.

For a while, I was into distance running. I was really slow, but I ran four half-marathons and one full one. There’s a phenomenon where you get close enough to the end and that you’re going to finish where your body pushes in whatever endorphins it has left and you actually feel better in the final… quarter-mile, half-mile… then you had for the previous miles. This episode kinda feels like the gaming equivalent of that phenomenon. Steve officially took the shrink-wrap off Book Six, we can see the end (one way or the other), and even if we’d been in a bit of a lethargy the past few episodes (other than SRM), we all caught this collective second wind that will hopefully propel us to the finish line.

Leveling for Tuttle this time around was mostly a non-event. I decided to take longarm proficiency because I’ve been feeling a little outgunned and it might be a way to diversify my damage a little. And if I’m being totally honest, the optics of Tuttle with a machine gun are not to be missed. I did briefly consider going with sniper rifles but decided against it for two reasons – first, I figured it might be easier to come by longarm drops than sniper rifles; second, a sniper rifle has that aim component that might screw with my action economy with regard to giving orders to CHDRR. So longarms it is.

CHDRR, on the other hand, gets a bunch of upgrades. Some of them I had no particular say in and may have represented either Steve or John Compton being charitable – CHDRR does more base damage, and his attacks count as magical for the purposes of calculating damage resistances. Can’t really complain about that and it will surely come in handy.

But the big change is the Shock Wave. To quickly regurgitate the statblock, when CHDRR goes into single-digit hit points, he deactivates and blows an EMP pulse that does 1d6 electrical damage per level. 10-foot radius, reflex save for half which will be something like DC 22 (10 + half my level + INT modifier). My initial thinking was that we’re going to be on a tight timeframe the rest of the way, so if CHDRR dies again, there may not be time to rebuild him. So if he dies, make it count for something.

But more recently, I had a thought that this might represent a narrow window to cheat death. If CHDRR is reduced to single-digit hit points but not zero – it’s a deactivation, which may not be the same as total destruction. That implies he could be brought back after the fight through conventional drone heals. But ideally, enemies will stop beating on him if he shuts down mid-combat and not finish him off. So it feels like there’s at least a chance the damage breaks right and CHDRR evades the die-and-rebuild cycle by only being mostly dead.

(Might want to run all that past a rules lawyer though. Maybe “deactivated” and “dead” are the same thing after all.)

The one danger here is friendly fire. There’s no way to directly control when it goes off, and nothing that seems to mitigate damage to friendlies, so I’m gonna have to be careful about maneuvering CHDRR away from my group-mates when he starts getting low on hit points. Otherwise, CHDRR’s final blaze of glory could take half the party with him.

With leveling accomplished, now we turn to the problem at hand, and it’s a doozy. Basically, the Corpse Fleet and the planetary defenses are slugging it out in a massive space battle, and we somehow have to cross that battlefield, take control of the Stellar Degenerator, and destroy it. Though… I don’t really know how we’re supposed to do that.

On one hand, I do think we want to take advantage of the confusion of the battle to do… SOMETHING. I just don’t know yet what that something is. If we wait until one side or the other wins, it’s going to be us and our ship against the remnants of either the Corpse Fleet or the planetary defenses, and I don’t like our odds in either of those scenarios.

If we just take the Sunrise Maiden and try to charge across the battlefield to reach the Stellar Degenerator first, that seems like a suicide mission. Even if we made it, without the AI autopilot helping, I don’t think four of us can fly it anymore. And even if we could, I feel like the Corpse Fleet could put a pretty healthy boarding party together. So I don’t think the frontal assault is happening.

I think – particularly when you consider Rusty’s transformation into an undead character – a subterfuge play is the way to go here. Somehow infiltrate the Corpse Fleet and do… again, SOMETHING. Getting a small Corpse Fleet ship would at least let us get across the battlefield undetected, but doesn’t get us past the planetary defenses. On the other hand, could we get aboard the capital ship and do something sneaky? Is it even possible to take command of a capital ship with four people? Could we use the capital ship to destroy the rest of the Corpse Fleet? Could we use it to destroy the Stellar Degenerator? Right now, it’s helping to take out planetary defenses but if we could somehow trick the crew into shooting the Degenerator, that might get interesting. Or if things get really dire, maybe we could crash the 6-mile-long ship into the 12-mile-long ship and destroy both. It’s still got a fair amount of uncertainty, but it’s better than just charging blindly into the no-man’s-land between two competing forces and hoping for the best.

Of course, the wild card in all of this is how far we can trust Rusty, who’s been making noises since Book 3 or Book 4 that he wants to keep the Stellar Degenerator for himself. Even if we get through ALL of the above hurdles and get the Stellar Degenerator under control, we may have an intra-party squabble to resolve. But for the moment, we need him and he needs us, so we’ll jump off that cliff when we come to it.

So we head back to where we left the Sunrise Maiden, where there’s good news and bad news, and they’re actually both the same news – there’s a troop of Corpse Fleet soldiers waiting at the landing pad for us. If we can get past these guys… well, there’s the first part of our plan, a Corpse Fleet ship waiting to be commandeered. The bad news: the aforementioned 1000 hit points worth of bad guys to deal with.

Annnnd… we’ll pick it up there next week. Come back next week join us for what’s likely to be a knock-down, drag-out slugfest. Ideally, we’ll emerge victorious; if not, I guess Book Six is going to be REALLY short. While you’re waiting, feel free to drop by our Discord channel and other social media: let us know what you think of the show and join the merry-making of the RFC community. Thanks for listening, and we’ll see you next week.

Talking Combat 106: A Stephen By Any Other Name

Jason recaps the events from Roll For Combat, Episode 106: Crush! Kill! Destroy!

If you’re gonna have a super-sized episode of Roll For Combat, that’s how you do it, I suppose. Special guest, big boss fight, crazy cliffhanger… it’s almost like the season finale of a TV show, except we get to come back next week and do it all over again!

First of all, props to Stephen Radney-MacFarland (SRM, from here on out to avoid confusion with “Our Steve”) for coming on and playing the boss for us. It’s certainly not that Our Steve does a bad job of running the game, but it’s always nice to have somebody come in and mix things up a bit. Especially someone with a personal connection to the source material who can throw in an extra spoonful of the author’s original intent.

Speaking of mixing things up, one stylistic difference I noticed is that SRM had a much more direct approach to combat than Our Steve does. Steve tends to play “fancy” in combat – I don’t know if it’s a sense of theater to make a better show, or wanting to play Vulcan 3D chess, or that Steve is just genuinely curious to see what all the special abilities do, but he’s very much about getting into the deep crevices of the enemy statblocks. Lots of positioning, lots of using special abilities. SRM, on the other hand, was much more about getting in faces and doing full attacks – there’s an unsentimental streak to him. Then again, some of that may have just been making use of the available tools – we know from our pal Rusty that Envoys tend to not have a lot of extra tricks, and a dip in Soldier wouldn’t have changed that much. And the robots were likely pretty simple security drones. So maybe this is just a Keep It Simple, Stupid fight, and would’ve played out much the same no matter who was driving.

Speaking of those drones… time for the other call-back to previous episodes. A few episodes back I mentioned there was one thing we mocked that turned out to be useful, and one thing we forgot about entirely.

The “thing we forgot about entirely” was the Sovereign Helm. Remember that? It’s a helmet that allows the user to assume limited control over technological constructs. It’s only a round-by-round thing (move action to use, and then a move action to maintain control) and once they make a save, they’re immune for 24 hours, aka the rest of the fight. But being able to make the robots shoot at each other or at the big boss might have been a fun little game-changer.

Then again, as I’m writing this (and looking up the item for reference) it also dawns on me that using the Sovereign Helm would’ve come at the expense of issuing commands to CHDRR. Or, I could’ve issued commands to both, and then I wouldn’t have been able to attack at all, which… while it would’ve been kind of a cool Professor X moment controlling an actual multi-robot army, would’ve been robbing Peter to pay Paul in terms of total damage. So maybe it wasn’t the great lost opportunity I thought it was, or at least maybe someone else in the group should’ve been using it, even though it superficially seemed to be a Doctor Tuttle item.

The one thing I forgot about this fight until re-listen is how close CHDRR came to buying the farm. Yep, he literally finished the fight with 1 hit point. Again, I think the main culprit here was SRM’s more direct fighting style. Steve tends to go after the players first, and while he doesn’t ignore CHDRR entirely, CHDRR is usually only hit by area damage or, sometimes he ends up a target when Mo chickens out and leaves him up front by himself. So I’ve gotten in the habit of parking CHDRR near the front (but distant enough to mitigate area attacks) and picking adds off as best I can. (In these situations, my optimal play is looking for a chance to set up the line effect on his Junk Cannon.) SRM, on the other hand, was having none of that and gave CHDRR a good pummeling pretty much from the start – I moved CHDRR up into Standard Supporting Position, and SRM’s response was “have a few punches in the face”.

If you want to get cynical and meta-game, the boss battle at the end of an adventure path would’ve been a fine time for one of CHDRR’s noble sacrifices, but I’m glad it didn’t come to that. Based on how the episode ended, it’s unclear if I’d have the full 24 hours needed to rebuild him, and I don’t think we want to go through Book 6 without my trusty sidekick.

While all that was going on, we also got to witness Mo’s jetpack heroics. Full disclosure: I also had a jetpack and briefly considered going airborne as well – first as a flanking maneuver to get behind the boss, and then I thought about joining the chase. But a few things held me back.

First, I was a little worried about the possibility of the jetpack suffering a critical failure and falling to my death. So… #1, Cowardice. Second, by the time I thought about doing that, the drones were starting to overrun us (and CHDRR, in particular, was showing a lot of red), whereas Mo was basically locked in a 1-v-1 with the boss, and seemed to have his situation reasonably well in hand. Staying put seemed like a better use of my efforts. Third, I kinda realized that if events unfolded such that it came to any sort of mid-air grapple, I’d be TOTALLY screwed – I put a +2 bump in STR to manage encumbrance, but I’m not a grappler by nature. So I pretty much decided that was Mo’s situation to take care of and stayed on the ground.

(Also, as it turns out, Mo’s haste circuit was a difference-maker I didn’t have anyway. Given the head start the boss got, at best I could’ve kept pace and maybe fired from a distance, but I don’t think I ever would’ve caught up. Or, maybe I might have gained 10-20 feet per round if my “Fleet” applied to all movement forms, but then we’re getting into the jetpack only having 20 rounds of charge.)

Anyhow, we finally end up winning the fight and return to Moon Six to clean up and destroy the Stellar Degenerator, only nothing’s ever that simple because, of course, it isn’t. I wasn’t as vocal as Chris, but I also thought the AI’s plan sounded a little sketchy because the first few steps of using it and the first few steps of destroying it sounded like they’d be the same plan. Some of this is 20/20 hindsight, but wouldn’t it have been easier to induce some sort of system overload that destroyed the ability to open the gate at all, which would leave the Stellar Degenerator safely sealed in the demi-plane? Or is it just “too many redundancies/beyond your technical capabilities” and move on.

So we go with the AI’s plan – Rusty because he wants to steal it for himself; the rest of us because we don’t have a better idea – and everything shortly goes to hell. Literally and figuratively. The long-forgotten Corpse Fleet returns (though if you’ve been reading these columns, I’ve been WONDERING when they’d show up again), dropping a huge fleet into the system, and at roughly the same time, the control system gets all hosed up so we can’t close the demi-plane again, leaving the Stellar Degenerator free for the taking. And the AI that was going to help us fly the SD into the sun disperses itself into the planetary defenses. So we can destroy the Stellar Degenerator – all we gotta do is traverse an entire enemy armada, and then pilot it into the sun without the AI’s assistance. Oh is that all?

But hey, we’ll be Level 11 when we go on this suicide mission, so we’ve got that going for us.

Luckily, this isn’t TV so you don’t have to wait six months to find out; just come back next week, as the adventure resumes in Book Six. While you’re waiting to feel free to drop by Discord or other social media; give us your feedback on the show or just join the RFC community. Thanks for listening, and we’ll see you next week.

Talking Combat 105: It’s A Dead Man’s Potty

Jason recaps the events from Roll For Combat, Episode 105: Do NOT Go In There!

If you remember a few episodes back when we leveled and divvied up treasure, I dropped a hint that a couple of things would become relevant in later episodes and I’d circle back when we reached that part of the story, right?

Well, this week’s episode is one of those. After merciless ribbing about Akiro’s cowardice for taking his teleportation spell, it turns out that Chris’ “cowardly” teleportation spell ends up saving Tuttle’s life this week.

Well… don’t I feel like an asshole?

I feel like the audio didn’t really convey the full gravity of the situation Tuttle found himself in. The fight began at the door of the bathroom, which was about 15 feet down a blind corridor, and if the creature had stepped out into the hall, Tuttle would’ve ended up basically trapped in a dead-end with the Marooned One between him and the exit. So not only was he going to have to break a grapple (a fairly monumental task as is given the strength disparity), but he was about one round from having some really awful choices. Even if he got free before the creature moved into the hall, he’d have to run past and eat an attack of opportunity. If the creature got into the hall, there would literally have been no escape and his only other option would’ve been to run deeper into the dead-end and find somewhere to hide. Which not only might have been futile but could’ve even caused encounters to bleed, which would just hasten his demise.

So yeah, I was looking at being pretty screwed for a few moments there.

But then, Chris saves the day with the perfect tool for the job. Not only was I free of the grapple, but we ended up nice and save a good 50 or 60 feet away (and with Mo in between to run interference). I mean, he’s gonna be insufferable about it and I may come to wish the Marooned One had killed me before it’s all over, but for now, Tuttle lives to fight another day.

Once we got the creature out of the cul-de-sac and were able to fight it in the open, it actually became a fairly easy fight through a combination of luck and sensible tactics. Certainly, the luck was in Mo landing almost 100 points of damage – half the creature’s health – in a single round of attacks. The tactics were as Steve described, playing a game of “keep-away” – staying far enough away that it became difficult for the Marooned One to do a full attack of re-establish the grapple. Without that, it was mostly hitting with its comparatively wimpy knife. To be fair, I think Steve probably gives us more credit than we deserve for Ender’s Game-level tactical thinking – I don’t know that it was a coordinated tactic as much as it was four selfish people practicing self-preservation and trying to pawn the problem off on someone else in the group in a way that happened to resemble a strategy. But if Steve wants to give us credit… ummm… yeah! Just like we drew it up on the chalkboard!

I also think we were helped by the fact that it was an almost entirely offense-oriented fight. I did notice the Marooned One didn’t seem to have much in the way of resistances (or we got lucky and didn’t have those damage types) and wasn’t that hard to hit with Bob’s Envoy bonuses. So it was really just an all-offense slugfest, which tends to favor the side that has more total attacks. I’ve noticed that it tends to be when resistances or fight logistics take damage off the table that things get their messiest. (See also: the boss on Istamak, who was on an elevated catwalk for the first half of the fight, and also hitting us with a slow effect.)

I was a little surprised Steve let you all in on the dirty little secret of this week’s episode. Yes, Steve basically “steered us” to take that fight and put the remainder of the compound on hold for a week so we could get the author of this book on the show next week. Guilty as charged. As he said, it’s a function of having special guests – it would be weird to start an encounter in one voice and end it in another. It is what it is.

Now I know some people would argue that by the letter of the law, it’s not the GM’s job description to be steering the game to the desired outcome. There’s a little bit of “Want to be run through your session on rails? Play a JRPG” sentiment, that players ought to be making these sorts of calls for themselves. On the other hand, what absolutely IS in the GM’s job description – doubly so when we’re packaging this for a podcast, and especially when we’ve only got three hours once a week – is time management. The GM is the one person who has at least a rough sense of where the logical breaks are, and massaging the flow of the game into the available timeslot so you get a satisfying session is something of a greater good that should be considered.

It’s something that’s explicitly accepted in convention settings. You have a two or three-hour window, so the GM will figure out ways to slow down or speed up to fit the game in the window as best as he or she can. I think if there’s a difference here, I think that time management is usually something that’s done more subtly, and not explicitly spelled out. A GM might speed things up by removing an encounter to get the party to the next major plot point before wrapping up for the night; they might also slow things down by making a locked door or the search of a room take a little longer. NPCs can give out information quickly or slowly. The GM might add or remove a few hit points to make a fight longer or shorter. It might even be as subtle as making the description of Door A more enticing that Door B to get people to pick the one they want the party to choose.

Here? OK, Steve said, “don’t go south yet because I have something in mind for that part of the book”. But does that really spoil anything important? We still don’t know what we’ll be facing… in either direction. We don’t know if the “surprise guest” is the boss, a friendly NPC, an inexplicable reappearance of Meats and Lasko, it could still be pretty much anything. As long as the essence of the encounter is not being spoiled, I see no problem with doing a little air traffic control on the session to make things fit together more seamlessly. We’re all adults here.

So yeah, next week we’ll get to see what that big surprise actually is, and hopefully, continue to work our way toward the capture or destruction of the Stellar Degenerator. Still got a universe to save, after all. I hope you’re enjoying the adventure so far, and hope you’ve had a chance to drop by Discord and join the ongoing conversation. Thanks for listening, and we’ll see you back here next week.

Talking Combat 104: Pleased To Meet Me

Jason recaps the events from Roll For Combat, Episode 104: Bizarro Tuttle.

First and foremost, I feel like I have to mention that it is taking all (and I mean ALL) of my willpower not to demand Steve do an episode where he runs us through a session of Wendy’s Feast of Legends. Cynically, there’s probably a few free burgers for us if we do it, and I would love to see someone really go all-out roleplaying “the Order of the Baked Potato”. Also… imagine the T-shirts! Then again, it probably doesn’t work with D20Pro. Pity.

Let’s start this week with a bit of a “show note”. I’m still deciding how I’m going to handle The Sandstone Secret special episode. Part of me feels like it would be fun to listen and offer some thoughts from the 100% listener perspective for the first time since for once I’m not playing and don’t know what happens. On the other hand, I also think that would be more fun for me than it would be for you… ergo, a little self-indulgent. Part of the value of these Talkings is to give a perspective from the player side of the table, and… I wasn’t a player for that one. (Originally, I WAS going to be in that episode – had a monk rolled and everything – but I had scheduling conflicts arise and didn’t want to push the already-busy Paizo folks back just to accommodate me.) And I also have a couple of book reviews to get cracking on as well. If I do write it, I don’t know if I’ll give it a separate by-line, or just make Talking Plaguestone super-sized this week (“Talking Stones, Plague And/Or Sand”). I guess we’ll see.

Either way, the space side of the house will be business as usual, and this week, we battle against Bizarro Tuttle.

The first thing that dawns on me is that we basically forgot about Zaz’s sister Xix somewhere along the line. If you remember a few episodes ago, the female ysoki Xix was one of the encounters that we elected to bypass back on Moon Six. (All those Six/Xix puns. Lost… like tears in the rain…) And frankly, there were so many gaps in the recording schedule that at one point I actually forget that and speculate about finding her somewhere else in this complex (unless Steve edited it out). Listening to the episodes now, I kind of realize, but as we were recording, I totally forgot.

It struck me as a neat little touch that they used the twins as a way to showcase the two mechanic types – I believe the scans suggested Xix had a Drone, and Zaz has the Exocortex build, so you would’ve had a chance to see both in action. It also means that technically, Xix would’ve been the true Bizzaro fight because we would’ve also had a Bizzaro CHDRR. Dang it… maybe we should’ve taken that fight after all! WE HAVE TO GO BACK!

The fight didn’t really last long enough to showcase it well, but the Exocortex Mechanic plays much more like a soldier or operative. If you’re new to Starfinder, the Exocortex build is more like the “Mister Hyde” Alchemist build from Pathfinder. Instead of upgrading your drone and having it fight for you, your upgrades buff you into a more formidable fighter. You immediately get an additional weapon or armor proficiencies at Level 1, you have a “Combat Tracking” skill that bumps your base attack bonus against a specifically-marked foe, and after Level 7, you can even start putting a subset of drone mods onto yourself. I briefly thought about going that direction with Tuttle, but a) I thought the drone mechanic looked more interesting, and b) if I wanted to play a front-line fighter, I probably would’ve done Solarian.

Having said that, the concept sounds pretty badass, but we kinda beat him down so quick Zaz basically turned into Sir Not-Appearing-In-This-Film. A couple of lucky max-damage (or close to it) dice rolls, and things mostly became a walk in the park. But then, after a brief interlude to start questioning Zaz, it turns into Murder Hobos 2, The Sequel, as we kill our second surrendered prisoner of the adventure path.

(Take a few seconds to imagine me rubbing my temples in exasperation if you like.)

Going back and listening, the first thing I noticed is how UN-flustered we all were compared to when Hirogi murdered that other guy back on Castrovel. Back then, it divided the party a bit – harsh words were exchanged and some of us felt legitimately bad. This time, it was far closer to a collective group shrug. I don’t know if it’s that we’re coming closer to the end and just want to keep things moving, or maybe it’s that our naivete has worn off and we know the cultists better, but it just wasn’t that big a deal.

As a roleplaying decision, non-committal seemed like the right way to play Tuttle on this one. Tuttle is Lawful Neutral so he’s not obligated to be a complete goody-two-shoes in a situation like, but I’d still see him a little squeamish about actually executing people. Even deranged cultists. In addition to the general “I didn’t sign up for this” vibes, Zaz is still a fellow ysoki and nominally a Man of Science, so he’d probably feel at least some sense of kinship with the guy. Not crazy about the biker bar fashion sense though. THAT’S NOT HOW A RESPECTABLE SCIENTIST DRESSES.

The other missed opportunity here was the chance to have a Flying Rodent Slap Fight. I haven’t really had a chance to use my jetpack, so when Zaz went airborne, I thought long and hard about it. It would’ve been great theater. If anything held me back, it was actually the residue of my Dads-and-Kids game, where one of the kids flew up 40 feet in the air, took a critical arrow hit that knocked him unconscious in midair, and the resulting fall killed him. Granted, those were level 1 characters, but that misfortune was still fresh in my mind.

And frankly, though it wasn’t a deciding factor at the time, I’m realizing now that if I went up against an exocortex mechanic in any sort of melee fight, I’d probably get stomped. So it’s probably just as well I kept both my feet… paws… whatever… on the ground.

So there you have it. One more sub-boss down and the search continues. I suppose if you want to look for signs of progress, we’ve dealt with their best technical people – one dead, the other abandoned back on Moon Six – but that doesn’t mean we’re out of the woods yet. Could be others, could be they already did the “hard part” of the job. But… we’ll find the answer to that question next week.

As usual, feel free to stop by our Discord channel and let us know what you think of the show and join in the ongoing festivities. Thanks for listening and we’ll see you next week.

Talking Combat 103: Fat Mech, Little Dwarf

Jason recaps the events from Roll For Combat, Episode 103: Ain’t Got Time to Bleed.

Two years. It’s pretty crazy if you stop to think about it.

(pushes glasses up nose) “Well actually, we recorded for a few weeks to build up a stash of raw footage before we started putting anything out on the Internet…” [SLAP]

Sorry, where was I?

First, just to fill in my corner of Steve’s history, I probably joined the online version of the group in the 2011 timeframe, and at that point, the group had moved into Pathfinder. Carrion Crown and Iron Gods were the two major adventure paths we ran, though we also fit some smaller stuff in there (Emerald Spire, even tried a Society adventure or two) and had JUST started Strange Aeons when we decided to assemble the Action News Team for Starfinder. In terms of the technology, I’ve always been impressed with D20Pro, though Steve always complained that there was a lot of work on the back end loading everything into the tool. We tried a few sessions with Roll20 – it did a few things better, but most things worse. Voice chat was always a bit of a crapshoot until we landed on Discord, which has been pretty stable. I remember Skype being pretty tetchy, a few weeks of dabbling with Ventrilo, maybe one or two others… before finally settling on Discord.

As far as the choice to start the podcast, I don’t know that I ever flat-out refused to do it, but I was probably a little bit on the skeptical end.

First was the Starfinder game system. In my heart of hearts, I’ve always been a swords and sorcery guy. I was raised on the Rankin-Bass Hobbit adaptation (“the greaaaaaatest adventurrrrrre”), John Boorman’s Excalibur, and AD&D. The grand total of my experience with sci-fi role-playing games was a few underwhelming sessions of Gamma World, and of buying the rules for Traveler but never really getting around to playing the damn thing. Sci-fi gaming has not traditionally been in my wheelhouse, though I dig it as an overall genre. If we’re being honest, I mostly agreed to play because the rest of the group seemed enthusiastic about it, and I didn’t want to be the killjoy. I figured I’d give it the first book of the adventure path and see how things went.

The second: I’m an introvert by nature, and that need to be in “perform” mode was a little daunting. When we’re just playing for ourselves it doesn’t matter if I, say, doze off during a session. ALLEGEDLY. If you’re recording and putting it out there on the Internet, there’s more of a need to be “on”. And OK, I’ve seen comment sections – feedback scares me. I wasn’t totally sure I wanted to put our sessions online because I was leery of having people tell me I’m playing my character poorly and my jokes aren’t funny. I’m a delicate flower that way.

But here we are. Two years later, and it’s actually been a lot of fun. The things I was worried about weren’t that big a deal – Starfinder has been pretty great (and I’m glad to see they’re bringing some of the ideas into Pathfinder Second Edition), and it’s been fun watching you guys enjoy the show and interact with it. And even when we screw up on the rules, you’re pretty cool about it, so thanks for that.

I’m trying to decide what my favorite moment of the past two years has been. There’s a few to choose from. There’s the original goblinization of CHDRR, certainly, courtesy of John Compton. The first Meats and Lasko session with Rob Trimarco and Jason Keeley was a blast. The battle against the swarm on Istamak was a thrill just because it was so cool to have the perfect piece of technology that I’d been sitting on for 2-3 levels. And of course Aeon Tuttle – you could go a whole “career” and not roll a 00 on a Loot Box of Wonder/Deck of Many Things.

If there’s one mild negative… criticism… whatever, it’s the scheduling. When you’re playing for own pleasure, if someone can’t make it or you just don’t feel like playing, it’s cool to cancel and pick it up next week. With the ebb and flow of recordings, there have been a few times where our footage reserves got low and we HAD to play to stay out in front of things. Also, it can just be tough to get five schedules to sync up perfectly, and sometimes someone has to “take one for the team” a little. (Conventions season and the winter holidays can be tough in particular.) Not gonna lie, there were a few sessions in there where it felt like playing to feed the beast… those were a bit of a drag. But currently, that’s not an issue. We’re at least a month ahead in Dead Suns, and even Plaguestone has a few episodes in the can. So right now, we’re green, Corbin Dallas. Super green.

With Talking, the challenge is mostly just a matter of keeping it fresh and coming up with new things to say. When I first started writing these, they kinda wrote themselves because it was a new rule system. There was enough new material that just explaining how things worked and giving impressions on how it compared to Pathfinder was a column within itself. (In a bit of déjà vu, I’m seeing the same dynamic play out in Talking Plaguestone.) Two years in? Not gonna lie, it’s a little tougher… you all know how the rule system works, I’ve told a lot of my best stories, I’m even starting to repeat my pop culture references! I don’t want to just regurgitate the play-by-play, but there are weeks where I struggle to come up with much more than that.

Take this week. Kind of a straightforward conclusion to last week’s fight. Thought that dwarf would be tougher, but we kinda mopped the floor with him. The interesting dynamic here was our first real introduction to powered armor. Here’s what I noticed, and why I think it went so easily for us: most of what powered armor really gives you is a better armor class and strength bonus, which is primarily good for melee. It doesn’t especially improve ranged combat, and it doesn’t give additional hit points. So offensively, the machine gun was something of a suboptimal use of the tool; defensively, he’s HARDER to hit, but the dwarf on the inside was just as squishy when you land a shot. And we didn’t seem to have any trouble landing shots.

Next week, it gets interesting though. Remember back on Moon 6, I said that there was one thing that we kinda blew off that would turn out to be important, and another thing that would’ve come in handy but we completely forgot about? I think next week, we hit one of those two incidents. So there will be a chance to see us eat a bit of humble pie in this next episode if I’m remembering things right.

I’m gonna wrap things up there for this week. Thanks for the lifers who have stuck with us for two years, and thanks to those of you who jumped on the train once it was already moving. It’s been fun sharing this experience with all of you. Feel free to stop by our Discord channel and let us know what you think of the show, and we’ll see you next week. Thanks for listening.

Talking Combat 102: Let’s All Go To The Lobby!

Jason recaps the events from Roll For Combat, Episode 102: Grenade Expectations.

The French have this great expression: “l’esprit d’escalier”… “the spirit of the stairs”… that captures that sense of thinking of the perfect thing to say after you’ve already left. For those of you who want me to stay in my lane and provide a reference more grounded in pop culture – the “Jerk Store” episode of Seinfeld. (Though I went all the way to French V in high school 30-plus years ago… my lane goes to mysterious places.)

I have to admit, as I was listening to this episode, I was struck with a bout of that because I realized I had the perfect tool for this situation and didn’t think to use it. Scoutbot. (I’ve played enough Rainbow Six Siege to know better. OPFOR DETECTED!)

Here’s the thing. Scoutbot has a time limit (one minute per level), the bot has a damage limit if it’s attacked, but there’s no range limit specified. So the 200-300 feet down in the elevator would have not been a problem, as long as it got there in 10 minutes. (On the other hand, contrary to what I thought, it doesn’t actually fly… not sure where I originally got that.) So if I was thinking properly, I would’ve pulled the old Die Hard standby and sent the Scoutbot down on the elevator to see what was waiting for us at the bottom. (Feel free to listen to the rest of the episode imagining Mo writing the names of cultists on his arm with a Sharpie.)

Now, I know it wouldn’t have been a perfect solution. The elevator door still opens as normal, which would clearly attract attention. We’d have a quick rules-lawyer break about how quietly it moves and how easy it is to see, but at the end of the day, they’d probably destroy it and be just as ready for us when WE came down. And strategically, the single point of entry renders it somewhat moot: it would’ve been a more useful tactic if we had the option of choosing a different entrance. But it would’ve been a pretty handy use of a resolve point, and even if it only survived a round or two, we might have gathered some intel on their strength and the layout of the room before we ever set foot on the lower level.

Instead, we plow forth into a sea of grenades. Yay! On the other hand, they’re pretty weak grenades. In fact, at first, they’re pretty weak ENEMIES. Base-level cultists, shades… nothing we haven’t seen before. You don’t want to take things too much for granted, but at first, this feels like a warm-up battle: you just leveled and got your new powers, let’s see what you can do with them.

It’s not a new power, but I have to admit I’m still a fan of Akiro’s trick with the exploding battery; it’s basically all the power of a grenade, but at the cost of a battery, which is dirt cheap. That’s a pretty good bargain. (Alternatively, it’s Fireball, but with a physical object to focus the spell’s power on.) I’m sort of envious – the Mechanic can do that with a weapon, but the damage is nowhere near comparable, and destroying a weapon is even less cost-efficient than grenades themselves. Don’t get me wrong, rigging a phaser to explode has a lot of Mechanic flavor (I just re-watched an episode of Next Generation and a bad guy did that) but the results just aren’t there. WHERE’S MY 9d6 DAMAGE?

But then things take a turn for the more serious. First, we get Berserker Cultists. Not sure if they’re any harder to kill, but they definitely hit harder while they’re alive. And then, just as we’re getting a handle on that. BOSS FIGHT right at the end of the session. Setting aside that I haven’t been the hugest fan of including Pathfinder core races in Starfinder, a dwarf in power armor is pretty dang cool. As long as he doesn’t kill us, that is.

Before closing for the week, I’ll take a moment to reflect on Steve’s point regarding bleeding encounters, and the realism of killing enemies in adjacent rooms without them noticing anything. (We’re almost back to the glory days of GM-PC Tips!) It’s a tough call. If you went with TRULY realistic acoustics, you probably couldn’t fight something on the same level of a dungeon without alerting everyone and their mother. So at some point, you probably have to suspend disbelief a little bit just to make for a playable game. On the other hand, I’ve been in games where people took long rests with enemies right on the other side of a door, which is a little immersion-breaking in the other direction. So we slaughter Goblin Troop A, and Goblin Troop B never thinks to check in on them? They don’t have dinner together? Nobody goes and checks when Grugg fails to show up for the nightly card game?

As far as that Emerald Spire story Steve told, it was basically accurate. Maybe not ONE long fight, but we certainly didn’t stop for a true rest, and probably didn’t have more than 5 or 10 minutes even when there was a pause in the action. Though I think at one point I remember clearing a few empty broom closets.

In that particular game, I was playing a rogue, so my job was fairly easy and there weren’t a lot of resources to manage. Just stab whoever is closest. The main frustration was the running fight didn’t leave a lot of opportunities to set up Sneak Attack damage because the bad guys tended to be down-range. I think John played a Paladin, and Bob was playing an archery-based monk. I feel like maybe Chris didn’t play that one because he was busy with WoW raids, but I’m not 100% sure who our fourth was or what character they played.

There were two main problems that conspired to turn it into a bit of a… well… “cluster-something”. First, the front gate of the complex was an easily defensible position with arrow slits that took a lot of initial effort to overcome. So there was some concern that if we retreated to take a long rest, the remaining bandits would just retake the “front door”, and we’d have to do The Hard Part all over again. If I remember correctly, I feel like we were pinning our hopes on finding a back door which would make it easier to come and go, and then we’d go heal… and things just got out of hand. (Full disclosure: the back door DID exist, but we didn’t find it until the whole level was cleaned out.)

The second was bad tactical luck. In one case, we chased the last runner from one encounter into a new group; in another, one of our guys was looking for a place to grab a quick heal potion and opened the door to another NPC area we hadn’t cleared yet. In fairness, based on the rooms around it, we REALLY thought it was likely to be just another storage room, but that turned out to NOT be the case.

Much to my surprise, we did survive. We pretty much burned through every spell and special ability, and most of the party was at death’s door (I want to say whoever was playing our fourth dropped and had to be revived with John’s Lay on Hands), but we made it. Definitely a fun night of gaming – that one was basically three hours of non-stop action, without being a fairly static slugfest; very fluid, almost a chase dynamic to it all.

If only we’d been recording back then. Ah well.

Anyway, enough wandering down memory lane. (Unless Steve follows through with some Year Two content, in which case, MORE wandering down memory lane.) Regardless, we’ve got to get back to saving the universe and fighting Dwarven Colonel Quaritch, but that’ll be for next week. Until then, drop by our Discord channel or other social media and join in the ongoing shenanigans. Thanks for listening and we’ll see you back here next week.

Talking Combat 101: Fly Me To The Moon

Jason recaps the events from Roll For Combat, Episode 101: Rusty Has A Posse.

In terms of game activity, it’s a fairly simple episode – we level, we get in the ship, we go from one moon to another. We basically rolled the dice one time (to avoid gravity effects) and that’s about it. No, the meat of this episode was in the banter.

I always feel a little guilty at times like these. Sometimes I feel like I should get more involved in the back and forth that goes on… might make for more interesting banter if there was an additional participant in the reindeer games. But if I’m being honest, that’s – to varying degrees – not Tuttle, not me as a player, and not me as a person.

Me as a person is the easy one. I’m generally conflict averse, and doubly so after coming home from work, feeding kids, supervising homework. Getting into disputes with my fellow players – even roleplay ones – aren’t that high a priority to me. (I save that sort of behavior for fantasy football.)

That kinda filters down into my choices as a player. I noticed Bob and Chris both, to varying degrees, like to play quirky characters, sometimes even anti-hero types. They seem to enjoy characters that generate tension and create story fodder. Me? Maybe it makes me a little boring, but I’m a do-gooder at heart and I play pretty straightforward character types. I almost always play good, maybe a little more evenly mixed on the law-chaos spectrum. Heck, Tuttle being Lawful Neutral is kind of a big step for me!

(I would point out this tends to be true across the board, not just in Pathfinder. I tried playing the Renegade path in Mass Effect, and I always felt like a complete asshole every time I had to say something mean or hostile. I’m just not wired for it.)

It’s not like I’m averse to complexity or character development or anything like that… but if I had to put a finger on it, I’d say I prefer to keep that aspect of the game self-contained and find it in my own character rather than creating friction with other party members to generate it. Or maybe it’s as simple as Tolkien being a formative experience and I’d rather my character be one of the hobbits than Boromir.

In a separate direction, I think some of it also comes from being goal-oriented when we’re playing. I tend to want to get to the next battle or the next plot point. Banter between partymates? Yes, it’s genuinely entertaining, but there’s always this level on which it feels a little indulgent and I want to just get on with things. We only get three hours once a week, I tend to want to make the most of it.

Tuttle’s motivations are the easy part. He’s Science Rat to the core. He probably thinks the pissing match about who is “in charge” is a bit beneath him, to be honest. He’s here to do a job and that’s it. I’ve always felt that Tuttle has come to appreciate Mo for much the same reason; he just does the job he’s there to do. I don’t think Tuttle dislikes the other two, but he’s probably a little suspicious of Rusty insofar as Rusty’s powers are more subtle than Akiro’s – Akiro blows things up and makes copies of himself; Rusty just kinda bosses everyone else around and sometimes good things happen as a result of it. Tuttle is big on people being useful, and he doesn’t always see it with Rusty.

Of course, it’s dawning on me that I PROBABLY should’ve been reflecting that suspicion by putting some points into Sense Motive as I leveled up because this Rusty Mind Control stuff is getting a little out of hand. For all the skills Tuttle has, I’ve only put 3 or 4 ranks into Sense Motive, which makes Rusty’s job a lot easier for him. (Generally I have five or six core skills I spend on every level, and then I kinda round-robin the rest. Sense Motive is one of the “rest”.) On the other hand, this close to the end of the adventure path, it feels like ability choices should be essential, and I’m not sure protecting myself from my own teammates is worth a lot of investment.

Speaking of leveling choices, I went back and forth a few times on putting my mechanic trick into Portable Power. Part of me really wanted to go with something more combat-useful since we’re nearing the sprint to the finish. But here’s the thing. First, the combat options I could take at this level weren’t really game-changers – there was a shield, but it would only take one or two hits; there was also an improved version of the overcharge ability I already have. But more importantly, leaning into my role as skill monkey, being able to power a downed system is something literally no one else in the party can do. It feels like that could be important, especially when we’re dealing with centuries-dead civilizations. Do an extra damage die? Or perhaps – even if it’s an edge case – push the game forward in an unexpected way that might save our collective bacon.

Will it work? Well, we’ve arrived at Moon 2, so I guess next week will start to reveal the answer to that question. In the meantime, feel free to drop by our Discord channel and other social media and let us know what you think of the show. Thanks for listening, and we’ll see you back here next week.

Talking Combat 100: To Infinity And Beyond

Jason recaps the events from Roll For Combat, Episode 100: How The Sausage Gets Made.

Episode #100. Kinda crazy if you think about it. I don’t want anyone to misread and think I expected this to fail, but I would’ve expressed at least mild surprise if you’d told me when we launched this thing that a) we’d still be going and that b) we’d still be on the first adventure path. I suppose my bet would’ve been on “gotten bored of the sci-fi setting and gone back to Pathfinder”, but I suppose we’ve still managed to scratch that itch here and there, particularly with Second Edition. So here we are.

Now about my fantasy football team… (Kidding, kidding.)

Now if we were really planning, Steve should’ve edited the episodes so that I got my new mic in Episode #100. Spoiler alert (or not, if you’re listening to our Plaguestone show), I do eventually get one, but it’s still another few episodes away. So for now, still broadcasting from inside a washing machine. Sorry about that. The end IS in sight, if that helps.

It’s funny to contemplate the flow of podcast time at moments like these. Right now, as Steve said, we’re sitting on a small mountain of surplus material in the can, and what we’re recording right now probably won’t even reach your ears for another month or two. And yet it hasn’t always been like that – we hit a stretch around the holidays last winter where breaks and aggressive edits burned through most of our recordings and were probably down to about 2 or 3 episodes before we might have to start recording live.

As I was listening to this episode last night, I heard at least one thing that is going to become REALLY useful sometime in the next two months, and one thing that WOULD have been really useful had we remembered its existence, but it kinda slipped our minds and represents a missed opportunity. I’m not going to tell you what those things are right now because it would be spoilery. For now, put a pin in it, and when we hit those moments in the show, I’ll try to remember to come back around and call those out.

As far as the game action, there wasn’t a lot going on in this episode because we hit the end of a block of story. I do have to admit it was low-key humiliating to have Akiro do most of the computer-based heroics this episode. Yes, defeating the countermeasure was still pretty slick, and Tuttle got the final roll at the end to put the evil AI back in its box, but still, I’m a little red-faced even with the built-in excuse of not reading the language. Computers and engineering are supposed to be My Thing. (And you’ll notice when it comes time to level, learning the Kish language becomes my highest priority.)

I noticed I actually had a little bit of a mental vapor-lock when we were discussing what to do about the two remaining sub-bosses. This wasn’t a case where I forgot something from the previous week; I literally lost my train of thought in the span of about 10 minutes. We establish that there are two sub-bosses, including Evil She-Tuttle in this complex with us. I even make a joke about getting Tuttle a girlfriend. But somewhere in there, we shifted the conversation to what awaits us on Moon #2, and somehow I transposed that conversation into the current complex and decided we only had to clear out a few maintenance bots in our current location. In fact, going back to spoilers for future episodes, I forget so thoroughly that at some future point, I speculate about where the female ysoki is, thinking she’s yet to be found. (Or maybe Steve will spare me some humiliation and cut that bit.)

As far as the decision itself, I get the logic of locking them in and hoping for the best – we’re out of resources to fight them, and we’re generally on a clock. One can argue the sense of it on merit, and at a metagame level, they’ve mostly served their collective purpose in the story. But I have to admit, leaving a mechanic behind seems like it MIGHT be a bit of a tactical error. The fighter type? Whatever. Punch the walls all you want. But leaving someone who potentially has Tuttle-level (or at the risk of being egotistical, 80% of Tuttle’s level) hacking skills as a fire in our rear seems like a questionable choice. Hope it doesn’t bite us later.

And OK, maybe I’m biased because it would put Tuttle front and center, but I feel like depriving the world of a drone-v-drone slapfight is a missed opportunity. If we can have a Hirogi-based bottle episode (totally in favor of that, by the way – Steve should let the rest of us play NPCs who try to kill him), maybe we can also go do one where Tuttle goes back and fights Lady DeathTuttle by himself.

As far as the “working session”… yeah, that doesn’t happen too often, but every once in awhile, it’s unavoidable. Steve’s generally pretty good about warning us when level-up is coming or ending an episode at a level-up, and we come back to the next session with finished characters. The one exception is loot/shopping: it’s hard to resolve EVERY buy/sell decision over email (and some things like serums come from group loot), so money tends to be a moving target until we’re back at the table. I think this hiccup was some combination of Steve being really busy in the middle of convention season (this was somewhere between PaizoCon and GenCon), or maybe he didn’t have us level because he expected us to be completionists and do the other two rooms, and we surprised him. I will say that historically, clearing the whole complex is more of an “us” move.

(The one other exception I can think of recently is when we blew through content too fast – during Iron Gods, we had a sub-boss fight which probably should’ve taken an hour, but was reduced to a triviality because the boss missed four straight saves on Hold Person and we were able to walk up to him and calmly coup de grace him. Oops.)

Lastly, the fact that we got to claim those Kish hoverbikes is pretty great. As much as Logical Me thinks they’re a party resource, Emotional Me is TOTALLY on Mo’s side – if anyone in this group should be founding his own motorcycle gang, it’s Mo Dupinsky. “Skittermanders of Anarchy”? Still working on that one. Reluctantly, I’d probably also admit that Hirogi would’ve been a good fit for one as well if he ever returns. I’m in the middle on whether Akiro and Rusty are biker types. Tuttle’s a hard pass, though.

So we have our little working session, but we don’t really get resolution or a full unveiling… just that Akiro is probably going to prioritize saving his own hide and Tuttle will turn into the Duolingo Owl. For full details… I guess we’ll pick it up there next week, and I assume we’ll make our way to Moon #2 to continue that story as well. I realize it will “only” be Episode #101, but I hope you’ll be back to join us next week. In the meantime, feel free to drop by the Discord channel or other social media and let us know what you think of the show. See you next week, and thanks for listening!

Talking Combat 099: One Step Forward And Two Steps Back

Jason recaps the events from Roll For Combat, Episode 099: Bravely Run Away!

For once, I start with a bit of a “show note” of my own. As Steve mentioned, I will probably be moving the Tuesday Talking (Dead Suns) to Mondays – it was going to be this week, but I had surprise guests in town for the holiday weekend and things got away from me. The big motivation for me is easing confusion – it seems like a bit of a disconnect to have the Plaguestone episode and Dead Suns Talking Combat release on the same day. If I move this to Mondays, it kinda closes the book on each in sequence – Plaguestone airs Tuesday, Talking on Thursday; Dead Suns airs Friday, Talking on Monday. I think it makes more sense that way; it just turns out I needed an extra week to get with the program.

Does it count that it FEELS like a Monday because of the holiday?

This week, we complete the big fight against Malice and its minions. A close call, but we live to fight another day.

The first thing I noticed is it’s about 15 minutes until I actually get to say anything this episode. Part of it is as simple as being at the tail end of the initiative order – my turn didn’t come up, what are you gonna do? I’ll also admit I was a little self-conscious about talking with my Hobo Mic when it came time to discuss the inner workings of grenades. But I have to admit I was a little amused to be cruising along almost 15 minutes into the action and then have the narrator pop in with my intro.

I don’t know if this fight was statistically the closest call we’ve had – with Xavra, the final Solarian boss fight on Istamak, we actually had people drop and didn’t even have CHDRR – but this just felt like it could go either way right down to the wire. I think the big difference was group damage. Xavra had group damage, but it was centered on him and could be mitigated by spreading out so he couldn’t focus on more than one of us at a time. In this fight, there was a LOT of group damage, between the Cultists’ grenades and Malice’s Tron disc, and it could be directed more easily. Also, the adds in the other fight were literal cannon fodder; in this fight, the adds were actually a force to be reckoned with.

The Tron Disk, if I remember correctly, made its first appearance during the final boss fight on Castrovel. It seems to be a staple of crazy cultists everywhere! It’s kind of a high-risk, high-reward spell – if you make your attack rolls, it can dole out a TON of damage for a second-level spell, but if you miss a roll, the whole thing just kinda dies on the vine.

Grenades really proved their usefulness in this fight – on both sides. I’ve always felt like the economics of grenades are kind of flawed – just, for example, each of those Shock Grenade III’s that Rusty used retails for about 5400 credits – but if you set aside the cost and get them for free, they’re actually fairly useful. Even with all the mitigating factors, Rusty was still putting 30 or 40 damage up across all enemies with each grenade. The perfect tool for thinning numbers when you’re outnumbered. Then again, also a handy tool for letting the Cultists take a few chunks out of us.

I don’t know how easy or hard it is to visualize, but the flow of this fight was basically a rolling retreat. Basically, CHDRR and Mo were meant to be the defensive front line, and that was going well at first. But once they started taking damage, they both started falling back toward the entrance to the north. Of course, that left the squishies on the front lines and so we had to get back behind our reluctant tank again. I doubt anyone would come out and admit it, but there may also have been some jockeying for position to not be the first one hit by the Tron Disk.

Well, everyone except Akiro. Despite the fact that all the Cultists seemed out for his head, he took the least damage of any of us. A fact that seemed to infuriate John to no end.

Not that I blame John for being frustrated. That exhaustion spell he got hit with sounds like a bear, and that’s even with John’s haste circuit evening things out somewhat. If he didn’t have the haste circuit, that probably would’ve been a freaking nightmare. Not to mention he almost certainly would’ve ended up stuck up front taking hits and probably would’ve dropped. Did the haste circuit save us from a TPK? Hard to say, but you can make the case.

As far as the decision to have CHDRR back out of the fight… I realize I’ve spent the better part of 99 Talkings telling you that CHDRR is disposable and he can be sacrificed for the greater good if need be, but in this fight, you’ll notice I was a LOT more concerned with keeping him standing than in previous fights. I think… I wouldn’t be so grandiose to call it “roleplay”, exactly, but I do feel like it’s more important to keep him alive because the story is unfolding in terms of hours, not days. There’s clearly no chance to retreat to Abaslom for a day or two and rebuild him at my convenience. Even below that threshold, it feels like we’re going to have to jump right into the next stage of the fight, which doesn’t seem to leave a 24-hour window available for a CHDRR Mk 5. So this one time, I actually got a little more protective of my yellow companion.

As a side effect, I’d also note this might be the first time I’ve ever used THE BUTTON twice in the same combat. If I’m being honest, I was totally fishing for the heal effect I know is hiding in there somewhere. Movement speed and damage weren’t useless, but I really could’ve used some hit points. Alas… ‘twas not to be.

Tuttle himself didn’t really fare too badly – I did take that one crit from the sword for 30 or 35 damage, but other than that, I didn’t really take a lot of hits. I ended the fight very close to the stamina-hitpoint border, though I honestly don’t remember if I was JUST over or JUST under. I mention it because if it had come right down to it and people started dropping, I probably could’ve slugged it out with Malice for another few rounds if I’d absolutely had to.

As a low-key comedic moment, it was kind of funny to hear Chris offer his nugget of poker wisdom (“only one player to a hand”) after he just got done with five solid minutes of… we’ll call it “constructive criticism”. One player to a hand, indeed.

Lastly, I always enjoy it when Bob and Chris get into one of their pissing matches about who’s doing more damage and I sneak in and get the actual kill shot on the boss. I played it cool on the show, but internally, I was cracking up. Sweet victory for Aeon Tuttle!

Next week… we deal with the aftermath of the fight, advance the plot, and since Steve’s been hinting at it, it’s probably not a huge spoiler to suggest we probably level in there somewhere. In the meantime, I’m cutting this short tonight because we have our annual fantasy football draft. I’m picking last, I’m not happy about it, it is what it is. Feel free to drop by Discord or our other social media outlets to let us know what you think about the show, thanks for listening, and we’ll see you next week.