OOC Discussion

load previous
Dec 12, 2016 10:24 pm
Still succeeded! :-)
Dec 12, 2016 10:40 pm
Woo!
Dec 13, 2016 12:42 am
Dammit! For some reason I have it in my head that green dice are "better" than yellow dice so I keep thinking I'm supposed to roll yellow for untrained stuff...
Dec 13, 2016 1:09 am
The colors all began to make a lot more sense when I got my hands on an actual set of dice. Yellow is 12 sided, while green is 8. The more sides, the more potential awesomeness! :-)
Dec 13, 2016 10:36 am
I suppose that I could put it here, though I might remind people in the main chat when we get into the fight buuut...

Bast has an ability that gives all allies a benefit if they're within Short Range. It's called Suppressing Fire, and it lets you, if you miss an attack, spend an advantage to deal 1 point of Strain damage to the target. Can only be used once per round per character. It'll eventually do more, once I have more ranks.
Dec 14, 2016 12:03 am
Rolling for Bast's knowledge checks.

Post upcoming.

Rolls

Droid Info

2 Threat

Total: 2 Threat

Shoot Who?

1 Threat

Total: 1 Threat

Dec 14, 2016 3:49 am
One thing my group and I figured out after five sessions is that when you switch a weapon to 'Stun' it changes the maximum range of that weapon to short. Last sentence of the Stun Damage entry on page 170 of the AoR Core Rules:
Quote:
When weapons with a Stun setting are used to deal Stun damage, their range changes to short and cannot be increased.
So Bast (and everyone else) will have to do 'real' damage at the current range (unless I'm reading something wrong in the rules).
Dec 14, 2016 3:55 am
I also think Bast gets one more Boost die, yes? 2 for the double AIM and one for the Accurate?
Dec 14, 2016 4:03 am
Oops, I remembered about Accurate after setting up my roll. I posted about it but forgot to add it in. Thanks!
Dec 14, 2016 12:33 pm
Initiative is agility, so 4 green?
Last edited December 14, 2016 12:34 pm
Dec 14, 2016 12:37 pm
Initiative in this game is a little weird. If you are aware of a fight and ready for a fight, you'll roll Cool, which you'll see is presence. If you're taken by surprise, like our storm trooper enemies, you roll vigilance, which is willpower, if I remember right.
Dec 14, 2016 1:13 pm
In this case, since we're aware of the fight, you'll look at your Presence and Cool. Xin has 4 Presence and 0 Cool, so you'll roll 4 Green. So you were right :)

If we were taken by surprise, it'd be 3 Green, because Xin's Willpower is 3 and Vigilance is 0.
Dec 14, 2016 1:25 pm
I don't know if anyone's explained how actions and maneuvers work in combat, so I'll take a crack at it. If I'm repeating something or telling you something you already know, then I'm sorry :p As far as how turns go, you basically get 1 Action and up to 2 Maneuvers per turn. The action is used for the big things, similar to D&D, like Attacking or grappling someone or operating a computer. Maneuvers are for little beneficial things like moving, aiming, taking cover, etc.

As far as Maneuvers go, I said that you get up to 2, but only one of them is actually free. If you want to use the 2nd one, you have to suffer 2 Strain (if you take so much Strain that you meet your Strain Threshold, you pass out). When you use a maneuver to move, you move in "range bands." So instead of calculating the exact feet away from an enemy, we say we are at "short range" or "medium range." So one maneuver to move will move you one range band (in most cases) closer or further away from the enemy.

Aiming is a really useful maneuver, especially if Xin isn't great at shooting things yet. You can aim up to 2 times consecutively in order to add a Boost (blue) die for each time you aim. So you can aim once and shoot, or if you want to take 2 Strain to get a 2nd maneuver, you can aim twice and then shoot, giving you two Boost die (which is what Bast did on his action).

When you attack with a melee weapon, the difficulty is always a base of 2 purple dice. Sometimes this can be different, depending on if they have defense or if they're a really tough boss-guy. When you're shooting at someone the difficulty depends on the range. At short range the difficulty is only 1 die by default. Medium is 2. Long is 3. Extreme range is 4. Shooting while engaged (in melee) is another thing that, hopefully, you won't have to deal with.

If you succeed, you take your weapon's damage and you add your excess successes to it for the total. Some weapons have qualities you can activate with your advantages, but otherwise you can spend them to give other people boost dice or upgrade their checks. Preferably you can get a critical hit with them. The number of advantages you need to score a critical hit is determined by the weapon's Crit score, so lower is better. Xin's blaster pistol has a 3 Crit, so you can spend 3 advantages to do that.

Hopefully this helps!
Dec 14, 2016 3:52 pm
Xin is somewhat of a pacifist so it will be interesting to see how this plays out...
Dec 14, 2016 11:33 pm
Good writeup, MoMo!

Moofs, we'll have Xin stabbing people in the face with a vibroknife before too long! :-)
Dec 14, 2016 11:46 pm
@mcneils5 Hows does the two weapon thing work? I've never seen it come up before and can't find anything in the book about it.
Dec 14, 2016 11:48 pm
Basically if he's using two weapons of the same type, he adds 1 purple die to the difficulty (whatever it is) and it he hits he can spend 2 advantages to hit a second time, similar to how Linked or Auto-Fire works.
Dec 14, 2016 11:49 pm
So he hit, but he didn't have advantage, which is why he hits with his "first attack" and misses with his "second attack," even though there's just one roll.
Dec 14, 2016 11:52 pm
Sorry for the spam posting, but to follow up on 2-weapon-fighting...

If he's using two weapons of different types (a ranged light and a melee weapon, for instance), he'll add 2 difficulty to the roll.

For all of the above situations, if the two attacks done separately would have different die pools, he will use whichever die pool is worst for him. So if his ranged (light) would give him a green and two yellows but his melee would give him 2 green, he uses the 2 green.
Dec 15, 2016 12:02 am
Yeah, what MoMo said :) it's also why I called out which of the two pistols I was leading with as they're different damage and crit ratings so it's important to know which one is the "first attack"

It's detailed on page 224 of the AoR rulebook
Last edited December 15, 2016 12:04 am
load next

You do not have permission to post in this thread.