dlw32
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Post by dlw32 on Nov 20, 2018 12:40:02 GMT -8
I loved it. The two separate but co-mingled conversations from our PCs was brilliant
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dlw32
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Posts: 11
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Post by dlw32 on Oct 29, 2018 8:51:57 GMT -8
I love all the characters, it's a great ap. But I have to confess a special affection for Simon and Colleen. The way they keep circling around getting back together... and still manage to eff it up...
**** Spoilers for ep 7/8 *****
I thought Colleen was being sort of thick about not getting the teens involved. I mean when the other side has a file called "the Final Solution", like it or not, those kids are neck deep in it so you might as well get them prep'ed.
Then I started wondering... did Simon ever tell the rest that the bad guys are executing a plan they're calling "the Final Solution"? I don't recall... Maybe Colleen doesn't actually know that...
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dlw32
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Post by dlw32 on Oct 26, 2018 10:43:00 GMT -8
technically spoilers for Ep 1...
Faiza to Simon: "Well if you hadn't seen [the video] you wouldn't know [that I murdered people] so it's really your fault."
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dlw32
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Posts: 11
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Post by dlw32 on Oct 26, 2018 6:54:53 GMT -8
I've only actually played a few sessions of the game so I won't claim to be an expert.
Oddly it seems to me from purely anecdotal evidence, the best way to generate momentum is to spend it. For example, if you've got a Difficulty 0 or 1 task and decent Attributes and Disciplines it might seem tempting to save the momentum for a more difficult task. I mean if you have a 15+, you probably don't need more than 2d20 to succeed. But if you buy another d20 that increases the odds that you'll succeed with momentum.
Also you can give the GM Threat in hopes of generating momentum. If your character is Bold, you not only get an extra d20 but you can re-roll it... For example, let's say you have a 2 Difficulty task and you use Bold and the 3d20 give you 2 successes, re-roll the die that didn't succeed. Yeah, you could draw a complication but you're more likely to gain the momentum.
An aside: Don't be too afraid of Threat, the GM messing with you is part of the fun of STA... or most RPGs.
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dlw32
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Posts: 11
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Post by dlw32 on Oct 26, 2018 6:36:40 GMT -8
This threw me at first too... the doctor is clearly from a different dimension... like the mirror universe but not quite right...
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dlw32
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Post by dlw32 on Oct 16, 2018 5:22:22 GMT -8
Truly talented work!
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dlw32
Initiate Douchebag
Posts: 11
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Post by dlw32 on Oct 15, 2018 10:49:33 GMT -8
I don't want to complain because I'm enjoying the podcast, but the momentum rules are a thing I love so much in STA that I just want to point a few things out... I really think they did a brilliant job with the momentum rules because it makes it feel like Trek to me... you're a team and you work together... anyway a few points:
1) The max momentum at any time is 6. The pool will never get larger than that. 2) At the end of every scene the pool loses one momentum... you're meant to use them not horde them. 3) The most common way to spend momentum is buying more dice. You decide before you roll if you want to do this. The first d20 cost 1 momentum, the 2nd costs 2, the third 3. So if you wanted to add 3d20 you'd spend 6 momentum. 4) The other way to get more dice is to give the GM Threat. This is like GM Momentum... he can complicate your day by spending them. Still no more than 5d20 on a roll. 5) You can spend 1 momentum to ask the GM one question about the situation or item or person in the scene. This is really handy when you don't know as much Science as your character does... 6) another way to help your roll is to spend 2 momentum to reduce the difficulty by one. You can do that repeatedly but each costs you you 2 MP.
There's a bunch of other things you can do with momentum especially in combat. I'll only mention one more... you can spend 2 momentum to keep the initiative. So instead of letting the NPCs go, you can have another PC go.
One last thing... look at your talents. Some of them do interesting things when you spend momentum. Like Cautions lets you reroll a d20 if you bought a d20 with momentum... it doesn't have to be the d20 you bought or even a d20 you roll: you can reroll the d20 someone used to assist or the ship used to assist.
This is longer than I would like and I still haven't really covered everything. You guys are great and are producing a fun audio so feel free to ignore me. I'm just a fan of how they thought out the whole teamwork thing.
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dlw32
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Posts: 11
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Post by dlw32 on Jul 31, 2016 15:05:12 GMT -8
I have been challenged (admittedly it was not originally my idea, but I'm sort of eager to see if I can make it work) to come up with a character who is a shapeshifter in a Guardians of the Galaxy like universe who actually changes personality. I'm just looking for any advice.
My idea is that there is a dominate personality that's the default. And that will be a full character with stunts and all. The other personalities I've been thinking will be more like a couple of switched in aspects and different Approaches (we're using Demon Hunters as the base ruleset) and maybe different Disciplines. They will all have the same Trouble: Fractured Personality – We are all Sen. And that gets Invoked or Compelled to switch personality.
The first question is should Disciplines be changeable? They're more or less skills.
I've got a couple of ideas for the split: The Mouse (a young, timid, child), The Monster (anger embodied), and the Guardian (who tries to protect everyone).
Just looking for advice I suppose.
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dlw32
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Posts: 11
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Post by dlw32 on Feb 8, 2016 13:07:28 GMT -8
Re: CoC and Sanity recovery. Yes, you can gain SAN. Two ways. At the end of an adventure there's usually a section on rewarding the players. There will be a list of a few conditions and possible SAN gain or loss. Like: * If you save little Jenny from being sacrificed, gain 1d6+1 SAN * If you burn Arkham to the ground, lose 1d10 SAN (it's not really that great a loss... In practical terms you tend not to break even though. And once you start losing SAN it tends to spiral pretty quickly. The other way to regain SAN is to have the PC committed. IIRC (and it's been a while) you can regain 1d3 SAN per month and possibly cure some of those phobia/manias. But depending on the time period and the quality of the institution, you may also end up losing hp... some of the "cures" for insanity were worse than the initial problem...
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dlw32
Initiate Douchebag
Posts: 11
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Post by dlw32 on Nov 17, 2015 7:50:26 GMT -8
Disclaimer: I don't in any way get a kickback from FFG from their dice roller but...
I have to say that the FFG dice roller is invaluable. Sure it costs money which is annoying but it does two really important things:
1) Saves you from buying 7 sets of physical die which costs a metric butt-ton of physical dollars... 2) summarizes the result.
The most annoying part of rolling in SWEoE is figuring out the final number of advantages/threats/successes/failures/etc... The FFG die roller shows you the result at the bottom. It automatically figures out what cancels what and what's left.
No more long pauses trying to figure it out; no more "Okay, 2 successes and a threat.. no wait... 3 successes and a threat"
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dlw32
Initiate Douchebag
Posts: 11
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Tshirts?
May 7, 2014 15:06:05 GMT -8
via mobile
Post by dlw32 on May 7, 2014 15:06:05 GMT -8
Love the quote, stop talking to my xp!! I'd proudly wear a large!
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