@SHADOWGUARD CHAMPION , I think the last move in the PC block is yours.
Star Wars Clone Wars: Cyclone Squad OOC
16 minutes ago, Rabobankrider said:@SHADOWGUARD CHAMPION , I think the last move in the PC block is yours.
So we didn't get them all?
There is one at long range in squad 5 left.
6 minutes ago, Rabobankrider said:There is one at long range in squad 5 left.
One guy? He doesn't surrender at that point?
Well if it comes around to his action before he's shot he may well do.
1 hour ago, Rabobankrider said:There is one at long range in squad 5 left.
Pretty sure I took out the last guy with four strain in squad 5.
Edited by VergenceI'd calculated it as there still being 1 left.
43 minutes ago, Rabobankrider said:I'd calculated it as there still being 1 left.
On squad 5? Look at my post last Friday quoting the initiative slots. It was only 4 strain prior to my character firing at them.
Edit: Banshee did 12 dmg & inflicted 1 strain, Reinforcements did 13 dmg, and CT-6180 did 13 dmg against Squad 5 for total of 39 dmg (acccording to the posts).
Edited by VergenceAh, I must have missed that one. Well then the fight is over! I'd recommend anyone who wants to make a wrap up post and I'll bring the session to a close.
I would but Slugger is KO'ed
Ok guys, thanks for sticking around for the first session! I hope you all liked it and any feedback you have would be greatly appreciated. I'd recommend that everyone makes a finishing up post just to wrap this session up.
Regarding xp, you all have earned 15xp, and @Kymrel , can you please roll a d10 (no modifiers) and add the number to your light side points.
Now for the big bit, the review of the starting conditions:
I'd really like to hear specifically how you guys felt running the session using only the universal skills, whether you liked it our would have preferred standard starting conditions.
I get the feeling that at least some characters (understandably) will have felt a bit under powered during this, so I've got a list of some options on how we can proceed. Please let me know your preference so I know what needs to be done:
- We continue as is, character will receive career specializations as they graduate form Kamino.
- For the next session characters can receive their career specialization and free ranks early (before leaving Kamino).
- Only the jedi commander gets upgraded, jedi are usually expected to be superiour to a clone, so this head start may represent this.
- The jedi knight could receive knight level xp to further present the fact that the jedi are supposed to be superiour. This may make snese story wise, but I understand this may well unbalance the rpg group feature of the game. This option would require everyone agreeing to it so that no one feels short changed.
Also, @Stneu73 and @Sterf , please confirm you are still a part of the campaign or I will have to remove you from the roster.
Thanks again for taking part guys, and I'm looking forward to the second session!
I'm personally ready for an Advanced Individual Training montage, where we can start to differentiate ourselves, and realize our character concepts (go ahead with the Specialization/ free ranks, option 2).
Before going into the field, I agree that it would be appropriate to boost the Commander to knight level.
Option one or Option, I can see us doing one last combat drill together or we could just go straight into the field.
Wouldn't it be harder to balance the combat encounters if @Kymrel got 150xp and the rest of us did not?
I think we could manage, he may be expected to fend of more dangerous enemies you come across like Ventress etc, or I can just throw more enemies at you guys and you can all work together on it.
Well, since we're at the end, here are my thoughts:
-Was pretty rough going through the whole Athletics run for everyone, but that was fun and made me reconsider where to put XP at.
-I could hold my own shooting with a blaster carbine, but healing was definitely something Doc had trouble with. However, I forgot to ask for a medical kit or stimpacks in order to keep people up and running as best as I could.
-Now that @Sterf may be gone, I may have to make Doc the medic, mechanic, and hacker of the group. Don't think that should be much of a problem, though, since all of them run on Intelligence.
I'm in agreement with @Edgehawk on both accounts: that we should get specialized soon and that I an okay with Anler getting Knight level.
I'm not playing the Padawan but, I recommend starting him off as Knight level with restrictions. The restrictions are whatever spec he chooses, he has to spent the XP into force rating 2 and the basic force powers required to pass the Youngling trials. If you spend all the Knight level XP into powers and force rating (imo) it wouldn't create unbalance in combat.
For the Clones, it's hard to distinguish their individuality without specializations. All we are is characteristics for the most part to distinguish our different roles. If we continue with training on Kamino, it will be difficult for me to RP being the vehicle specialist with 3 Agility when other PC's will perform better with 4 Agility without specializations (XP discounts/Talents) as an example. I'm ok with us gaining our class (4 skills) & specialization (2 skills) now but, spending our 15 XP into our AoR Recruit tree to slow our combat progress yet keeping us dynamic for Arc Trooper roles.
With that said, it would be fun performing Arc Trooper training with our specializations. Does that seem balanced?
Edited by VergenceSince we are discussing group dynamics with class/specializations, I suggest the Jedi consider his build to compliment the fact there are more ranged PCs than not. If Doc (Medic), Slugger (Heavy), Gunslinger (Gunslinger), Jackpot (?), Lana (?), and myself (Driver) go our planned routes... its hard to compliment you with our tree specs if your engaged with group larger than you can handle desiring assistance. The game mechanics practicality make it a challenge unless we are willing to accept the upgraded difficulty throughout the campaign to shot while the Jedi is engaged. I'm open to solutions; I just think the challenge is easier to plan on the Jedi's side rather than that many PCs. I'm not aware of a talent that removes modifier to shot into engaged but, maybe we can spend your advantages that way? X amount advantages in a combat check allows the Jedi to position himself to avoid friendly fire until end of next turn?
@satkaz Don't forget we get Sapper next month. My character is going Driver with 3 Int which has the ability to rank the mechanic aspects too. The Driver Tree doesn't have Computers though. If you like the idea of being the hacker, there is the Slicer tree or just use the Well Rounded talent in Medic to pick up Computers. Between both of us working together, I think we both can cover all the Int based roles.
Campaign Feedback: My feedback for the campaign in general is less so for the GM. I just ask the players who are telling the group that they are committed to play in the game with us to read the IC & OOC . Please ask questions if you need clarity; Its fine if your confused because we are willing to help. Having players summarize everything for you everytime in the same text that's already in the IC & OCC is rough for game play. A squad centric campaign requiring you to work together halts gameplay if a player won't follow the campaign.
Well hello there!
I've kept my distance, since Anler has been unconscious and I don't want to influence the game while my character is out of it, but have of course read everything. Well done to you all for finishing the fight and coming out ahead!
I think that for the continuation of the campaign I would suggest a training montage of sorts, a post from each character detailing their exploits, and upgrading the characters to their chosen specialization, with skills etc. After that, perhaps a final training mission, or a mission to determine if the squad is good enough for spec-ops duties, before heading out into the war.
As for Anler being pushed to knight level, my initial thought was that I would be opposed to that. I like characters to be at a similar level and do not wish for any sort of favoritism for my character. That said, I think @Rabobankrider might be concerned that Anler might never be able to keep up with the others, and after playing a force-user in another game, I can sort of see where that is coming from. There is a pretty stark difference in the demands placed on Anler and on the clones. They (mostly) have to be good at combat and perhaps a supplementing skill or two. Anler will have to spend quite a lot of XP getting some Force Powers that would make sense for a padawan getting closer to the trials (but might not be that useful in the game), as well as pushing ahead into the tree for FR2. And he will be expected to be able to handle skilled opponents, perhaps armed with lightsabers, like Rabo indicated. That's a lot of ways to spend XP.
I am still uncomfortable with Anler being pushed ahead. That said, if the others feel that he would be more useful that way, and our GM feels it would serve the story and make it easier for him to build cinematic encounters with more than just grunts with guns as opponents without overwhelming us completely, I would be OK with it.
I would, as @Vergence pointed out, be spending most of the XP on getting that FR2 as well as the "classic" Jedi Force Powers. I would spend some xp on getting reflect and parry as well to make him less of a glass-cannon in combat, but combat would not be my focus. The clones will be fighting the war, Anler should not be at the front as much as he had to be during this exercise. I was a bit reckless with him, but remember, I thought I would have a melee-focused clone to back me up. Sadly it seems Gundark is out of the game.
With knight-level xp, Anler would not quite be ready to do the trials, but at least he would be a competent padawan getting close to being ready for them. I'm good with whatever decision the rest of you reach.
A few things
1. I really think we need career/spec ASAP it WS difficult to do anything without those career skills.
2. Hmm. Knight level for anler isn't really jumping out at me. But I don't really care.
3. I'm taking smuggler theif. Later going for gunslinger to handle myself with a gun
Oh, I nearly forgot:
Morality roll : 1d10 10
4 minutes ago, Kymrel said:Oh, I nearly forgot:
Morality roll : 1d10 10
Nice Crit on the Morality you'll be a lightside paragon in no time.
Yeah, don't count on it
I was thinking of going Soldier-Vanguard.
Ok guys, I'll sort a post ic today, in the mean time you can all take your free career and specialization with the free skill ranks that come with it. My plan is to run a second Kamino session based around you guys getting some specialist training, and a short third one based in the citadel challenge from the series. After that it will be straight out into the war for you lot! I'm thinking we can see how the next session goes with @Kymrel getting his specialization, and we can revisit him getting the night level stuff after Kamino. Sound good?
Also regarding the loss of specializations due to the loss of some players: I'd personally recommend
@Vergence
perhaps looking at the mechanical side of things, as that would compliment the piloting aspect nicely, and perhaps
@SHADOWGUARD CHAMPION
looking at some close combat stuff as a budding ARC trooper would need to know stuff like that. Don't forget though it is your choice at the end, this is just a recommendation