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    Fighting for FLAK - combat only

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    whit10

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    Re: Fighting for FLAK - combat only

    Post  whit10 on Mon Jul 22, 2013 10:10 am

    can I do the perception check first before my action? Say hi to your folks for me

    Perception:

    Roll(1d20)+3:
    17,+3
    Total:20
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    Chris

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    Re: Fighting for FLAK - combat only

    Post  Chris on Mon Jul 22, 2013 7:21 pm

    whit10 wrote:can I do the perception check first before my action?  Say hi to your folks for me

    Perception:

    Roll(1d20)+3:
    17,+3
    Total:20

    ok, so now that you rolled.... what are you going to do?
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Mon Jul 22, 2013 7:44 pm

    not much I can do except continue moving forward... double move to U -7? (I think)... 7 down from the top, in the U row.

    Guess I'm done
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    Re: Fighting for FLAK - combat only

    Post  MAS on Mon Jul 22, 2013 7:53 pm

    FYI - As I am reading/tnterpreting the rules - One cannot "coup de' grace" a stunned opponent. A stuned character loses DEX bonus to DC (like being flat footed) and anyone attacking them gets a +2 bonus to ranged or melee attacks, for 1 round.

    The "stunned" condition does not equal the "helpless defender" condition, which is required for a CD'G.


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    Re: Fighting for FLAK - combat only

    Post  whit10 on Mon Jul 22, 2013 8:00 pm

    I think Matt's right, but that's just based on playing PF last year
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    Re: Fighting for FLAK - combat only

    Post  Chris on Mon Jul 22, 2013 8:54 pm

    whit10 wrote:not much I can do except continue moving forward... double move to U -7?  (I think)... 7 down from the top, in the U row.

    As Daxx runs across the field of battle, his attention focused on the fight at hand, he feels a slight "click" under his foot as he cross the between the two bushes (roughly in the P column).

    Explosions erupt around him!

    Reflex save for Daxx




    Yeah, you guys are right about no Coup de Grace, but STUN does cause you drop what you are holding and lose all actions.  So my frustration that a group of 1st level ewoks, standing more than 4m back can beat any 20th level hero, even if he makes every save, once they start throwing stun grenades, he will be in STUN LOCK forever.  It really only takes 2, 1 throws stun grenades and the other just stands there shooting him.  Nothing the stunned guy can do.  And that is MAKING every save.  If he happens to roll a 1 and fails a save, he is Knocked Out, which is also not helpless, but you can be bound.... which then makes you helpless.

    I was technically not accurate in my statements, but the spirit of what I said is unfortunately true.  

    There will be a House Rule after the fight.  Something to the effect that you are only "Dazed" -2 to actions, +2 to be hit, but you don't lose your action if you make the save.... something like that....
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    Re: Fighting for FLAK - combat only

    Post  Chris on Mon Jul 22, 2013 8:56 pm

    Chris wrote:
    T'son 23
    Daxx 21 *8 rds BM, 9 rds of EA
    Scouts - Garindan - STUN, PRONE 1 rd
    Rakhu 19 * permanent BAMF * PRONE
    Sharpshooter on rock 16
    Sharn 12 *7 rds EA * PRONE
    door guards 9
    droid guy 8 ------- dead
    droid 6 ----- blown to bits



    We need to resolve Daxx, but the Garindan is stunned, so he loses his actions and the Trandoshan did a Wiley Coyote.... so Rakhu will be up next. Go ahead Alan and declare
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Mon Jul 22, 2013 9:19 pm

    Shitty... nice surprise there, Chris. Something not really in the games we've been playing.

    Reflex save:

    Roll(1d20)+10:
    18,+10
    Total:28
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    Re: Fighting for FLAK - combat only

    Post  MAS on Mon Jul 22, 2013 9:21 pm

    Ah... finally found the condition summary on p 288. If your going to nerf the stun grenades, will you allow me to change my equipment loadout?
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    Re: Fighting for FLAK - combat only

    Post  navyik on Mon Jul 22, 2013 9:30 pm

    MAS wrote:Ah... finally found the condition summary on p 288. If your going to nerf the stun grenades, will you allow me to change my equipment loadout?

    Nice use of "nerf"!!!cheers  my action post is coming shortly...
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    Re: Fighting for FLAK - combat only

    Post  navyik on Mon Jul 22, 2013 9:37 pm

    3 shots at the jerk with the sheild:

    11+5 (-2 range)=14 (ugh...)
    1... (wtf?!)
    Turn complete...
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    Re: Fighting for FLAK - combat only

    Post  Chris on Mon Jul 22, 2013 10:01 pm

    MAS wrote:Ah... finally found the condition summary on p 288. If your going to nerf the stun grenades, will you allow me to change my equipment loadout?

    of course, no problem

    whit10 wrote:Shitty...  nice surprise there, Chris.  Something not really in the games we've been playing.

    Reflex save:

    Roll(1d20)+10:
    18,+10
    Total:28

    Remember that Tech Specialist that died without getting an action?  He did his job Twisted Evil

    Result of the throw of dice "6d6" :

    5 + 2 + 3 + 2 + 4 + 3 = 19

    Daxx takes half of that with a successful Reflex save and is not knocked prone.

    navyik wrote:3 shots at the jerk with the sheild:

    11+5 (-2 range)=14   (ugh...)
    1... (wtf?!)
    Turn complete...

    ouch!  Again, your trusty rotary carbine is anything but.  click.... click....

    Rakhu recalls his training Sgt saying something about always keeping your power packs dry

    The Sharpshooter smirks at the explosion to his right, he doesn't feel threatened by Rakhu but noticed T'son take out the scout.  He will fire once at T'son

    Result of the throw of dice "1d20 +9" :

    20 + 9 = 29

    ouch

    checking crit threat.... not a crit

    Result of the throw of dice "3d6 +1" :

    3 + 4 + 6 + 1 = 14 damage


    SHARN is up
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Mon Jul 22, 2013 10:21 pm

    Daxx is currently -17 Vitality.

    Damn, forgot about him. I was too focused on what the sniper is up to.
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    Re: Fighting for FLAK - combat only

    Post  Robyo on Tue Jul 23, 2013 6:32 am

    Sharn crawls forward to the next bush and casts Heal Self.
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    Re: Fighting for FLAK - combat only

    Post  navyik on Tue Jul 23, 2013 6:58 am

    Did rakhu hit his shield? scratch 
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    Re: Fighting for FLAK - combat only

    Post  Chris on Tue Jul 23, 2013 8:56 am

    Robyo wrote:Sharn crawls forward to the next bush and casts Heal Self.

    ok, make your heal self roll and make sure the token placement is ok

    navyik wrote:Did rakhu hit his shield?  scratch

    the 14 was well wide of the target, clean miss, didn't hit the shield

    [quote="Chris"]
    Chris wrote:
    T'son 23
    Daxx 21   *8 rds BM, 9 rds of EA
    Scouts - Garindan  - STUN, PRONE 1 rd
    Rakhu 19   * permanent BAMF *  PRONE
    Sharpshooter on rock 16
    Sharn 12   *7 rds EA *  PRONE
    door guards 9
    droid guy 8  ------- dead
    droid 6    ----- blown to bits


    Nikto door guard takes a shot at the Jedi that just ran through their tripwires..... does Daxx want to use his future move action to activate Deflect?

    We can resolve this part, but I want to post the next bit before I go to work, so the targets in the next post are not available at the time the Nikto fires at Daxx, just to be clear
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    Re: Fighting for FLAK - combat only

    Post  Chris on Tue Jul 23, 2013 9:06 am

    The bunker doors open with a WHOOOSH and the clanking of metallic feat on stone can be heard from the cavern.  Damn, the Techie!  A squad of reprogrammed battle droids emerge from the blast doors and a mechanical voice says, "Seek and destroy, roger, roger"



    The battle droids finish their moves just outside the blast doors and open fire!

    The first 3, from top to bottom can really only see the Jedi, "Die Jedi scum"

    D1 - miss, not close

    D2 - miss, not close

    D3 - miss, not close

    Droid 4 has a weak LOS on a partially covered T'son and will fire

    D4 - miss, not close

    The other door guard can be heard cursing in Huttese from within the bunker at the droids, "Mecah con bantha poodoo".  The blast doors close again with a  WHUUUMMMP.

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    Re: Fighting for FLAK - combat only

    Post  Chris on Tue Jul 23, 2013 9:08 am

    Daxx still has to resolve his shot, if he wants to try to deflect the door guard from last round

    but then

    [quote="Chris"]
    Chris wrote:
    T'son 23
    Daxx 21 *7 rds BM, 8 rds of EA
    Scouts - Garindan - PRONE 1 rd
    Rakhu 19 * permanent BAMF * PRONE
    Sharpshooter on rock 16
    Sharn 12 *6 rds EA * PRONE
    door guards 9
    droid guy 8 ------- dead
    droids 6 "roger, roger"


    T'son is up, followed by Daxx
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Tue Jul 23, 2013 9:37 am

    yes, I want to use deflection. Do I roll first or do you? My Defense is a 24 currently
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    Re: Fighting for FLAK - combat only

    Post  Chris on Tue Jul 23, 2013 10:23 am

    whit10 wrote:yes, I want to use deflection.  Do I roll first or do you?  My Defense is a 24 currently

    I need to know if you are using Deflect first, because it adjusts your DC, which determines whether or not the shot hits or falls within the (-4) range for you to possibly Redirect it.

    His attack roll would have hit, but now misses and falls within the Redirect range, so Daxx parries the blaster bolt from the Nikto Scout and can now try to redirect it. Remember, the droids were not out yet, so LOS targets would include the nikto scout that fired or the sharpshooter

    now you roll to hit, using your ranged attack + any MB, EA, etc bonuses
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Tue Jul 23, 2013 10:34 am

    Gotcha... roll for re-direct at the Nikto scout

    Roll(1d20)+13:
    19,+13
    Total:32

    Hah hah!... does crit threat count for this?

    If so...confirm roll:

    Roll(1d20)+13:
    11,+13
    Total:24

    Not sure if this hits but the first one should have:

    Damage:
    Roll(2d8)+1:
    8,4,+1
    Total:13
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    Re: Fighting for FLAK - combat only

    Post  Chris on Tue Jul 23, 2013 10:54 am

    whit10 wrote:Gotcha...  roll for re-direct at the Nikto scout

    Roll(1d20)+13:
    19,+13
    Total:32

    Hah hah!... does crit threat count for this?

    If so...confirm roll:

    Roll(1d20)+13:
    11,+13
    Total:24

    Not sure if this hits but the first one should have:

    Damage:  
    Roll(2d8)+1:
    8,4,+1
    Total:13

    SMACK! see, he's not as smart as the Trando was.... you don't shoot at Jedi, use grenades! Yes to all of the above, 19 crits on a rifle, that IS a crit!

    question - why did you roll 2d8+1 damage?

    Damage on a blaster rifle is 3d8.

    please reroll and send that damage STRAIGHT TO THE WOUNDS, BITCH!
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Tue Jul 23, 2013 11:02 am

    oops.  my bad

    Roll(3d8)+0:
    8,8,7,+0
    Total:23

    Yikes!  Bad day for him...

    One thing... do I use the crit threat range for this as opposed to the lightsaber? That seems kinda wrong, though the damage part makes sense.
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    Re: Fighting for FLAK - combat only

    Post  Chris on Tue Jul 23, 2013 11:09 am

    whit10 wrote:oops.  my bad

    Roll(3d8)+0:
    8,8,7,+0
    Total:23

    Yikes!  Bad day for him...

    One thing... do I use the crit threat range for this as opposed to the lightsaber?  That seems kinda wrong, though the damage part makes sense.

    Nikto guard drops dead. All stats come from the gun that fired the blaster bolt.

    T'son is up
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Tue Jul 23, 2013 11:10 am

    weird but ok.
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    Re: Fighting for FLAK - combat only

    Post  Robyo on Tue Jul 23, 2013 5:44 pm

    Chris wrote:
    Robyo wrote:Sharn crawls forward to the next bush and casts Heal Self.

    ok, make your heal self roll and make sure the token placement is ok

    Heal Self: 7+4= 11 ...(1d4+1) vit restored = 2 vit healed

    Current Vitality: 13/32


    Current Force Points: 4

    Current Enhanced Ability: +4 Dex
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    Re: Fighting for FLAK - combat only

    Post  MAS on Tue Jul 23, 2013 6:25 pm

    Is that counter at the bottom by Q a corpse? Or did that that guy on the speeder survive?


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    Re: Fighting for FLAK - combat only

    Post  Robyo on Tue Jul 23, 2013 7:19 pm

    My bad, DM. Heal Self is a Full-Round Action. Forget about Sharn's move up. He must stay behind to lick his wounds.
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    Re: Fighting for FLAK - combat only

    Post  Chris on Wed Jul 24, 2013 12:38 am

    MAS wrote:Is that counter at the bottom by Q a corpse? Or did that that guy on the speeder survive?

    He survived, he was just Stunned, so he missed his last turn. He actually hasn't taken much damage, 1 grenade that he saved against and a minimal fall.
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    Re: Fighting for FLAK - combat only

    Post  MAS on Wed Jul 24, 2013 6:19 am

    I see...sorry of for the delay, I'll have to wait till tonight to post next action....
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    Re: Fighting for FLAK - combat only

    Post  MAS on Wed Jul 24, 2013 8:05 pm

    (ok then, I'll ride this train while I still have a ticket)

    Stun grenade (free action to draw) to the hex at the direct front of the guy whose bell I rang last round -

    Result of the throw of dice "1d20 +4" :

    10 + 4 = 14

    Then, break contact - move 5 hexes to the back side of the cover opposite of said  target, ending in coloumn N.
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    Re: Fighting for FLAK - combat only

    Post  Chris on Wed Jul 24, 2013 8:51 pm



    Garindan scout makes his save.... :no:and is still stun locked

    map is updated, T'son and Sharn please check your token locations


    Daxx is up


    Last edited by Chris on Wed Jul 24, 2013 9:28 pm; edited 2 times in total
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    Re: Fighting for FLAK - combat only

    Post  MAS on Wed Jul 24, 2013 9:02 pm

    Position is good -
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Wed Jul 24, 2013 9:42 pm

    here goes...

    Run up and cut down the droid farthest to my left (top of the line of them). I use a force point to take a standard action... which is the attack portion of this.

    Attack:

    Roll(1d20)+13:
    18,+13
    Total:31... ack, just missed a crit threat. I'll assume that hits.

    Damage:

    Roll(2d8)+1:
    8,7,+1
    Total:16



    Daxx:

    Force Pts: 2, Vitality: -17/44 EA: 8 rnds, BA: 7 rnds (not sure if the jedi skills are correct or should be one lower?)
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    Re: Fighting for FLAK - combat only

    Post  Chris on Wed Jul 24, 2013 10:00 pm

    Daxx cuts down the first battle droid.




    whit10 wrote:
    Daxx:  
    Force Pts: 2, Vitality: -17/44  EA: 8 rnds, BA: 7 rnds (not sure if the jedi skills are correct or should be one lower?)



    current buffs are always noted in the initiative box, you can look there, but yes you are correct

    Chris wrote:
    T'son 23
    Daxx 21   *7 rds BM, 8 rds of EA
    Scouts - Garindan  - PRONE 1 rd
    Rakhu 19   * permanent BAMF *  PRONE
    Sharpshooter on rock 16
    Sharn 12   *6 rds EA *  PRONE
    door guards 9
    droid guy 8  ------- dead
    droids  6  "roger, roger"


    Garindan is again a chump and can't do anything

    Rakhu is up
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    Re: Fighting for FLAK - combat only

    Post  navyik on Wed Jul 24, 2013 10:57 pm

    Is the guy behind the rock that daxx critted still standing?
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    Re: Fighting for FLAK - combat only

    Post  navyik on Wed Jul 24, 2013 11:21 pm

    Rakhu laments not bringing a DLT-20A longblaster with him. the rotary is better for defending than assault.
    Leaving the rotary on the ground, he stands. He ,then moves 5 hexes, drawing his sidearm as part of movement, advancing toward the rock at G-center and crouches (not prone) to get as much cover as he can. "Advancing!"
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    Re: Fighting for FLAK - combat only

    Post  Chris on Thu Jul 25, 2013 1:24 am

    navyik wrote:Rakhu laments not bringing a DLT-20A  longblaster with him.  the rotary is better for defending than assault.
    Leaving the rotary on the ground, he stands.  He ,then moves 5 hexes, drawing his sidearm as part of movement, advancing toward the rock at G-center and crouches (not prone) to get as much cover as he can. "Advancing!"

    ooops, bad GM, no donuts.  the nikto guard that Daxx got the redirect crit on is dead, map updated.

    Rakhu advances, leaving Fifi in the weeds Crying or Very sad 



    The Sharpshooter takes a moving target in the open as a better shot than a Jedi, but his blaster bolt bounces off the fallen tree that Rakhu is using as cover (his first miss Mad)



    Sharn is up
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    Re: Fighting for FLAK - combat only

    Post  Robyo on Thu Jul 25, 2013 6:23 am

    Waste another round using Heal Self (the SW action economy definitely penalizes healbots):
    7+10= 17 ...(1d6+2 vit)= 6+2 =8 vit restored.
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    Re: Fighting for FLAK - combat only

    Post  Chris on Thu Jul 25, 2013 8:44 am

    Robyo wrote:Waste another round using Heal Self (the SW action economy definitely penalizes healbots):
    7+10= 17 ...(1d6+2 vit)= 6+2 =8 vit restored.

    You may only do Heal Self once per hour for Vitality and once per day for Wound damage.  

    You could use Treat Injury and a med kit (Vitality = ranks, once per day) or receive Heal Another (vitality 1\hr, wounds 1\day) from someone else.

    Sharn would know this, so please choose another action.
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Thu Jul 25, 2013 9:04 am

    I have to agree Rob... the healing available to force users is pretty much crap
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    Re: Fighting for FLAK - combat only

    Post  navyik on Thu Jul 25, 2013 10:13 am

    whit10 wrote:I have to agree Rob... the healing available to force users is pretty much crap

    The vitality wound system reduces the need for that unless you play him as a spellcaster... theres a feat for that i think...
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    Re: Fighting for FLAK - combat only

    Post  Chris on Thu Jul 25, 2013 10:31 am

    navyik wrote:
    whit10 wrote:I have to agree Rob... the healing available to force users is pretty much crap

    The vitality wound system reduces the need for that unless you play him as a spellcaster... theres a feat for that i think...

    Yeah, it is just different than Hit Points and healers in D&D. Thinking about the movies, you don't really see much 'in combat' healing, Han putting a quick band-aid on Leia's arm (and copping a feel while he is at). You see some out of combat healing, mostly involving healing Luke's sorry butt.

    After combat though, having 2 Force Healers + Treat Injury, you guys will get back up to full with 1-2 hrs. Which is why I had said in the house rules, I usually just let everyone go back up to full vitality if you have some time to rest, just to avoid all the rolls.

    In combat - think about it more like stabilizing + reviving someone if they go down (less than 0, but not less than - CON). Or if they take just 1-2 wound points but are now Fatigued, you could heal that up and remove the negative condition. This is what I think Han did for Leia - she dipped into wound damage during a long fire fight, after running out of vitality. Han healed just enough to clear the wound damage, so she could fight without penalty.
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Thu Jul 25, 2013 10:41 am

    yeah, I know. I just think its more restrictive than it should be... not trying to make an issue out of it though. It is what it is
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    Re: Fighting for FLAK - combat only

    Post  Chris on Thu Jul 25, 2013 10:57 am

    There are higher level Force feats that reduce the time it takes to use Force Skills, so if you could heal more often and the Heal Self was reduced to a standard action and\or other skills were reduced from move to free.... you could be doing a lot of things, fighting, deflecting, etc and keep healing yourself. Or back to the spellcater comment Alan made - it is designed so you can't cast a big spell, heal back the vitality next round, cast, heal, cast, heal.... you have to run out of vitality at some point for balance.

    The heals are meant to be once per fight kind of things.

    I know you aren't making a stink about it, but while we wait, I was just discussing it. To me it feels like a decent balance between D&D and Radiance, in terms of restoring Vitality.
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    Re: Fighting for FLAK - combat only

    Post  whit10 on Thu Jul 25, 2013 11:14 am

    hmmm.. I wasn't aware of the higher level force feats (haven't looked too many of them over yet). That seems reasonable. I never expected it to be like D&D. That can get out of hand too in the other direction. Hell, PF made it so there are like 7 classes that get some form of healing now? Of course, I think the damage codes that are used in that game get much nastier than star wars.

    Personally, I like the whole vitality and wounds thing... still not enamored with how armor works but that's another story
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    Re: Fighting for FLAK - combat only

    Post  Robyo on Thu Jul 25, 2013 4:57 pm

    Sharn stands up, so no longer Prone. He stealthily makes a second move up to the next bush, trying to stay hidden.
    Stealth check: 2+17+2= 21
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    Re: Fighting for FLAK - combat only

    Post  Chris on Thu Jul 25, 2013 7:32 pm

    Robyo wrote:Sharn stands up, so no longer Prone. He stealthily makes a second move up to the next bush, trying to stay hidden.
    Stealth check: 2+17+2= 21

    ok

    WHOOOSH, the blast door opens and the Lando door guard runs out with his vibro pike and engages the Jedi in melee, but misses.  WHUUMP the door closes.

    The droids fan out to engage the other targets:  

    The top droid fires at Rakhu.... but fires into the dirt.
    The middle droid fires at T'son.... but hits the cover of the tree
    The lower droid fires at T'son.... but hits a random rock  

    pppffftttt droids Rolling Eyes 




    Chris wrote:
    T'son 23
    Daxx 21   *6 rds BM, 7 rds of EA
    Scouts - Garindan  - PRONE STUN 1 rd
    Rakhu 19   * permanent BAMF *  
    Sharpshooter on rock 16
    Sharn 12   *5 rds EA *  STEALTH
    door guards 9
    droid guy 8  ------- dead
    droids  6  "roger, roger"


    T'son is up
    Daxx on deck
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    Re: Fighting for FLAK - combat only

    Post  MAS on Thu Jul 25, 2013 8:21 pm

    The combatant's thoughts crash against T'son's mind like tsumanis from a dozen directions at once -The anger of the Wookie burns like white hot metal/ The sniper, searching and focused like a spotlight / Raku's frustration, dry and scratchy like cold sand / The Jedi Dax, thoughts beginning to rise and turn like a building whirlwind. Almost, for an instant, Tson is overwhelmed. Then training, experience and pure Gotal stuborness lock his mind back into focus - he sees, he measures, decides:

    (Primary threat front, Secondary threat high and left, Tertiary threat in wide arc working in towards left flank and front. Shoot, Move!) 

    Starfire carbine attack vs formally stun-locked threat near "Q" -

    Result of the throw of dice "1d20 +4" :

    16 + 4 = 20
     
    If hits - 
    Result of the throw of dice "3d8" :

    5 + 7 + 3 = 15

    Then move 5 hexs back towards Raku, ending 2 hexes below him under cover on row "h"
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    Re: Fighting for FLAK - combat only

    Post  Chris on Thu Jul 25, 2013 10:19 pm

    nice stream of consciousness, especially as an alien cheers 

    T'son's shot connects with the still-stunned and prone Garindan (his action hasn't come up yet). He is still alive and looks uninjured, but very weary.




    Daxx is up

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    Re: Fighting for FLAK - combat only

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