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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Ares on December 01, 2016, 02:20:47 PM »
Since it's a sphere you should be able to get all of them
Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by MikeS on December 01, 2016, 01:38:36 PM »
How many harpies can I get if I aim for a higher one? Or are they all sitting on the cover?
Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Ares on December 01, 2016, 12:13:30 PM »
Well, they have cover against the effect, so unless you blast their cover away, they should be good... >:D
Finnish PM caught press freedom row.

This is after ranking 1st in press freedom 5 years in a row.
There's even an option to make bet if he is forced to resign or resigns himself.
The YLE editor in chief is affiliated ith the PM's Keskusta (Center) party.
He is rapidly becoming the most hated PM we've had (or he could be that already).
Off-Topic / Re: Anime Reviews
« Last post by jarvvoitlus on November 30, 2016, 10:38:29 PM »
Seconding, Re: Zero was pretty good. Drags on a bit towards the end, but overall very solid.
Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by MikeS on November 30, 2016, 09:51:56 PM »
Would fireball crisp the people that we are trying to help as well? Seems like harpies are perfectly positioned for hitting most of them in on BOOM!

Jick, do you want to roll Tactics for the ambush? Seems like you were best at that. Or do we just have to activate the error?
Off-Topic / Re: Reaper Watch 2016
« Last post by Wolverine on November 30, 2016, 08:42:37 PM »
Off-Topic / Re: Anime Reviews
« Last post by ludomastro on November 30, 2016, 08:28:09 PM »
So, I just finished Re: Starting Life in Another World from Zero, or the less-of-a-mouthful, Re:Zero.

Um, HOLY HELL.  As a deconstruction of the lost-in-another-world anime, this thing is gorgeous.  Our protagonist, Natsuki Subaru, is getting snacks in modern Japan one night when something happens: the audience notices but he doesn't.*  Then he finds himself in another word one morning with carts being pulled by giant lizards (ground dragons), vendors hawking their wares, cobblestone streets, and humanoid races such as cat people, etc.  Being (wrong) genre savvy, our protagonist sets off to find his destiny.  After a series of misadventures he dies and resets to a conversation with an apple merchant.  He realizes that he can return by death (RBD) and thinks this is his superpower.  However, he's about to figure out just how bad that power sucks.

* I have a theory here but it's probably best put into a spoiler.

Think about his situation for a minute.  Death hurts - especially how he tends to go out - and he remembers all the pain and fear and other negative emotions.  Imagine being in the middle of a situation that you can't see a way out of and watching friends you've made die ... over and over and over.  This isn't the video game equivalent of save scumming, this is gut wrenching.  And it's great.  Natsuki dealing with the equivalent of PTSD is a very interesting direction to take things.  Also, one more wrinkle: he can't talk about his RBD ability without something (someone?) causing him intense pain bordering on death which would defeat the purpose of trying to tell the person about RBD.  (If he dies again, then he won't have told them and he'd be right back where he started.)

Like most anime, the animation quality gets a noticeable bump during fights or when there is a particular patch of scenery that needs the right amount of light.  However, we also get the pan across an otherwise static shot with background vocals/music/noise.  With an hour introduction plus another 24 episodes of roughly 30 minutes each, we get the chance to tell a lengthy story.  I did find that there was a bit of tone shift around episode 13 that shifted the gears on the expected outcome but I was having too much fun to worry about it much.

If you've seen it, feel free to comment.  If you haven't, I'd go check out the first few episodes.  As of right now, Crunchyroll has the sub-titled version available for streaming.
License to Improvise / Re: [Notebook] We ask only... for WAR!
« Last post by Takeru on November 30, 2016, 01:34:30 PM »
You meet a nine, don't fight them on the battlefield because the GM just told you "**** off and die" on that front. Assassinate them or something :).
That's our plan, generally. Our Burglar is going to go in, assassinate him, and then we'll probably have to deal with a more reasonable Tactics 5 or 6.
With fronts the narrative utility depends on the scenario. As a defender, taking out one front might create an avenue to escape, while as an attacker in may mean the battlefield portion of the show is over because now special characters can slip into the castle/camp and achieve whatever goal the battle is being fought for. The GM might set up separate rewards for each front for a very complex fight but on average winning one front can be winning the whole battle, which is why its so important to contest as many fronts as the attacker choose to open up (or cover all available fronts if the defender is just looking to bug out).
We're looking to wipe out as much of the force as possible and capture the castle, so it can't be a held fort at our back front in the final actual battle.

The predictable penalty is a tool to promote party-play. Its not the new roller is "fresh". The idea is that the party (and their NPC counterparts that have a pool to rotate through) are all around the command tent table together cooperating and it lets you~
a) simulate new ideas from the variety of minds ("Tunnel under?" the Elf High General asked. "Hmmm..." The Dwarven warchief who had joined the fight offered a bizarre idea that just might work...)
b) get more skills involved than tactics vs tactics over and over.
c) keep the rest of the players from being bored off their asses by a long sequence that shines a spotlight on exactly one character :).

When NPCs have the option, it tells you they've got a team too, and thinking you've taken the enemy general's measure is dangerous hubris because just like your side there may be a cavalry commander whose daring flank attack would be totally out of character from the patterns the main general utilizes.
What do you mean by point b? The way it's worded it looks like just Tactics v Tactics, is there some other skill combo you can use?

  Attrition Warfare. Win or lose, disperse an unspent unit in your command. Each opposing army must disperse spent or unspent units with a total force at least equal to the force of the unit you dispersed -1 (minimum 1 unit). All commanders and leaders may each use this trick once per battle.
This is super good, I like this a lot and it helps visualize a lot of grinding losses or unit trades/exhausting your forces to wipe theirs out or push them away from the battle and break their morale. It lets us do cool things like have our mage act as a nuclear option for "blowing all his magic" to wipe out mass forces and then needing to retreat from battle, or it can represent our cavalry running down impressive fortifications and then having to flee, or just grinding warfare that leaves two or more sets of infantry units exhausted and useless from sheer hard fighting.
Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by jarvvoitlus on November 30, 2016, 11:30:34 AM »
If we can get that close, we can spring an ambush. I think we could take out a sizeable chunk before they even get a turn.
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