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<     Episode 1892: Close Encounters of the Worst Kind     >

Episode 1892: Close Encounters of the Worst Kind

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You have to let players win some arguments sometimes. But you get to pick which ones.

When whatever they're arguing in favour of suits your adventure plans, let them get away with it. When they argue for something that would actually make life difficult for them, let them have it. It doesn't need to be deadly or vindictive - just something that raises complications or puts obstacles in their path is worth doing. After all, overcoming difficulties is what makes a game challenging and entertaining.

And this way the players can feel good about being right at the same time as they make their own lives more difficult.

Commentary by memnarch (who has not seen the movie)

Oh, I... guess that having the fighter damaged is still Jim's plan, so he never wanted to outrun it in the first place. That said, he was lucky enough to be able argue how he wanted to interact with the missile. "If I roll low, the attack misses," that would work pretty well as long as the option of "the damage is worse than expected" isn't on the table. If the GM isn't feeling generous, it'd be just as likely to take out the cockpit instead of zipping past harmlessly.

I do have to say I was a bit surprised the missile didn't completely hole the ship given where it exploded before catching myself and remembering that narrative physics are in play. Star Wars ships are likely made out of superstrong materials anyway, and these new TIE fighters have been shown to be a lot better made than the old style.

Of course, now they've traded a potential future problem of believability for a much more immediate problem. The fighter has to still be able to deliver Poe and Finn safely to the ground, so I'm guessing the fighter isn't actually damaged to the point where it can't recover from the hit, but it won't be easy. Poe's probably going to need a few more lucky rolls to slow down and pull out out of this spin, or at least to get below orbital speed. To borrow from another webcomic, the number of safe run away options above Mach 1 are very limited.

Commentary by Keybounce (who has not seen the movie)

It's actually not that crazy to say that rolling low means that the attack misses.

You are using your Piloting skill to get a controlled hit that doesn't destroy you. A high roll means success - you got a clip, and are intact. A low roll would mean you pulled away too soon, and got nothing.

Now, a really low roll would be something else. A "really low roll", abbreviated as "re-roll", would mean that you didn't pull away or control the hit. So if you get a "re-roll", then you use your Jedi re-roll, or your character re-roll.

Transcript

[SFX]: whoooshh...
[SFX]: vreeeeooooow...
Poe: We still want the fighter to be damaged.
Finn: Really?
Poe: I’ll let a missile get real close, and then swerve at the last moment.
GM: Really??
Finn: That’s insane!
Poe: Yeah! They’re playing right into our hands!
GM: Piloting roll.
Poe: 18!
GM: Good job. You dodge the missile.
Poe: No, I want it to wing us! If I rolled low it would have missed completely.
GM: Er... Okay. The missile takes out a stabiliser and you spiral down towards Tatooine.
[SFX]: Boom!
[SFX]: vrooooww...
Rey: “If I roll low, the attack misses.” I’m definitely saving this one.


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Published: Tuesday, 15 September, 2020; 03:11:22 PDT.
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