BSG
Pass on interrupts. I will, however, use my re-roll ability if the die roll fails.
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BSG
Pass on interrupts. I will, however, use my re-roll ability if the die roll fails.
BSG
I now have passes from everyone, so let's see how the scouting mission went:
Die roll: 8. Success! Adama has opted to scout the Destination Deck. Admiral, I'm ssending you the top card of the deck. When you're ready, please post whether you wish to put it on the top or the bottom of the deck.
That concludes Helo's action. Time for his Crisis Card. Looks like the water mining isn't going as smoothly as you thought:
Water Sabotaged
Current Player's Choice
Helo, when you're ready, please post your choice.
BSG
What do you think, guys? I hate to lose the Food we just earned, but I'm not sure we've got the cards to pass another check so quickly. I can help a lot with the check, though.
D&D type stuff:
We played the new Warhammer Fantasy Roleplaying game for several hours. My jury's still out on it, but leaning towards Do Not Like. The rules are almost unusable, so it's hard to tell if we were even playing correctly.
Also, after a couple months with Pathfinder - LOVE it. It's an improvement on 3.5 in so many ways. I highly recommend to those who liked 3.5.
I can help with this check.
Sorry I can't help with this one- I shot my wad on the last check. I don't have a problem with option 2.
BSG
I think option 2 is better at this point. It washes out the bonus we just got, but puts us back where we were. Cards are slim right now.
BSG
While we await Helo's decision, I can also inform you that the Admiral has opted to leave the scouted Destination on the top of the deck.
Also, after a couple months with Pathfinder - LOVE it. It's an improvement on 3.5 in so many ways. I highly recommend to those who liked 3.5.
I've been poking around at their equivalent of the SRD and will probably pick up the book at some point, but I have a feeling I'm going to steal parts of it rather than adapting it full-bore. There's some changes to the 3.5 rules they've made I don't care for and some of their class-changes are head-scratchers.
But I absolutely love the Combat Manuever Attack and Defense scores for handling grappling and other special manuevers (and the way the CMD is the DC to Tumble past someone without provoking AoOs. Much cleaner than the cludge we used) and like how they handle class vs cross-class skills. I'd also already decided to give PCs a feat at every odd level instead of every three, so I was happy to have that validated.
For the game I'm cooking up to start running this spring, I'm planning on using a 3.5 base with a dash of Pathfinder and 4th Ed (mostly minions and action points) and some extra house-ruling on top of it.
BSG
Zarek hasn't weighed in yet, and I think we might be able to pass this, but I'll go with the safe bet and pick option 2. Give folks a chance to replenish their hands in case the next check is a doozy.
BSG
Helo has chosen Option 2. Food returns to 8.
Next, raiders activate again. This is a single-minded fleet you're facing here. Once again, there are no raiders on the board, so the basestar in Sector 5 launches 2 raiders.
Finally, the jump prep advances by 1. You are now one icon away from auto-jumping.
That concludes Helo's turn. President Zarek, I'm sending you your card draw. When you're ready, please post your move and action.