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<blockquote data-quote="Prince Atom" data-source="post: 4208381" data-attributes="member: 6046"><p>Two Z-95 Headhunters are no problem for a group in a Ghtroc 720, if I don't let the Headhunters have any concussion missiles.</p><p></p><p>However, the Gthroc's stock blasters are fixed to fire forward, so there's more blind spot than fire zone with the ship. So the pilot of the Ghtroc has to beat the pilots of the Headhunters with Pilot checks in order to bring her guns to bear.</p><p></p><p>Don't spend a lot of time closing in from Long Range. Produces 5 to 10 minutes of boredom in your players depending on how many NPCs there are who need to make Pilot checks and attack rolls at range.</p><p></p><p>If I have only 2 players, by all means let them have NPC allies to back them up and cover for weak skills. I'd probably better a) limit the number of said allies, and b) let the players actually roll the dice, with or without telling them the modifiers.</p><p></p><p>When my players have been friends since high school, and are both highly educated anyway, no amount of "letting them talk" before getting to the game will reduce their need to digress and discuss topics near to their hearts.</p><p></p><p>However, it does feel good when the shy one directly asks me a question for the first time in 12 sessions. Perhaps all that prompting is paying off.</p><p></p><p>TWK</p><p>Looking forward to next session.</p></blockquote><p></p>
[QUOTE="Prince Atom, post: 4208381, member: 6046"] Two Z-95 Headhunters are no problem for a group in a Ghtroc 720, if I don't let the Headhunters have any concussion missiles. However, the Gthroc's stock blasters are fixed to fire forward, so there's more blind spot than fire zone with the ship. So the pilot of the Ghtroc has to beat the pilots of the Headhunters with Pilot checks in order to bring her guns to bear. Don't spend a lot of time closing in from Long Range. Produces 5 to 10 minutes of boredom in your players depending on how many NPCs there are who need to make Pilot checks and attack rolls at range. If I have only 2 players, by all means let them have NPC allies to back them up and cover for weak skills. I'd probably better a) limit the number of said allies, and b) let the players actually roll the dice, with or without telling them the modifiers. When my players have been friends since high school, and are both highly educated anyway, no amount of "letting them talk" before getting to the game will reduce their need to digress and discuss topics near to their hearts. However, it does feel good when the shy one directly asks me a question for the first time in 12 sessions. Perhaps all that prompting is paying off. TWK Looking forward to next session. [/QUOTE]
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