And for Pete's sake, stop changing your mind. If you tell us we can do something, then when it comes up and you don't like it, you can't just say, "No". Then worse, two minutes later you rule that I could do it at the end of the round, which makes even less sense. Try to answer a question and stick with the answer you first give. Obviously a little discussion of it is fine to be sure you and the players are on the same page.
For example, last night, there was no logical reason I couldn't attack the Reek that attacked me. I had readied an attack and held my entire turn for the moment I was attacked. You should have finished the Reek's turn, then allowed me to attack. I know you tried to compromise with letting me make the attack at the end of the round, but that makes 0 sense as a realistic situation - which is why I refused to do it. Why would I attack it 30 seconds later and not right after it hit me, when I'm standing there with my lightsaber ready to swing at the first thing that hits me? Just try to be logical about it, give an answer and stick with it, even if you or the player doesn't like it.
Ways to improve on the fly: If we are mowing through your guys faster than you expect, have back up plans ready to go. Have more beefy reinforcements to bring in for such a situation is one example. Last night you could have brought in 2x level Reeks after we killed the first two so quickly, if you wanted us to stay there and fight longer than we had. Or alternately, the easiest solution for the GM, is simply to double/triple the hps on the fly. We don't know how many they have until you kill one off. If you think we are going through them too fast and really want to challenge us, just change hps on the fly. Don't use this every time we kill something quickly, particularly do no use it because someone scored a crit. Crits happen, and you need to award the player for getting one, not punish us. But generally speaking, as we level, if we are out manning your prepared guys way to quickly because you didn't realize how much extra damage that level would give us, just bump the hps up mid battle - none of us would know the difference.
Better descriptions of what is going on and where we are. Perhaps the biggest issue we are having is we don't understand the world's you are creating. You just plop us down somewhere, tell us really generic things, then expect us to figure it out on our own, and when we don't see what's in your head, you get frustrated. You gotta think in character for our guys during the critical description parts. What would we be able to logically see and hear? Give us both mundane (useless observations) and useful details. Let us figure out which ones to pay attention to and deal with. You can simply make this stuff up on the fly, but if its helpful write down 4-5 sentences of each person/place you intend us to encounter before hand.
Answer our attempts at finding out information with more information. If Dean wants to hear from the Chiss on something, then tell him things - the incompetence thing was fine once, it's getting stupid now. It doesn't even need to be relevant information. If you don't want to tell us the things you have planned, that's totally fine. Tell him random stuff about the place/person. When the jedi do UTF-perception checks, we should know more than the average person - that's part of being a jedi. I have no problem with what you told us last night (surrounded by living creatures) because that is an answer the jedi would get to something like that. But you don't have to tell the whole group. Use the PM boxes to tell these kinds of private things and force the characters to talk to each other to share them.
Stop putting guys we can't see on the board. I know you are trying to keep track of them or something, but it adds confusion and makes us think they are significant. You have to learn to move them in private off screen. Make a second Vassal account and load it on another computer if you want to to do it. Or simply use pen and paper, and write down the space your random hidden guys are in at a given moment.
Be prepared for ideas not to work from time to time. Breaking the rules on occasion (better to do it in secret) is fine for a GM. Breaking them because you as the GM didn't think of something ahead of time and want to damage us is not ok. For example last night the perception check of the first set of reeks. When Dean yelled to everyone, "Get Ready something coming" none of us should have been flatfooted. Think about it logically here. Our "leader" just warned us something was coming that he sensed, I had my lightsaber ignited and was standing in attack position, and have given up an entire round of action to ready my attack. You wanted to catch us flatfooted, but that's a big problem here. We wouldn't have really been flat footed. Now, as the GM, a better solution would have been that the attack you made is against us flat footed, but then for other things (block/my readied attack) it wouldn't. That's breaking the rules in a way that makes logical sense. But there is a better solution to the entire scenario that broke down because you as the GM didn't prepare it the way you wanted it to work.
Here's how it should have occured. 1. Enter the forest. 2. "Ok guys make a perception check". 3. Roll Perceptions, tell you the GM our results. 4. Roll init, begin actions. 5. Attack us, with only the GM knowing who passed their Perception check and who didn't, thus declaring flat footed or whatever you want.
Do you see the difference here from what occurred last night? If you want to catch us flat-footed or whatever that's fine. But don't give us ways to get around it, and then simply declare them null and void because it didn't work the way you thought it would. The moment Dean yelled, we all would have been ready to go, and thus not flat-footed entirely. You ignoring the role playing part of it, i.e. Dean acting in character just for the purposes of damage doesn't make it more fun, it makes it less fun. As it was you went to all that trouble, made me angry about the attacking thing that you told me I could do, and did 0 damage to me. Was that worth it?
Finally - the rule of logic should defeat written rules in most situations. A couple of examples. First a very good one you did. Not allowing block to negate the Pin last night - rules technically allow it, but that is indeed stupid. Very good choice and on the fly reasoning to why it wouldn't work (you can't stop all 8 arms so no damage, but still pinned). Cool, good answer, good solution, good rule modification because it was a logical occurrence. There was one other way to solve it as well. "Ok block, roll your saves (we roll), ok roll for second arm at -5 (we roll) ok roll for third arm at -10 (we roll) and 4th arm at -15". But for being faster, your solution was fine. Now to a poor one. Brad's hiding his gun from a beast. Really? That is so illogical, it should never happen beyond the first round. I'm sorry, if you are hunting a bear let's say. The bear (assume it's been hunted before and knows to fear a weapon) might not think you are a threat if you have a hidden gun. But the moment you shoot it with the gun, it's not going to ever care again that you stuck your gun back in your pocket, no matter how well you hid the gun lol. Against a person with a higher intellect, the trick could totally work for a longer period. Like the guy gets hit, gets mad, but when he looks for who did it, he doesn't see the gun, so Brad could do it to him again. But there has to be a limit to this as well. Every time a guy gets shot from the same area, it's logical that even if he doesn't see the gun, he's eventually going to figure out where it's coming from. You could even do hidden perception rolls with decreasing difficulty each time Brad tries the trick to eventually figure it out. Let's say by round 3, you make the roll. Either say outloud, or tell Brad in PM, (guy X finally figured out you were shooting him, hiding the gun no longer works on him) or something like that. But to a beast? Use logic, break the rule here. No Reek would care that Brad put his gun away stealthily. He wants to eat him. Hiding a gun isn't going to make the Reek think Brad is any less of a threat (i.e. granting flat-footed bonus in the second round).
That may sound harsh, but take it as criticism. You are doing a fine job, and I like the story arc we are on. I think it's fun an interesting and overall I like the detail of your planets/characters and your ability to help us out when things get tough (i.e. Rou's crazy cannon a couple of sessions ago, and the turret tech war was really cool). These are just a few things that will help move us forward and make it more fun and less frustrating for everyone.
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