[Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
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- JourneymanN00b
- Prince
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Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
I vote to raise our weapon and shoot.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
You have now killed or incapacitated five Fridays.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
Mathew Slade
Skill 12/12
Stamina 13/20
Detection
Spontaneity
Smith & Wesson .45
Please vote by 9 AM EST to be sure it will be counted.
Last edited by Beroli on Sat Jul 09, 2022 2:50 am, edited 1 time in total.
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4333
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
I vote to engage him in a gunfight.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
Gunfight! Of course we have to end this is a shootout!
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- King
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Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
Gunfight.
(Fast Draw turned out to be important more than I was expecting.)
(Fast Draw turned out to be important more than I was expecting.)
Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
Abel shoots: 4, hit. Mathew takes 6 damage.
Mathew shoots: 5-2=3, hit. Abel takes 7+2=9 damage.
Abel shoots: 6, hit. Mathew takes 6 damage.
Mathew shoots: 4-2=2, hit. Abel takes 7+2=9 damage.
If your weapon hadn't been the Smith and Wesson Schofield .45 you would probably have died. As it is, you and your 1 stamina point have outlasted Abel.
And thus it ends. Let me know if there's anything you want to know more about.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
I regret not being here for most of the ride, but this was the best way to end a wild wild west adventure like this, by the skin of our teeth! Would have made an epic movie climax.
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- King
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Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
Thanks for hosting.
Also, that one seemed to be better than most. Maybe because it was short and sharp, and maybe because the Wild West and gunfights like that are a bit novel.
Do we ever use the shotgun, rifle or knuckle-duster revolver we are said to carry? I'd be especially interested in the latter, as the former two have good reputations, knuckle-duster revolvers seemed to have been of dubious quality at best.
Also, that one seemed to be better than most. Maybe because it was short and sharp, and maybe because the Wild West and gunfights like that are a bit novel.
Do we ever use the shotgun, rifle or knuckle-duster revolver we are said to carry? I'd be especially interested in the latter, as the former two have good reputations, knuckle-duster revolvers seemed to have been of dubious quality at best.
Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
Yeah, though I wasn't quick enough to join the players, this was a blast.
I'm curious about the skills. The test rate for everything but fast draw seemed quite low. I think detection and spontaneity were second and third best choices, but curious if other paths make other skills better.
I'm curious about the skills. The test rate for everything but fast draw seemed quite low. I think detection and spontaneity were second and third best choices, but curious if other paths make other skills better.
Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
No, your other weapons never matter. In every passage where you want to shoot someone, you have your primary weapon if you have any weapon at all. At most, it might relate to your concern about being nearly out of bullets; Mathew could spend bullets on the first five Fridays freely (try saying that five times fast...) because he knew that if Abel came back into the car before he could reload his Smith & Wesson, he always had his revolver.
First Aid is checked for once, in a passage you saw; otherwise, the entirety of its advantage is the "First Aid kits heal 5 instead of 3" thing. Of the others, Spontaneity and Fast-Draw are checked for most often; Tracking is the one I would probably advise someone trying to optimize never to take.
Fast-Draw does seem, not illogically, to go with the presumption that if you want to rely on your gun you'll take it. (At the end, if you had chosen to physically apprehend Abel, Spontaneity would have guaranteed you victory without taking any damage.)
First Aid is checked for once, in a passage you saw; otherwise, the entirety of its advantage is the "First Aid kits heal 5 instead of 3" thing. Of the others, Spontaneity and Fast-Draw are checked for most often; Tracking is the one I would probably advise someone trying to optimize never to take.
Fast-Draw does seem, not illogically, to go with the presumption that if you want to rely on your gun you'll take it. (At the end, if you had chosen to physically apprehend Abel, Spontaneity would have guaranteed you victory without taking any damage.)
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
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- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantazine Adventure 13: Six-Gun Friday
Thank you very much for hosting!
Say No To Fascism. The left is the one true way to go.