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Banjo Seasoned
Joined: 13 May 2003 Posts: 283 Location: Gordon Park, QLD
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Posted: Wed Jun 29, 2011 7:05 pm Post subject: [DRL][SWD] New spells ? |
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There are a few new spells in SWD.
Will any of these be allocated to the DRL arcance backgrounds ?
If so, which ones  |
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Cutter XXIII Legendary

Joined: 27 Sep 2005 Posts: 2758 Location: I dwell in the Village of Rock, MD
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Posted: Wed Jun 29, 2011 11:03 pm Post subject: Re: [DRL][SWD] New spells ? |
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| Banjo wrote: | There are a few new spells in SWD.
Will any of these be allocated to the DRL arcance backgrounds ?
If so, which ones  |
We're not adding anything just yet.
We are, however, updating what's there to agree with Deluxe. _________________ Matthew Cutter
Deadlands Big Bug (Brand Manager)
Pinnacle Entertainment Group, Inc. |
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Baiyo Seasoned
Joined: 09 Jun 2010 Posts: 151 Location: Los Angeles or there-abouts
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Posted: Tue Jul 05, 2011 2:35 pm Post subject: |
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| I hope those updates don't inlcude the removal of the Guts skill. I understand why it was removed from the core rules, but it would just feel wrong to remove it from Deadlands. |
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JackMann Veteran
Joined: 29 Dec 2010 Posts: 694 Location: Tucson, AZ
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Posted: Tue Jul 05, 2011 2:40 pm Post subject: |
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| Baiyo, Guts remains as an optional, setting rule. Deadlands is specifically mentioned as a setting where it's appropriate, so I don't think you need to worry. |
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Thunderforge Veteran
Joined: 24 Sep 2009 Posts: 927
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Posted: Tue Jul 05, 2011 3:17 pm Post subject: Re: [DRL][SWD] New spells ? |
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| Cutter XXIII wrote: | | We are, however, updating what's there to agree with Deluxe. |
With a free supplemental PDF covering the changes for those who have the earlier versions?  _________________ Wild Card Creator: Any PDF. Any Setting. No Extra Cost.
The Elder Scrolls conversion and other fun creations. |
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Dahak Seasoned
Joined: 29 May 2005 Posts: 453 Location: Beaufort, SC
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Posted: Tue Jul 05, 2011 3:35 pm Post subject: |
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| Does this mean that the Explorer's Edition of Deadlands Reloaded Player's Guide will reflect the changes? |
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Cutter XXIII Legendary

Joined: 27 Sep 2005 Posts: 2758 Location: I dwell in the Village of Rock, MD
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Posted: Wed Jul 06, 2011 10:57 am Post subject: Re: [DRL][SWD] New spells ? |
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| Baiyo wrote: | | I hope those updates don't inlcude the removal of the Guts skill. I understand why it was removed from the core rules, but it would just feel wrong to remove it from Deadlands. |
They'd literally have to kill me to get Guts out of Deadlands. I'm the one who rewrote that Design Note.
| Dahak wrote: | | Does this mean that the Explorer's Edition of Deadlands Reloaded Player's Guide will reflect the changes? |
Yep.
| Thunderforge wrote: | With a free supplemental PDF covering the changes for those who have the earlier versions?  |
Dude... I think you need a part-time job to support your gaming habit.  _________________ Matthew Cutter
Deadlands Big Bug (Brand Manager)
Pinnacle Entertainment Group, Inc. |
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Talison Seasoned
Joined: 11 May 2006 Posts: 251
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Posted: Tue Aug 09, 2011 11:23 am Post subject: |
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| I have a question in this department. I know it's usually said that the Setting Book trumps the Core Rules. I know Deadlands has Martial Arts Edges already, so you would probably use them over the new ones in SWD. But what about old spells that appear in both DLR and SWD but have been updated in Deluxe? Bolt, Quickness, a few others. Is it a rules update, or is bolt in DLR considered a setting specific type of thing? |
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JackMann Veteran
Joined: 29 Dec 2010 Posts: 694 Location: Tucson, AZ
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Posted: Tue Aug 09, 2011 2:35 pm Post subject: |
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| See Cutter's first post in this thread. They're updating powers to agree with what's in SWD. |
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Cutter XXIII Legendary

Joined: 27 Sep 2005 Posts: 2758 Location: I dwell in the Village of Rock, MD
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Posted: Tue Aug 09, 2011 3:46 pm Post subject: Re: [DRL][SWD] New spells ? |
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| Cutter XXIII wrote: | | Dahak wrote: | | Does this mean that the Explorer's Edition of Deadlands Reloaded Player's Guide will reflect the changes? |
Yep. |
Actually, I need to amend this answer. Due to a little internal miscommunication, the Explorer's Edition of the Deadlands Player's Guide will NOT include the SWD changes. That book has already gone to the printer.
At some point, some or all of the changes will be incorporated into the Deadlands rules, but this printing is identical to the full-size hardcover.
The general assumption is that the Deadlands powers should agree with SWD; they're not intended to be retained as Setting Rules or anything like that. _________________ Matthew Cutter
Deadlands Big Bug (Brand Manager)
Pinnacle Entertainment Group, Inc. |
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Talison Seasoned
Joined: 11 May 2006 Posts: 251
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Posted: Tue Aug 09, 2011 4:03 pm Post subject: |
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Thanks Cutter. Apparently one of my group went to GenCon and played in a Deadlands game (which might have been run by a Pinnacle guy but I'm not sure.) He tried doing Quickness the new way out of SWD and was asked to use the version out of the setting book instead. My friend got the idea that it was because the powers in DLR were Setting Rules, but I'm not sure how that came about. We then played Deadlands last night and said player asked me what powers we were using for Deadlands.
All good, now I have a definitive answer for him. |
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Cutter XXIII Legendary

Joined: 27 Sep 2005 Posts: 2758 Location: I dwell in the Village of Rock, MD
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Posted: Tue Aug 09, 2011 4:13 pm Post subject: |
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| Talison wrote: | | Apparently one of my group went to GenCon and played in a Deadlands game (which might have been run by a Pinnacle guy but I'm not sure.) He tried doing Quickness the new way out of SWD and was asked to use the version out of the setting book instead. My friend got the idea that it was because the powers in DLR were Setting Rules, but I'm not sure how that came about. |
That's actually because the Pinnacle staff haven't gotten Deluxe books yet; only PDFs. All I had at Gen Con was SWEX, so I ran the game using those rules (although I gave my pre-gens a few SWD Edges, using my printed-out PDF at home). _________________ Matthew Cutter
Deadlands Big Bug (Brand Manager)
Pinnacle Entertainment Group, Inc. |
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Talison Seasoned
Joined: 11 May 2006 Posts: 251
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Posted: Tue Aug 09, 2011 4:18 pm Post subject: |
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I hadn't even thought of that, but it's perfectly reasonable. Of course my friend is also a little TOO enamored with the new Quickness. It's his current favorite thing  |
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Cutter XXIII Legendary

Joined: 27 Sep 2005 Posts: 2758 Location: I dwell in the Village of Rock, MD
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Posted: Tue Aug 09, 2011 4:22 pm Post subject: |
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| Talison wrote: | I hadn't even thought of that, but it's perfectly reasonable. Of course my friend is also a little TOO enamored with the new Quickness. It's his current favorite thing  |
I'm sure it'll be a lot of players' favorite thing.
It's actually a good thing we didn't take books, because they sold out at the show.  _________________ Matthew Cutter
Deadlands Big Bug (Brand Manager)
Pinnacle Entertainment Group, Inc. |
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Jonah Hex Veteran
Joined: 05 Sep 2003 Posts: 579 Location: Saskatoon, SK
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Posted: Sun Aug 14, 2011 4:17 am Post subject: |
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| Cutter XXIII wrote: | | Talison wrote: | I hadn't even thought of that, but it's perfectly reasonable. Of course my friend is also a little TOO enamored with the new Quickness. It's his current favorite thing  |
I'm sure it'll be a lot of players' favorite thing.
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I know you meant this as a joke, but the general consensus at my table is that the old Quickness was a good (if slightly over-expensive) power while the new version is seriously over-powered.
Not only can casters use it to cast multiple powers in the same round but the real abuse may come from mundane combatants plus this power (one edge and 3 or 4 skill points is not a large investment to double your attacks for (effectively) a combat or two a day. Especially when multiple attacks become common and good at Seasoned/Veteran. |
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Thunderforge Veteran
Joined: 24 Sep 2009 Posts: 927
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Posted: Sun Aug 14, 2011 11:48 am Post subject: |
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I agree. Even in the Explorer's Edition, Quickness was always seen as a "gotta have it" power because it was so good compared to others. Now it feels like it's a no brainer to take it. Why take Elemental Manipulation or Smite when you can get two turns for the price of one via Quickness? _________________ Wild Card Creator: Any PDF. Any Setting. No Extra Cost.
The Elder Scrolls conversion and other fun creations. |
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Baiyo Seasoned
Joined: 09 Jun 2010 Posts: 151 Location: Los Angeles or there-abouts
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Posted: Sun Aug 14, 2011 12:43 pm Post subject: |
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| Thunderforge wrote: | | I agree. Even in the Explorer's Edition, Quickness was always seen as a "gotta have it" power because it was so good compared to others. Now it feels like it's a no brainer to take it. Why take Elemental Manipulation or Smite when you can get two turns for the price of one via Quickness? |
I can offer a solution to those who think the new Quickness is overpowered. Scale it's effects by rank. At Seasoned, it works like the old SWEX Quickness. Once the character reaches Veteran (or Heroic if you want) it works as in SWD.
Personally, I'm of the opinion that no power is overpowered if both the players and the bad guys are using it. |
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Thunderforge Veteran
Joined: 24 Sep 2009 Posts: 927
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Posted: Sun Aug 14, 2011 11:11 pm Post subject: |
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| Baiyo wrote: | | Personally, I'm of the opinion that no power is overpowered if both the players and the bad guys are using it. |
That's the problem though. I haven't really seen any officially published adventures where the bad guys are using it. But virtually every Arcane Background PC is using it.
Maybe I'm just not reading the right adventures, but the problem seems to be on the player's side, not the NPCs. It's just too good of a power to pass up  _________________ Wild Card Creator: Any PDF. Any Setting. No Extra Cost.
The Elder Scrolls conversion and other fun creations. |
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jpk Legendary
Joined: 03 Apr 2007 Posts: 2158 Location: Tazewell, East Tennessee, USA
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Posted: Sun Aug 14, 2011 11:47 pm Post subject: |
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As far as quickness goes, here's my two cents.
It's a Seasoned power. That means, by and large, it costs an Edge to pick it up. That's not nothing.
It costs four Power Points. That makes it one of the more expensive powers available. Again, not nothing.
If you're taking the time to cast quickness, you won't be able to take that turn to cast any of the other powers that have been labeled as "too good not to take" or "game-breaking." Seriously, if you comb the forum even lightly, you'll see that it's not a short list.
If you think the NPCs are getting stomped too easily by your PCs, it's totally in your control to beef 'em up, even if (somehow) quickness isn't the cause. Heck, I'd suggest it's the GM's responsibility to do so.
Honestly, in years of playing Savage Worlds in my home groups, I've only see quickness taken as a power a few times, and that's it. Maybe we're just a bunch of freaks. [Yes, you're welcome for that high lob, peanut gallery. Go to town.]
But I suppose we really ought to get back to the actual topic of the thread now, shouldn't we?  |
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Banjo Seasoned
Joined: 13 May 2003 Posts: 283 Location: Gordon Park, QLD
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Posted: Mon Aug 15, 2011 1:20 am Post subject: |
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Yes, back on my original topic would be nice
This is not really the forum for discussing the merits or comparitive worth of various Powers.
Although I think that my original querie has already been answered, very swiftly, and the answer was "Some time, in the distant future, when we have time, can get around to it, when the moon is high, capricorn is in ascendent and the wind is blowing from the WNW on a tuesday afternoon we might have time to decide what new Powers from SWD can be used in DLR."
In the meantime use the new Power descriptions form SWD for DLR - at least that is what I am doing
That is good enough for me, but some of my players' are looking at a couple of the new Powers and making eyes at me .....
Cheers, Chris
Cheers, Chris |
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