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[SWD] Requests for next printing?
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Bernd
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PostPosted: Fri Nov 04, 2011 4:03 pm    Post subject: Reply with quote

Clint wrote:
Bernd wrote:
EDIT: After my latest question I would bring back the sentence about being Shaken after magical and natural healing and Incapacitation. Furthermore, it could be added that this is relevant only in combat situations.


Not picking on Bernd, but this is a great example of "clarification" being an eye of the beholder issue many times.

A Shaken character recovers on their action.
An Incapacitated character gets no action; they don't even get dealt cards.
So an Incapacitated character by definition cannot naturally recover from being Shaken.

So then consider the implication of bringing back the sentence that states an Incapacitated character "becomes Shaken if healed."

Since they are already Shaken, there is no reason to make that statement if it is a non-damaging Shaken since it would have no effect on an already Shaken character.

Meaning the only effect would be if it was a damaging Shaken, which would cause the already Shaken character to suffer a wound, and since it also states they are at 3 wounds....

Successfully healing an Incapacitated character would then cause them to be Incapacitated again.

That's truly a killer healing roll. Wink


My words were "being Shaken", not "becoming Shaken" Wink

But I can see that you have a valid point here.

And what do you mean by "eye of the beholder issue"?
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ValhallaGH
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PostPosted: Sat Nov 05, 2011 8:12 am    Post subject: Reply with quote

Bernd wrote:
And what do you mean by "eye of the beholder issue"?

He means:
http://www.dungeonbastard.com/wp-content/uploads/2011/10/beholderpumpkin1.jpg
The Eye of the Beholder. Cool Laughing
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77IM
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PostPosted: Sat Nov 05, 2011 9:37 pm    Post subject: Reply with quote

One minor issue I'd like to see changed: The darkness penalty for pitch blackness is -4, but for blindness or the obscure power it's -6. It confuses me how there can be obscurement penalties worse than pitch blackness? I guess the obscure power is arcane so maybe it's extra confusing or something, but what about blindness? If anything, wouldn't the blind character have less of a vision penalty than an ordinarily sighted person who is momentarily in pitch blackness, since the blind person is accustomed to not seeing?

-- 77IM
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Clint
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PostPosted: Mon Nov 07, 2011 2:21 pm    Post subject: Reply with quote

Bernd wrote:
And what do you mean by "eye of the beholder issue"?


If unfamiliar with it, there is a saying that goes, "beauty is in the eye of the beholder," meaning each person has their own unique position on what is attractive (which may be similar to others or diametrically opposed). The same can also apply to "clarification," where what is clarifying to one person would be confusing to another.
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Clint
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PostPosted: Mon Nov 07, 2011 2:28 pm    Post subject: Reply with quote

77IM wrote:
One minor issue I'd like to see changed: The darkness penalty for pitch blackness is -4, but for blindness or the obscure power it's -6. It confuses me how there can be obscurement penalties worse than pitch blackness? I guess the obscure power is arcane so maybe it's extra confusing or something, but what about blindness? If anything, wouldn't the blind character have less of a vision penalty than an ordinarily sighted person who is momentarily in pitch blackness, since the blind person is accustomed to not seeing?


As described under Pitch Darkness, the character might still determine a foe's location if a "glint of light shines off his blade" or some other quick visual cue.

Blindness, total obscurement, or complete invisibility don't even offer that opportunity.
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Bernd
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PostPosted: Tue Nov 08, 2011 4:50 am    Post subject: Reply with quote

Clint wrote:
Bernd wrote:
And what do you mean by "eye of the beholder issue"?


If unfamiliar with it, there is a saying that goes, "beauty is in the eye of the beholder," meaning each person has their own unique position on what is attractive (which may be similar to others or diametrically opposed). The same can also apply to "clarification," where what is clarifying to one person would be confusing to another.


I indeed wasn't aware of the phrase (although we have the exact same phrase in Germany), but I am aware of the issue. I trust your (the staff of Pinnacle) judgement, with all your rules-wisdom, to sort these cases out. All we (the fans) can do is suggest some topics you (the staff) can think about.
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Virgobrown72
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PostPosted: Tue Nov 08, 2011 9:03 am    Post subject: Reply with quote

Quote:
I'd like to see the ammo rules changed on the Wildcards to be handled like it is on the Extras.


I probably wouldn't make this cannon, buuuuuut....... Neutral

This will fit well with my Sci Fi homebrew!!! I stealin' it!!! Very Happy


Yoink!!! Wink
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cpk666
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PostPosted: Tue Nov 08, 2011 9:15 am    Post subject: Reply with quote

I'd like to see the Area Effect Attacks section explicitly state that area effect attacks ignore armor that does not provide full coverage. Yes, I know that is implied by the rules, but if it was clear, then why was it necessary to note it for flamethrowers? And that also is an inconsistency, since no other area effect weapon gets that note.

CK
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Clint
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PostPosted: Tue Nov 08, 2011 9:58 am    Post subject: Reply with quote

cpk666 wrote:
I'd like to see the Area Effect Attacks section explicitly state that area effect attacks ignore armor that does not provide full coverage. Yes, I know that is implied by the rules, but if it was clear, then why was it necessary to note it for flamethrowers? And that also is an inconsistency, since no other area effect weapon gets that note.


Already handled in the posted errata. Last paragraph under area effect attacks now states...

"Targets use their lowest armor value against area effect damage—armor must cover the entire body without gaps to provide any protection at all."
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cpk666
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PostPosted: Tue Nov 08, 2011 10:23 am    Post subject: Reply with quote

Clint wrote:
[Already handled in the posted errata. Last paragraph under area effect attacks now states...

"Targets use their lowest armor value against area effect damage—armor must cover the entire body without gaps to provide any protection at all."


Cool. Will the PDF be updated?

CK
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Bernd
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PostPosted: Tue Nov 08, 2011 10:27 am    Post subject: Reply with quote

cpk666 wrote:
Clint wrote:
[Already handled in the posted errata. Last paragraph under area effect attacks now states...

"Targets use their lowest armor value against area effect damage—armor must cover the entire body without gaps to provide any protection at all."


Cool. Will the PDF be updated?

CK


It is already updated.
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cpk666
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PostPosted: Tue Nov 08, 2011 10:43 am    Post subject: Reply with quote

Bernd wrote:
It is already updated.


Sweet. Didn't know. Heading to Studio 2 now.

CK
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77IM
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PostPosted: Wed Nov 09, 2011 11:24 pm    Post subject: Reply with quote

Clint wrote:
As described under Pitch Darkness, the character might still determine a foe's location if a "glint of light shines off his blade" or some other quick visual cue.

Blindness, total obscurement, or complete invisibility don't even offer that opportunity.

"Pitch Darkness" in the common vernacular means that there isn't any light, period, so maybe that's what's confusing me. So it sounds like there should be a further level of darkness -- "Absolute Darkness" -- which would be a -6.

-- 77IM
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Pariah74
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PostPosted: Thu Nov 10, 2011 12:59 am    Post subject: Reply with quote

I don't know that there is such a thing as absolute darkness, except in an extreme circumstance that the rules don't need to account for.
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77IM
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PostPosted: Sun Nov 13, 2011 9:47 pm    Post subject: Reply with quote

It does come up from time to time when the party is exploring a dungeon deep underground and the torch goes out. But the main value of such a rule would be to clarify what the -4 level of darkness means, and how it differs from regular "pitch darkness."

-- 77IM
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xxlgeeklord
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PostPosted: Tue Nov 22, 2011 8:14 am    Post subject: Reply with quote

This is just my two cents, but...
The difference between -4 darkness and -6 darkness is that in -4 darkness you know where your aiming, you see the faint outline of the target, or you can hear it. In -6 darkness you can't. It's actually the same level of darkness, but if you know where to aim its -4, and else -6.
Just trying to help Smile
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Timon
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PostPosted: Tue Nov 22, 2011 4:54 pm    Post subject: Reply with quote

I must admit that when I was in a cave and the guide put the lights out it seemed darker than I had ever experienced before, like being encased in obsidian.
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kreider204
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PostPosted: Tue Nov 22, 2011 8:51 pm    Post subject: Reply with quote

Adding the Guts skill to the Setting Rules section would be helpful for backward compatibility with older settings.
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Bernd
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PostPosted: Wed Nov 23, 2011 5:19 am    Post subject: Reply with quote

kreider204 wrote:
Adding the Guts skill to the Setting Rules section would be helpful for backward compatibility with older settings.

I second that.
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AFDia
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PostPosted: Wed Nov 23, 2011 4:38 pm    Post subject: Reply with quote

2 more requests concerning darkness/illumination Wink

1.) The -6 penalty (and the visual differences to -4) could be mentioned under the "Illumination" section.

2.) I would move "cover" and "illumination"/"darkness" rules out of the "ranged attack" section. They were better placed under "Special rules" like in SWEX.
Another advantage would be that some tables could also reference/use these rules.
Eg: Stealth would not need a +x for cover and darkness (because the Notice roll would get -x) and Tracking could reference those tables too (instead of explicitly listing "poor light")
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