Viewing 15 posts - 16 through 30 (of 32 total)
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  • #262948
    Anonymous
    Inactive

    I’d prefer that be errata for the book, rather than something specific to the campaign. I think that the campaign guide should reflect rules which are needed for the specific story being told through the campaign, or possibly restrictions based on its shared nature (e.g. only so many Hero Points may be awarded in an adventure per PC, so that there isn’t a wide disparity based on different GMs’ playstyles).

    #262952
    Anonymous
    Inactive

    There will be better guidelines for Hero Point dispersal. Eric and I had a long talk about errata and there will be that coming as well

    #263073
    Anonymous
    Inactive

    Frankly the list is pretty short, but I want to make sure that clarifications are distinct from changes and that the wording is put together in the best manner.

    #263357
    Anonymous
    Inactive

    There will be better guidelines for Hero Point dispersal. Eric and I had a long talk about errata and there will be that coming as well
    For the former, I hope so. I saw three HP given out across three modules.
    (( And most of the time, people Were happily playing both vices and virtues to their own detriment and to the general enjoyment of the tables… as an example of a spot where a HP could/should be awarded. ))

    I’d be keen to learn what the scope of the errata might be. Cleaning up the wording of certain things (to close loopholes or ensure clarity)? Or actual changes to mechanics?
    I ask as someone who questions the notion of playing 10 to 15 adventures in order to learn one greater rite (as an example of my general concerns about the point-costs for talents and rites \":)\").

    Ooh, ooh, and maybe the Aid Another action could be codified? \"8-)\"

    #263379
    Anonymous
    Inactive

    There will be better guidelines for Hero Point dispersal. Eric and I had a long talk about errata and there will be that coming as well
    I’d be keen to learn what the scope of the errata might be. Cleaning up the wording of certain things (to close loopholes or ensure clarity)?

    Just a short list of examples:

    Clarification (not errata):
    Defenses can be reduced to zero
    One cannot Wager a resource one does not have (I am kind of annoyed at this question)
    Regardless of the TN, once must get 1 success to succeed (stated multiple times in the book)
    Spelling out Character Rank in more detail.

    Errata:
    Adding an Assist Ally use for skills
    Some language corrections

    #263382
    Anonymous
    Inactive

    Using a combination of points 1 & 2…can someone with an Avoidance of 1 use a Wager that lowers Avoidance by 2? I assume yes, since otherwise it becomes too nit picky.

    John

    #263393
    Anonymous
    Inactive

    Using a combination of points 1 & 2…can someone with an Avoidance of 1 use a Wager that lowers Avoidance by 2? I assume yes, since otherwise it becomes too nit picky.

    John

    You can think it is nit picky, but using something you don’t have doesn’t sit right with me.

    #263473
    Anonymous
    Inactive

    Awesome, thanks for the heads up.

    -Vic

    #263487
    Anonymous
    Inactive

    I would assume you would need an Avoidance of 2 to wager 2. I’m in the same boat with Eric on this one. If you’re wearing armor that would preclude having the necessary Avoidance to wager, you’ll have to up the Avoidance or decrease the armor.

    #263503
    Anonymous
    Inactive

    This is a bit different for something like a Stance. A fighting man wears heavy armor so he can stay aggressive in a battle.

    #263505
    Anonymous
    Inactive

    This is a bit different for something like a Stance. A fighting man wears heavy armor so he can stay aggressive in a battle.

    This will make those with heavy armor have more advantages then. Armor already gives good damage reduction at the cost of low Avoidance. If they can also go aggressive and get the bonuses with no further penalties, it might make it the ‘default’ method.

    Perhaps any Avoidance under 0 could penalize something else? Maybe every point of your Avoidance you wager below 0 gives the attacker 1 more Die for Damage?

    John

    #263508
    Anonymous
    Inactive

    This will make those with heavy armor have more advantages then. Armor already gives good damage reduction at the cost of low Avoidance. If they can also go aggressive and get the bonuses with no further penalties, it might make it the ‘default’ method.

    Yeah, this is starting to confuse me too. If you can’t wager a resource you don’t have, an Aggressive Stance should not be possible if you have an Avoidance that’s been reduced to 1 or less. Unless, in this case, the wager applies to the base Defense before the Armor reduction is considered. By that definition, a character is always able to go Aggressive because even the lowest Avoidance starts at 2 (unless there is a flaw I’m forgetting).

    Perhaps any Avoidance under 0 could penalize something else? Maybe every point of your Avoidance you wager below 0 gives the attacker 1 more Die for Damage?

    This was my first thought too. Only downside is, the whole thing becomes a wash. There really isn’t a point to wearing good armor if your opponent just bypasses it. So if the intent is for Armor and the Aggressive Stance to compliment each other, this doesn’t work. OTOH, giving the opponent extra dice for his ATTACK roll might.

    But you know what? All this speculation and arguing over a handful of words Eric has tossed out is silly. I think we need to see the actual errata/clarification/change (or at least a solid draft) before we start gnashing teeth and poking holes in it. \":)\"

    #263522
    Anonymous
    Inactive

    You’re right, the Die should be on the attack. You’re also right we should see it first.

    John

    #263540
    Anonymous
    Inactive

    … even the lowest Avoidance starts at 2 (unless there is a flaw I’m forgetting).

    Feeble Ability, with the other ability set at 2.

    As it is, armor ends up a wash pretty quickly. After all, a lower Avoidance means you will be hit more often. Since excess successes on the attack also add to damage, lowering Avoidance also means you are more damaged. The exchange ratio of Armor Value to Armor Penalty for existing armor is not in the armor wearer’s favor. That doesn’t even account for the movement skill penalty associated with Armor Penalty…

    #263549
    Anonymous
    Inactive

    Armor is out of style unless you have a horse to carry you around. It is not an accident that the weapons are light and mobility is key.

    I recommend the Smithsonian History of Warfare series if you are interested. Specifically: “Warfare in the Seventeenth Century” by John Childs. It was 1 of the books I read in preparation for the new edition.

Viewing 15 posts - 16 through 30 (of 32 total)
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