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RE: I don't believe this is a Playtest Review
Post originally by Yalaz Ozkanli at 2004-06-17 18:15:53
Converted from Phorums BB System
"Just to clarify, have you read the FAQ that has been released. Many of the things you mention are popular misinterpretations of the rules that have been clarified. The others have either been corrected in the second printing or had suggested chsnges included in the FAQ."
That they are corrected in a FAQ does not change the fact that the way they are worded in the book they are a) abusable, b) downright broken
"a) Ion damage must penetrate the shield (including DR) before it hits the hull and has any effect. It only ignores Hull DR."
This is not explicitly stated anywhere in the book. To the contrary, the rulebook only states that these guns do not deal hull damage but only ion damage.
"b) There are 6 suggested changes to the stun rules in the FAQ."
Does not mean anything, the way it is in the book is broken.
"c) The effect of Fear is relative to the victim, hence no absolute save. The target's level reduces the effect of Fear relatively. If there was an absolute save then the target would get a double dip. For example, say Fear causes -2 on 2 Jedi's with a +10 and a +4 to attack respectively. The effect on the first is minimal as the first Jedi's high level already provides resistance. To give that first Jedi a save is an extra dice roll that is not necessary."
My point is that Fear is absolutely easy to use, and with just a few points in it, and taking ten, you can TOO EASILY give someone a horrible lot of penalties without a saving throw. I can walk up to Yoda with about 6 levels in it as a 3rd level Jedi and give him -4 or something which is stupid.
"d) Friendship can be used in combat but unless you cease to attack the person immeidately the effect is limited. Attacking someone turns them hostile. Friendship is not Charm Person."
So what? Vader is about to kill me so I say "Let's be cool dude!" and he goes, "OK man! Let's hug some trees!" Give me a break..
"e) Move Object can't be used for direct physical attacks. The FAQ contains more discussion on how to use Move Object."
Eh, so? It can still be used to daze and daze and daze someone while another person beats him to death with a teaspoon..
"f) This is a common misconception about spaceship movement. A double move doesn't make the ship move twice as fast. A move action is really a manuevre action as the ship's momentum moves the ship in the straight line during actions that you aren't spending a move action."
This is not the way it is stated in the book in any way. The wording in the book is that spaceships move and attack like characters with the exception that when they take a double attack they still make a move in the direction they were last moving at. AFAIR a double moving spaceship still goes twice as fast as a single moving spaceship. That you can use one of your move actions to maneuver changes nothing.
Here, have it from SWRCRB pp.211, Combat Tactics, "As with personal combat, a character can take both a move action and an attack action in each round of starship combat. Instead of taking an attack action, a character can take a second move action." And from pp. 217 under Using a Square Grid, "Every starship is rated for speed in space which is expressed as a number of squares per action." Further on, on pp. 218 "A pilot can take two move actions if he chooses not to attack... As a move action, a pilot can perform any number of simple maneuvers provided that the total number of squares moved does not exceed the ship's current speed." meaning if you take two move actions you move twice, not exceeding your speed rating in each move. It's very simple logic, and it's the way the book says it. Whether the FAQ updated this, I don't know - and it doesn't matter. The way it is in the book is this.
"g) A torpedo gets 2 move actions at 9 squares and as such can overtake most spaceships and hit in the first turn of firing any space ship within 18 squares. My experience is that torpedoes are deadly."
You are assuming that you fired the torpedo before the enemy began to run away. If the enemy started to run away with double moves before you fired, good luck to you. Watch as he waves and flies away. Moreover, the rulebook states that torpedoes move at "each" action, that means when you have fired your torpedo you have already commited one action and the torpedo moves only once during your move action, otherwise that means you are taking three actions in a turn which is absurd.
"h) The range of spacehip weapons seems small but isn't in practise. Considering the turn based nature of combat you get to move first and then shoot. The result is that faster ships can flee out of range from slower ones after a few turns, which makes sense."
When they take double moves, you simply can't get in ANY weapon's range with a single move. Simple as that.
Yalaz Ozkanli
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