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RE: I don't believe this is a Playtest Review
Post originally by Skywalker at 2004-06-17 18:49:49
Converted from Phorums BB System
"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."
Most RPGs have the need for corrections or clarification. D20 books often have issues as they have many rules. However, the SW rules need very little correction. Most of the FAQ is helpful clarification. A such I find it is comparably better than many other RPGs. If anything SW RPG benefits from a prompt and responsive group of fans and writers that provide errata and clarifications.
"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."
As already said, this has been corrected in the FAQ.
"Does not mean anything, the way it is in the book is broken."
No it isn't. I played a game for months and had no issue with this rule. As such, I find the designers' position (people with considerable d20 and SW RPG experience) that it does work. The fact that they provided suggested changes is a good thing.
"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."
So he gets a +20 or so to hit rather a +24. I hardly call this easy. This seems a better approach than given duplicate saves that make the weak even more vulnerable. Again, I respect the design decision and in practise it works fine.
"Eh, so? It can still be used to daze and daze and daze someone while another person beats him to death with a teaspoon.."
This is the same argument you have with Stun weapons. Again, I never encountered an issue with it from months of play. Perhaps one of the suggested changes for Stun weapons may help you out.
"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."
First, I agree that this section is not well worded. It wouldn't have need clarification if it was.
However, nothing you state contradicts my statement that when taking a non-move action the ship moves forward in a straight line at its last speed. This rule is in the book in one of the highlighted blue boxes. Accordingly, the book is consistent with the clarifications.
"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."
OK let's take an example. You are in a transport with a speed of 5 sq/action and you are fighting a fighter with a speed of 9 sq/action. You have torpedoes that move at 9 sq/action. You are 5 squares apart.
The fighter on his turn decides to move away from you, increasing the distance to 23 squares (18 + 5).
The transport moves toward the fighter moving 10 squares. The distance has been reduced to 13 squares (23 - 10).
At the end of the movement, either with a gunner using his seperate action or the pilot using their 2nd action (ships drift forwars at their last speed when taking an action other than a move action), the torpedo is fired. The torpedo immediately takes its two actions. The first is to move 9 squares toward the fighter rducing the distance to 4 squares. The second is to move again. This time it only needs to move 4 squares before it can get a shot to hit the target.
Remember that spaceship combat is turn based. So distances can be deceptive until you try them in practice. Sure the fighter will outrun the transport eventually but it often takes a turn or two. The spaceship rules actually work very well in practice and reflect the chases seen in the movies. However, if you persist with the misinterpretations I am guessing then they may not work for you.
"When they take double moves, you simply can't get in ANY weapon's range with a single move. Simple as that."
If you continue to use your misintepretation of the rules then I agree. However, the rules don't agree with you and the subsequent FAQ clears away any doubt on this issue.
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