Post by cassusaevum on Jan 1, 2020 15:49:16 GMT -5
Rules Clarifications
Some of these are just to highlight differences between SWADE and previous editions and others are my interpretation of the letter or spirit of the rule.
Innocent Bystander: After some playtesting and thinking on this, for this game we will be playing this as an event that can only result in a negative consequence and never a situational bonus. As such, an “Innocent Bystander” is defined as “someone or something you wouldn’t want to hit.” You can never have an “innocent bystander” roll hit an enemy combatant (and this, of course, applies equally to bad guys shooting at the players). To “spray and pray” consider the Suppressive Fire action instead.
Jump Distance:
This always seems to come up in Star Wars games. On face value, the distances sound somewhat small (particularly the vertical) but remember that 1 inch = 2 yards. This makes the maximum distance you can jump horizontally 24 feet (close to the world record) and the maximum vertical about 9 feet (higher than the current world record). Adjudication will require common sense… that 9 foot vertical (for example) assumes a “high jump” style jump and not a “dunk style” your feet are 9’ off the ground and your body is still vertical.
• Horizontal: 1 inch from stationary; 2 inches with a running start; +1 inch (to either) with successful Athletics check; +2 inches (total, to either) for Athletics check with a raise.
• Vertical: 0.5 inches base; +0.5 inches with a successful Athletics check and a running start; +1 inch (total) with a raise and a running start
Readying Weapons:
In SWADE you can “ready” up to two things at no action penalty, presuming those things are into or out of a “familiar and easy-to-reach” location. For our purposes, this will include all standard methods of carrying a weapon (concealed or not), and any “ready pouches” (like utility belts and dump pouches). It will not include getting things out of backpacks, satchels, etc…
Setting Rules
Fanatics
When a Wild Card enemy character is hit by a successful attack and the GM thinks it’s appropriate, one of his henchmen, goons, or other allies jumps in front of his master and takes the attack instead.
Fast Healing
Wild Cards make natural healing rolls once per day instead of every five days (or once per hour if the race has Regeneration).
Bumps & Bruises: Wild Cards recover one level of Fatigue from Bumps & Bruises (page 125) every four hours instead of the usual 24.
Heroes Never Die
With this rule in play, Wild Cards who are Incapacitated from a damage roll make a Vigor roll as usual but treat Critical Failures as regular failures and ignore the rules for Bleeding Out.
How a hero might survive what should be certain death is a chance to get creative. An adventurer who falls from a towering cliff, for example, might land in a pool of water or crash through the branches of a forest far below.
If the situation is particularly heroic or if it serves as a major story point, the GM and player can decide the character perishes. A hero who confronts a massive demon on a crumbling bridge, for example, might take the fiend with him with his final blow.
Villains: The reverse is also true—villains rarely die either! Heroes should play this in the spirit it’s intended—they shouldn’t attempt to cause some sort of gruesome and undeniable death to a villain who falls into their hands, for example. They should instead turn the captive over to the authorities—even though they know full well he will eventually escape to plague them once again.
Multiple Languages (Variant)
Characters begin play knowing Basic and a number of languages equal to half their Smarts die. Each skill die put into the Languages skill grants fluency in another language (see skills for more details) in addition to raising the skill. Characters with the Linguist Edge begin play with a number of languages equal to their Smarts and gain a +2 bonus on Language skill checks.
No Power Points
As per SWADE p. 140
New Power Edge
This edge may only be taken once per rank.
Unarmored Hero
If a Wild Card chooses not to wear any armor (ignoring shields), he adds +2 bonus to his Soak rolls.
Some of these are just to highlight differences between SWADE and previous editions and others are my interpretation of the letter or spirit of the rule.
Innocent Bystander: After some playtesting and thinking on this, for this game we will be playing this as an event that can only result in a negative consequence and never a situational bonus. As such, an “Innocent Bystander” is defined as “someone or something you wouldn’t want to hit.” You can never have an “innocent bystander” roll hit an enemy combatant (and this, of course, applies equally to bad guys shooting at the players). To “spray and pray” consider the Suppressive Fire action instead.
Jump Distance:
This always seems to come up in Star Wars games. On face value, the distances sound somewhat small (particularly the vertical) but remember that 1 inch = 2 yards. This makes the maximum distance you can jump horizontally 24 feet (close to the world record) and the maximum vertical about 9 feet (higher than the current world record). Adjudication will require common sense… that 9 foot vertical (for example) assumes a “high jump” style jump and not a “dunk style” your feet are 9’ off the ground and your body is still vertical.
• Horizontal: 1 inch from stationary; 2 inches with a running start; +1 inch (to either) with successful Athletics check; +2 inches (total, to either) for Athletics check with a raise.
• Vertical: 0.5 inches base; +0.5 inches with a successful Athletics check and a running start; +1 inch (total) with a raise and a running start
Readying Weapons:
In SWADE you can “ready” up to two things at no action penalty, presuming those things are into or out of a “familiar and easy-to-reach” location. For our purposes, this will include all standard methods of carrying a weapon (concealed or not), and any “ready pouches” (like utility belts and dump pouches). It will not include getting things out of backpacks, satchels, etc…
Setting Rules
Fanatics
When a Wild Card enemy character is hit by a successful attack and the GM thinks it’s appropriate, one of his henchmen, goons, or other allies jumps in front of his master and takes the attack instead.
Fast Healing
Wild Cards make natural healing rolls once per day instead of every five days (or once per hour if the race has Regeneration).
Bumps & Bruises: Wild Cards recover one level of Fatigue from Bumps & Bruises (page 125) every four hours instead of the usual 24.
Heroes Never Die
With this rule in play, Wild Cards who are Incapacitated from a damage roll make a Vigor roll as usual but treat Critical Failures as regular failures and ignore the rules for Bleeding Out.
How a hero might survive what should be certain death is a chance to get creative. An adventurer who falls from a towering cliff, for example, might land in a pool of water or crash through the branches of a forest far below.
If the situation is particularly heroic or if it serves as a major story point, the GM and player can decide the character perishes. A hero who confronts a massive demon on a crumbling bridge, for example, might take the fiend with him with his final blow.
Villains: The reverse is also true—villains rarely die either! Heroes should play this in the spirit it’s intended—they shouldn’t attempt to cause some sort of gruesome and undeniable death to a villain who falls into their hands, for example. They should instead turn the captive over to the authorities—even though they know full well he will eventually escape to plague them once again.
Multiple Languages (Variant)
Characters begin play knowing Basic and a number of languages equal to half their Smarts die. Each skill die put into the Languages skill grants fluency in another language (see skills for more details) in addition to raising the skill. Characters with the Linguist Edge begin play with a number of languages equal to their Smarts and gain a +2 bonus on Language skill checks.
No Power Points
As per SWADE p. 140
New Power Edge
This edge may only be taken once per rank.
Unarmored Hero
If a Wild Card chooses not to wear any armor (ignoring shields), he adds +2 bonus to his Soak rolls.