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Not sure, but I guess that you could do either, but treating a trap as Potential-Harm sounds sensible - but as your pools always refresh outside combat, unless the trap actually did Toughness damage you would be unharmed.
Yes, traps deliver Potential-Harm. Some traps may bypass armor, or disallow certain types of active defense. Because ADPs refresh so quickly outside of combat, traps will usually have deadlier Potential-Harm. Certain traps can work like spells, mirroring Effects (like poison). This deserves it's own article, methinks.
Cool, we'll look forward to it.
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As you say, I think you get the +1/+2 as armour, and you still get to use Deflect pools to avoid harm, which you wouldn't without the shield.
Yes, but small shields offer no passive protection. Just a +50% boost to Melee basic + Shield Specialization branch MRV total.
But if this is the case, then what is the point of carrying a shield when not wearing armour. Why does the shield give you an effective armour of say you had D6 armour, the shield gives you 2 to 7 instead of 1 to 6 (and that would only increase with bigger shields), but when you're not wearing armour, suddenly the shield stops preventing those points of damage?
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4. Ranges (page 32): "Each weapon has its own short, medium and long-range statistics." Where are these listed?
I don't recall seeing these listed anywhere.
I am going to ask my "weapons expert" (randy) to tackle that one. He must have eaten the secret notes on ranges.
Cheers, good to know we weren't insane in not being able to find it.
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5. Reflexes are used to calculate Evade, but not to calculate Dodge - but Reflexes has the Specialization 'Dodge'. This is confusing/counter-intuitive - are we missing something here?
Probably a bad choice of wording, given the semantic difficulty between Evade and Dodge. Just remember, Evade is for close-in melee, and Dodge is used against ranged attacks.
Fair enough, just used to playing games which are very specific about wording, with abilities that negate any other abilities that use the word 'Target' for example, so this seemed a bit odd.
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6. Initiative bonus - while carrying a weapon with an initiative bonus, does a character get that initiative bonus when doing any action in combat, or only when attacking with the weapon? If not, it seems odd - a character simply running would act after someone attacking with a heavy weapon.
I apply the initiative bonus at the beginning of each round. The character's weapon must be chosen at the beginning of a round to get the initiative bonus. Otherwise he'll act on his base Reflexes ranked phase.
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I believe that is the case - it's hidden in some text somewhere (sorry, don't have the book with me), but basically it seems that if you are just using Melee you just roll that as you are using brute force, natural talent, dexterity etc but you are not particularly good at that specific weapon. If you use Melee>Specialisation you also get the Initiative and Harm bonus, and if you use Melee>Specialisation>Mastery then you also get the Mastery DP bonus (on the weapon tables) while wielding that weapon.
That is correct.
But the thing here is, there are a couple of issues unanswered;
A) What if you have two different weapons, which initiative bonus do you count.
B) Why does carrying a combat axe make you act first (thus implying that you are faster) when doing something non-axe related like climbing a ladder, over someone who has no weapons and is therefore unencumbered.
We have a suggestion, as all initiative bonuses range from 1 to 3; invert them and make them penalties. So a Dagger, which was a +3 becomes a -1 (the inversion is important, otherwise it makes a Sword faster than a Knife). Then make it so that when you use a weapon without specialisation in it's family, you have to take the penalty to initiative. But as soon as you specialise, the penalty is gone. This provides specialisation incentive, and more accurately symbolises both unfamiliarity with a untrained weapon AND that someone not carrying a weapon is not going to be slowed down by it and is therefore faster than someone who does have a weapon.
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7. Strength of objects under total cover (page 32): "Total cover - subtracts 4 points and potential harm is applied to the inanimate object first as if it were an extra defense pool." Is a guideline provided anywhere for how much damage various objects could take before being destroyed?
I don't have such a listing right now. I have to think about how some objects might allow things to blow through in certain spots...like arrows through thin wooden doors. Other things might be so tough that assigning hit points might almost be silly. As GM I've always made it up on the spot, depending on the circumstance, but I can see how a little chart for guidelines would be good.
Cheers, such a chart would be handy, just to provide baselines so that we're not assigning anything game-breaking, or ineffectually pointless.
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Lastly, a few requests that we think would allow people to better enjoy this system:
1. A bestiary, or at least a monster a week added to the wiki. This is a real drawback for us as players at the moment.
2. A short one-session adventure designed to showcase the mechanics and guide new groups through the system.
Seconded, these would be very useful additions.
I would like to see a full bestiary/treasure book published, but the campaign setting DOES have critters presented in it that are specific to that world. For common beasts, check out the free wiki. Once I get internet back in June (hopefully), at least access I don't have to travel a distance to get to, I'll start adding some more generic material. A real "monster manual" would be treated in much greater detail, of course.[/quote]
Cool, we'll look forward to it.