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New WOIN errata?
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<blockquote data-quote="Steven Barker" data-source="post: 7616500" data-attributes="member: 6958504"><p>I'm a bit surprised to see it, but <a href="http://www.woinrpg.com/errata" target="_blank">the main WOIN errata page</a> seems to have been updated with no announcement here in the forums. Rather than the older (perhaps partly out of date?) PDF errata documents, there's now just a few text rule updates. But those updates are not ones I've seen anywhere before:</p><p></p><p>[HQ]</p><ul> <li data-xf-list-type="ul"> Damage. When exchanging attack dice for damage, you may do so at a 1:1 exchange rate. </li> <li data-xf-list-type="ul"> CHARGE! Usually a basic “charge” is a move and then an attack. However, any character may pay 2d6 once per round to move and attack in one action. The Charge! universal exploit allows you to move and attack with one action, once per round, without paying 2d6. In both cases the character rmust move at least 10’ in a straight line and every square they enter must be closer to the target than the previous square. </li> <li data-xf-list-type="ul"> Assisting. Anybody can use an action to assist another and add 1d6 (cumulative with multiple assistants) to another’s roll. The GM will decide who can assist and how many people can assist. Usually breaking down a door is a max of two people. </li> <li data-xf-list-type="ul"> REPUTATION. REP starts at 3, not 0. </li> <li data-xf-list-type="ul"> Critical Hits. Three 6s is an automatic hit. Three 6s which would also have normally hit is a critical hit. </li> <li data-xf-list-type="ul"> Armour. The following SOAKs apply:<ul> <li data-xf-list-type="ul"> Natural SOAK protects against falling, acid, and liquid-based damage. </li> <li data-xf-list-type="ul"> Armour SOAK does not protect against falling or acid damage, or against gas or liquid-based damage. </li> <li data-xf-list-type="ul"> Psychic damage is only SOAKed where specified. </li> </ul> </li> </ul><p>[/HQ]</p><p>I really like all of these changes! The 1:1 exchange rate for attack to damage dice is going to be a very big deal, and making three sixes always a hit, even if the roll does beat the target's defense is a good way to give at least a slim hope of hitting even very high defense targets. I suspect the new Charge rule will make my melee character very happy, as his action economy is otherwise very bad (and taking an exploit to make it suck less has always seemed like a lousy option).</p><p></p><p>I'd also be curious to know if the changes to some of the core races that are also in the the Galactic Sentients Catalog should be considered errata. The ones I noticed were that humans get an extra exploit (instead of the often-changed explorers exploit), and Androids get an extra upgrade (from an expanded list, and without seeming to lose anything).</p></blockquote><p></p>
[QUOTE="Steven Barker, post: 7616500, member: 6958504"] I'm a bit surprised to see it, but [URL="http://www.woinrpg.com/errata"]the main WOIN errata page[/URL] seems to have been updated with no announcement here in the forums. Rather than the older (perhaps partly out of date?) PDF errata documents, there's now just a few text rule updates. But those updates are not ones I've seen anywhere before: [HQ] [LIST] [*] Damage. When exchanging attack dice for damage, you may do so at a 1:1 exchange rate. [*] CHARGE! Usually a basic “charge” is a move and then an attack. However, any character may pay 2d6 once per round to move and attack in one action. The Charge! universal exploit allows you to move and attack with one action, once per round, without paying 2d6. In both cases the character rmust move at least 10’ in a straight line and every square they enter must be closer to the target than the previous square. [*] Assisting. Anybody can use an action to assist another and add 1d6 (cumulative with multiple assistants) to another’s roll. The GM will decide who can assist and how many people can assist. Usually breaking down a door is a max of two people. [*] REPUTATION. REP starts at 3, not 0. [*] Critical Hits. Three 6s is an automatic hit. Three 6s which would also have normally hit is a critical hit. [*] Armour. The following SOAKs apply: [LIST] [*] Natural SOAK protects against falling, acid, and liquid-based damage. [*] Armour SOAK does not protect against falling or acid damage, or against gas or liquid-based damage. [*] Psychic damage is only SOAKed where specified. [/LIST] [/LIST] [/HQ] I really like all of these changes! The 1:1 exchange rate for attack to damage dice is going to be a very big deal, and making three sixes always a hit, even if the roll does beat the target's defense is a good way to give at least a slim hope of hitting even very high defense targets. I suspect the new Charge rule will make my melee character very happy, as his action economy is otherwise very bad (and taking an exploit to make it suck less has always seemed like a lousy option). I'd also be curious to know if the changes to some of the core races that are also in the the Galactic Sentients Catalog should be considered errata. The ones I noticed were that humans get an extra exploit (instead of the often-changed explorers exploit), and Androids get an extra upgrade (from an expanded list, and without seeming to lose anything). [/QUOTE]
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