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<blockquote data-quote="Wulf Ratbane" data-source="post: 1646832" data-attributes="member: 94"><p>I've seen books like this before out of this print run, and it concerns me too. I've been told that it's due to differences in humidity from location to location. If it becomes a problem, rest assured you can reach me and take care of it. I just bent my book real hard counter-wise and it's been fine since.</p><p></p><p></p><p></p><p>Grr... You really know how to dig a guy. Believe me, those chapter breaks bug the crap out of me too. Would have been so nice to start every chapter on the left side of the spread, but... eh. Had to conserve white space.</p><p></p><p></p><p></p><p>Sorry. I don't want to get into the who's who of my favorites, though suffice to say some of those artists you'll see in future Bad Axe products, some you won't, and in some cases it's not even my call because they've got the talent to move on to better things.</p><p></p><p></p><p>Correct.</p><p></p><p>I don't recommend it. With the MDT lower across the board, even as a Talent, I think it makes sneak attack too powerful. If you want to allow it when flanking, I'd probably require them to spend an action point to do it.</p><p></p><p>If you're one of the statistically-anal whiners who encouraged WOTC to change a perfectly good feat in the first place, I suppose you might want to upgrade. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Because of the lower MDT, you might quickly find all your players adopting 2H weapons and power attacking to bust the MDT all the time. If you're statistically minded, you might want to factor that into your analysis of the benefits of power attack in this system, and remember that what seems good for the players turns <em>real bad</em> in the hands of hordes of their enemies.</p><p></p><p>Oops, I will add that to my list of errata!</p><p></p><p>It depends on how you handle wild adepts in your game and where they learn new spells. If their spell knowledge is granted to them by occult forces, I don't think they need to bother with a spellcraft roll at all. Otherwise, NO, they don't get any bonus at all; this was deliberate wording on my part.</p><p></p><p>No, they shouldn't. Knowledge (arcana) does not necessarily apply only to arcane magic. I don't think you want to read more into those two skills (Spellcraft and K:a) than already exists in D&D.</p><p></p><p></p><p></p><p>I've heard a couple of comments on shotguns so far, actually; you aren't alone. You are the first to mention criticals/action points, and I have to admit it takes some getting used to after years of free-wheelin' D&D criticals. Remember that MDT is lower; lots of changes were made to keep that from overpowering the game.</p><p></p><p></p><p></p><p>That IS great, thank YOU!</p><p></p><p>Let me know how that binding holds up on you. I have no problem howling away at the printer on your behalf, believe me!</p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1646832, member: 94"] I've seen books like this before out of this print run, and it concerns me too. I've been told that it's due to differences in humidity from location to location. If it becomes a problem, rest assured you can reach me and take care of it. I just bent my book real hard counter-wise and it's been fine since. Grr... You really know how to dig a guy. Believe me, those chapter breaks bug the crap out of me too. Would have been so nice to start every chapter on the left side of the spread, but... eh. Had to conserve white space. Sorry. I don't want to get into the who's who of my favorites, though suffice to say some of those artists you'll see in future Bad Axe products, some you won't, and in some cases it's not even my call because they've got the talent to move on to better things. Correct. I don't recommend it. With the MDT lower across the board, even as a Talent, I think it makes sneak attack too powerful. If you want to allow it when flanking, I'd probably require them to spend an action point to do it. If you're one of the statistically-anal whiners who encouraged WOTC to change a perfectly good feat in the first place, I suppose you might want to upgrade. ;) Because of the lower MDT, you might quickly find all your players adopting 2H weapons and power attacking to bust the MDT all the time. If you're statistically minded, you might want to factor that into your analysis of the benefits of power attack in this system, and remember that what seems good for the players turns [i]real bad[/i] in the hands of hordes of their enemies. Oops, I will add that to my list of errata! It depends on how you handle wild adepts in your game and where they learn new spells. If their spell knowledge is granted to them by occult forces, I don't think they need to bother with a spellcraft roll at all. Otherwise, NO, they don't get any bonus at all; this was deliberate wording on my part. No, they shouldn't. Knowledge (arcana) does not necessarily apply only to arcane magic. I don't think you want to read more into those two skills (Spellcraft and K:a) than already exists in D&D. I've heard a couple of comments on shotguns so far, actually; you aren't alone. You are the first to mention criticals/action points, and I have to admit it takes some getting used to after years of free-wheelin' D&D criticals. Remember that MDT is lower; lots of changes were made to keep that from overpowering the game. That IS great, thank YOU! Let me know how that binding holds up on you. I have no problem howling away at the printer on your behalf, believe me! Wulf [/QUOTE]
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