ValhallaGH said:All "certainties" should wait until you're holding the book and can cite page references. Until then you're speculating, to various degrees of wildness.
Indeed they are. But it's much less confusing when you note them as such. Also, much more polite to the random passer-by.Baby Samurai said:But speculation and wildness are so much fun!
ValhallaGH said:1.) But it's much less confusing when you note them as such.
2.) Also, much more polite to the random passer-by.
ValhallaGH said:Indeed they are. But it's much less confusing when you note them as such. Also, much more polite to the random passer-by.
Can't speak to Double Attack, but per the May 2007 Game Trade SECR sneak peek:Plane Sailing said:It will be interesting to see whether this is generally true (e.g. can you wind up for a mighty swing/start taking aim/etc in one round and then take the shot in the following round?)
ValhallaGH said:The functional difference between two swift actions and a standard action or a full round action is pretty small, especially when it all happens in the same round. As such, I find it very likely that the author, out of good old d20 habit, wrote full round action whether or not it was accurate.
Sorry, didn't mean to imply that you'd been rude. As Plane Sailing pointed out, you've been very well behaved, as has just about everyone in this thread (good for us!).Baby Samurai said:2.) I'm not sure where you're coming from on this one.
What's so confusing about her two examples? Both of them pretty clearly state "full-round action" and both are listed from the previews. Makes a pretty solid case that full-round actions are likely to exist in SECR. They may not be as prevalent in combat as they are in D&D or the OCR/RCR, but it they do exist.ValhallaGH said:But it's much less confusing when you note them as such.
Force Trance (Trained Only): As a full-round action, you can enter a Force trance ...
Move Light Object (Trained Only): As a move action, you can use the Force to telekinetically lift ...
Search Your Feelings: As a full-round action, you can make a DC 15 Use the Force check to determine ...
Sense Force (Trained Only): You automatically sense disturbances in the Force. ... As a full-round action, you can make a DC 15 Use the Force check to determine the distance and general direction to the location of the disturbance.
As a full-round action, you can use this ability to actively sense other Force-users ...
Sense Surroundings: As a swift action, you can make a DC 15 Use the Force check to ignore ...
Telepathy: As a standard action, you can establish a telepathic link with a distant creature ...