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RosenMcStern

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sorry if it already has been mentioned: p. 93, side block "spell singing", there is a reference to POW instead of WIL.

At many other places, WIL is written Will.

 

Edited by Zit

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One more thing: it should be made more clear that the first attack with a ranged weapon in a turn costs 20 SR. The only reference I can find to that is in the side bar on page 93. It can easily be missed.

Maybe a footnote in the Ranged Weapon tables is a good idea, or a repetition of the sidebar from p93 to the sidebar on p102 (Ranged Combat). Maybe both.

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I know it may be too late, but for Mounted Combat, I would limit the skill with the ride skill, as in the BRP. Or is that not in accordance with the spirit of the rules ?

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Hmmm, not much. The philosophy in Revolution is to leverage Traits and not skills. You have the Horse Trait and you can fight, you lack it and you fight at a Penalty (no weapon Trait).

Other subtleties of mounted combat are better modeled with Stunts like Horse Archery and so on - which you may require to occupy a Ride slot. The final effect is the same, you need a good Ride skill to open up slots for the most advanced fighting techniques.

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what about using 2H weapons on horseback (*) ? The rules don't say anything about it (or I missed something), but I would at least expect a stunt to allow it, at least for some of them.

(*) ex. sarmatian konthos, hooked lance, or 2H-maces used by Mongols as depicted in some pictures. But no 2H sword or axe.

Edited by Zit

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Also, it might be a good idea to add the default opposition skill for Enchantments in the Enchantment section. Currently I go with 50%, but I'm not sure if that is correct.

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Yep, using my printed copy, it was easy to see Enchantments are falling under Rituals - and Rituals describe to use a Skill of 50% for most situations. 😀

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did you ever consider Disadvantages, just as there are Advantages ? Like when the roll is a failure and the unit dice bigger than the ten die ?

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2 hours ago, Zit said:

Like when the roll is a failure and the unit dice bigger than the ten die ?

Seems very penalizing to me ... But might be an option for failed rolls to show off bad luck. I would only consider this as a story element, without any lasting consequences or penalties. Màybe only for Skill rolls when not engaged in a Contest.

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Fumbles/Disadvantages may be useful if you want to use a number of success level greater than two, like you do with the Extended Advantage that Simon has proposed. This makes the opposed roll matrix a little bit more complicated, but not unmanageable.

It might be a good optional rule for the Companion.

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