Things I like:
I think all of the reworked AB's are spot on, and it doesn't bother me at all that they've been brought into line with the standard Savage Worlds magic system. The variations in spell lists, backlash effects, and recharge rules mean that they all "feel" very different, even though they take advantage of the ease of use offered by the consolidated power effects. And the space that would have been spent stating out and describing "mirv," "brain burn," "guns," and "trash bolts" as separate spells can be better spent on other things. The junker rules are an especial standout, maintaining all of their old flexibility but getting rid of the insane bookkeeping requirements. I like to think of the Junker's "powers" as analogous to friendly browser spirits under the classic rules, while the rest of their gadgets are on par with standard junker devices.
I also really like that the Harrowed edges were beefed up, which seems appropriate for a more dangerous, less subtle time, where the supernatural is a something everyone is aware of anyway. For the same reason, I think getting rid of the guts skill makes perfect sense.
I like the new Kung Fu rules, which would work equally well for a traditional martial artist or someone who was a highly trained member of the military.
In short, hats off gentlemen!
The only thing I didn't really like was that I felt like lowering the fear level got short shrift. There was no real explanation of the greater significance of lowering the fear level, and the payoff seemed pretty limited, especially because tale-telling rolls often take place (at least in my parties) at the end of the session, with the major combat for the night already behind the posse. I might change the bennie to a "trophy" or "memento" ala the Scroungin' table. It feels more significant, and would let them the heroes save up their good karma till they really need it.
There were a few things that I wasn't sure about:
Can vehicles switch between spook juice and gasoline or diesel? The sidebar in the posse section seems to suggest that they can't, but the text around Oil Town and OPEC makes it sound like they are producing fuel for use in vehicles along with plastics and lubricant. Maybe a simple repair roll and 1d4 hours work can convert a vehicle from one to the other?
I'm also curious about slow burn. Without AP it seems under-powered, but, now that it only takes one action to cast, causing it to negate armor completely as in the old rules seems overpowered, since even the big tanks only have 15-20 base toughness. Maybe it should halve the armor of the target, like the Lee's main gun? Or count as striking the target's most lightly armored location (so a slow burn targeting a Powell would hit the tank's rear armor (70 (50)) with its 5d10 bolt, instead of the front armor)?
I'm starting to ramble, but in conclusion, thanks so much to everybody at PEG, and way to hit it out of the park.
ValhallaGH wrote:Yondalor wrote:Damn! I just printed my copy, and now it's full of errors.
No, it was full of errors and then you printed it.
There's a reason PEG releases the pdf and waits a bit before sending the final print master to the printers. 3,000 fans are better editors than a fleet of professionals - that many eyes will catch almost every error.
Hold off printing for another week or so and you won't have that problem again.
Is there a place where we should send errata that we've noticed, or should we just post it here on the forum?