djd said:OK- a bit more reading and I'm coming across a few errors and inconsistencies. One of the most striking would seem to be the absence of a psi ability to cover pre-cogs. Despite saying (page 62) that Pre Cogs specialise in pre-cognition and clairvoyance I can't find any ability that would really cover this.
djd said:It also seems that Skill 0 don't really exist in JD. Each new skill granted a PC seems to start at level 1. That is except for some strange instances of being granted a skill at level 0 but with a specialism included. For instance, Gun Combat (scattergun) 0. Clearly in these cases the skill needs to be granted at level 1 rather than 0.
dreamingbadger said:djd said:OK- a bit more reading and I'm coming across a few errors and inconsistencies. One of the most striking would seem to be the absence of a psi ability to cover pre-cogs. Despite saying (page 62) that Pre Cogs specialise in pre-cognition and clairvoyance I can't find any ability that would really cover this.
Clairvoyance is in the MGT core rulebook
Clairvoyance yes- but that doesn't look into the future as in pre-cognition
djd said:It also seems that Skill 0 don't really exist in JD. Each new skill granted a PC seems to start at level 1. That is except for some strange instances of being granted a skill at level 0 but with a specialism included. For instance, Gun Combat (scattergun) 0. Clearly in these cases the skill needs to be granted at level 1 rather than 0.
The are there lots of events give skill level 0 and check out page 12 (Events and untrained skills) as well
Clairvoyance is in the MGT core rulebook
Clairvoyance yes- but that doesn't look into the future as in pre-cognition
there is no reason that you cannot have a specialised level 0 skill only that you must have a specialisation if available at level 1 and higher.Many of the level 0 skills in events are the ones where it grants a speciality skill at the same time and therefore they can't be level 0
djd said:I'm affraid I can't really agree with youPre-Cog work is a key part of what Psi-Div does in Judge Dredd and not to have a rule / power to cover it must be an error - otherwise we might as well leave all psi powers up to the GM to make up on the spot.
As for Zero level skills - a level 0 gun combat is just that. It's not a gun combat (shotgun) 0. The specialism only appears at level 1. There are numerous examples of this error in the events table.
havercake lad said:Bit more on stun ability in 'Gun Play ' Prog 1122.
'The weapon [ Mk 2 Lawgiver ] can fire a short range energy pulse capable of disabling an opponent with none-lethal force. Overuse of the stun facility can rapidly exhaust the power cell. No more than TWELVE discharges are recommended before recharging'
In the strip a shot apparantly incapacitates at least five targets who are clumped together.
Judge White
havercake lad said:Perhaps the burst effect merits more power deplition from the 12 shot pool ?
havercake lad said:Point taken.
John
Decided to use it as per Traveller core rules ( with 12 shot limit ) but when player roles 2d6+3 for 'stun' damage I discount the dice if they are tied.Rex said:havercake lad said:Bit more on stun ability in 'Gun Play ' Prog 1122.
'The weapon [ Mk 2 Lawgiver ] can fire a short range energy pulse capable of disabling an opponent with none-lethal force. Overuse of the stun facility can rapidly exhaust the power cell. No more than TWELVE discharges are recommended before recharging'
In the strip a shot apparantly incapacitates at least five targets who are clumped together.
Judge White
Yeah I incorporated the 12 shot rule, limited the Range (pretty short, personal +1 or 2 depending on conditions), and then assigned a 50/50 failure/success. Everything else I run off of Stunner rules.
Checked Prog 1122 as well so basically gave the Stunner, the radius effect of a small grenade. It's useful in game with these modifications but fails often enough now to want to throttle a Tek Judge over it. thinking of adjusting the 50% to a 25% failure, until the errata hits at least.
~Rex
havercake lad said:Decided to use it as per Traveller core rules ( with 12 shot limit ) but when player roles 2d6+3 for 'stun' damage I discount the dice if they are tied.Rex said:havercake lad said:Bit more on stun ability in 'Gun Play ' Prog 1122.
'The weapon [ Mk 2 Lawgiver ] can fire a short range energy pulse capable of disabling an opponent with none-lethal force. Overuse of the stun facility can rapidly exhaust the power cell. No more than TWELVE discharges are recommended before recharging'
In the strip a shot apparantly incapacitates at least five targets who are clumped together.
Judge White
Yeah I incorporated the 12 shot rule, limited the Range (pretty short, personal +1 or 2 depending on conditions), and then assigned a 50/50 failure/success. Everything else I run off of Stunner rules.
Checked Prog 1122 as well so basically gave the Stunner, the radius effect of a small grenade. It's useful in game with these modifications but fails often enough now to want to throttle a Tek Judge over it. thinking of adjusting the 50% to a 25% failure, until the errata hits at least.
~Rex
If I wanted to make it very tempramental I could decide that the number of a tied dice is added to a Perps End save v the weapon.