The new rules will have several appendixes, and below you will find two. This one is dear to everyone's hearts as it concerns using Classic cards in Second Edition and rules adjustments.
With Marcon coming up this weekend, I thought it best to start answering questions now.
Classic cards and Second Edition:
Classic cards are happily accepted in Second Edition. There are a few cards that will need to be watched, but they blend well. Players are expected to use common sense and the spirit of Dragon Storm to play nicely. If a GM determines that you are abusing the game, being unfair to other players, or have no common sense, they will ask you to stop using some cards in their games.
1. Banned cards: Make it Independent.
2. Modified Cards:
Dispel Magic: Limit one per round.
Teleport: Limit One per round.
Dual Strike, Dual Action, Defend and Cast, Slice and Slide, etc.: May not be combined with any cards. They now stand alone.
3. Either Or Cards. Use Classic Anchors and cards or Second Edition Anchors, but not both. You can mix and match from the list. As an example you could use Classic Masteries and Second Edition Scouting.
Classic Cards Second Edition
Weapon Masteries or Warrior, Archer sets.
Perception or Perception Set
Scouting Anchor or Scouting set
Knowledge Cards or Philosopher set
Language Cards or Linguist Set
Familiar Cards or Companion Set
Bloodline Cards or Bloodline sets
Form Affinity Boon or Form Affinity Anchor
4. "Way Of" cards. A Character may acquire one different Way Of card at Lifeline 2, 4, 6, 8, 10, 12, 14, 16, and 18. These will eventually reappear in Second Edition.
5. What is an Enhance card?
Enhance cards must be combined with an Action, Movement or Independent. They improve your contest number. They do not count as "things" when counting ten things.
When using Classic cards apply this test to see if a card is an Enhance:
Does the card stand on its own, or must it be played in combination with another card to work? If it stands alone it requires a "thing" to use it. An example is Good Moves. It stands alone, it costs a "thing" to play it. Those that can not stand alone, like Dragon Claws and Boosted Moves, are Enhancements and do not cost a "thing" to play.
While we may have opinions on these cards, the final judgement is between you and your GM and how you are using the card. If you need to contrive a sophisticated argument for a card to be an Enhance rather than a "thing", it is probably not an Enhance, it requires a "thing" to use it.
6. Dropping Bloodkin Cards:
We are dropping the Bloodkin cards and folding them into the other racial cards and Anchors. We do not think using Classic Bloodkin cards will affect game balance. Go ahead and use them.
7. New, more powerful Forms.
Second Edition shifter forms are more powerful than Classic Forms. We recommend that you change them over by buying the new forms or by making Proxies of the new forms.
8. Classic Character Cards.
Classic Character cards, including commissioned cards, are Second Edition ready, use them.
9. Storm Rider Guild Cards.
We accept them in Second Edition, but you are always limited by the ten "things" rule.
10. Grandfathering card changes.
Any Warden/GM will be glad to help you replace Classic cards with Second Edition cards. There is no time limit. There is also no requirement that you change, just play within the DS framework and you will be fine. You may only want to use the new cards with new characters.
11. Cards with changes between Classic and Second Edition.
A number of cards have moved from Universal into an Anchor, had stat changes or have new guides for use. We will not be doing card by card rules. In most cases just use the card you have. In the other cases, use your own sense of fair play. If the GM wants to read the card, hand it to her, she can apply 3.4 if she wants. You may want to bring chocolate to sooth the GM.
Overview of Rules changes between Classic and Second Edition.
1. Each player is limited to "ten" things per round.
Action and Movement may be performed without a card, however, all additional "things" require a card to be played to access them.
2. Terrible Two.
A natural roll of two on a 2d6 roll is always a failure. No, you can not get out of it.
3. Exploding Dice.
When rolling 2d6 a 10, 11 or 12 explodes. Roll again and add the result. Yes, the second roll may also explode. A Terrible Two stops exploding dice, but does not negate the result.
4. Characteristics may only be added to a single roll once.
You may only add STR, COR, SPD, or WIS once to a roll, no matter what the combined cards say.
5. We have defined Enhance cards.
Cards like Dragon Claws did not have their own term, they do now.
6. We dropped the term Ace.
Cards are now Enhance, Independent, Action or Anchor instead of being lumped together.
7. Magic Items and Terrible Two.
When a magic Item has a related Terrible Two it misfires. That means it drains and needs serious repair. Your GM will happily decide what you must do. In general a week in Od will do the job of repair.
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