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SAI Renames?

 
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willpell
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PostPosted: Sun Dec 21, 2008 10:10 pm GMT    Post subject: SAI Renames? Reply with quote

I was going through the SAI list the other day and noticed a couple eccentricities which I thought I'd suggest be changed the next time the rules are altered; a list as long as all the various SAIs could use some shortening up.

1. "Screech" and "Howl" both do exactly the same thing, and are distinguished only by flavor; since flavor doesn't usually trump function in DD, I propose that these two SAIs be combined into a single SAI with a generic name, and both the Screech and Howl icons treated as variant icons for the resulting SAI. Possible names that could apply to a screech or a howl equally well include "Cry", "Shriek", and "Unnerve"; the result could then be used for any creature able to unbalance its foes with a keening call, regardless of what exactly it sounds like.

2. This one is trickier and verges upon a rules question: Firewalking and Teleport do almost the same thing, but as specifically written, Firewalking applies to "any non-maneuver roll", while Teleport works on "any action roll or non-maneuver avoidance roll". I'm not sure how many rolls in the game are included by Firewalking but excluded by Teleport; if the number is fairly low, I recommend that Firewalking be ruled a variant icon for Teleport and the two SAIs combined.

    For my own reference, here is a list of SAIs excluding those in Magestorm:
    Smite
    Counter
    Trample
    Fly
    Rend
    Bullseye
    Cantrip
    Ferry
    Entangle
    Seize/Swoop (forget which one is current)
    Dispel Magic
    Roar
    Confuse
    Poison
    Regenerate
    Screech
    Smother
    Web
    Flame
    Illusion
    Charm
    Stone
    Double-Strike
    Kick
    Firewalking
    Firecloud
    Teleport
    Create Fireminions
    Rise from Ashes
    Scare
    Wither
    Vanish
    Convert
    Stun
    Plague
    Slay
    Gore
    Trumpet
    Hug
    Coil
    Wave
    Surprise
    Tail
    Volley
    Swallow
    Frost Breath
    Howl
    Flaming Arrow
    Wild Growth
    Choke
    Teleport
    Sleep

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piMaster
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PostPosted: Mon Dec 22, 2008 12:39 am GMT    Post subject: Reply with quote

Quote:
2. This one is trickier and verges upon a rules question: Firewalking and Teleport do almost the same thing, but as specifically written, Firewalking applies to "any non-maneuver roll", while Teleport works on "any action roll or non-maneuver avoidance roll". I'm not sure how many rolls in the game are included by Firewalking but excluded by Teleport

Firewalking "teleports" during any roll except when you're trying to generate maneuver results (because it generates maneuvers then). Firewalking only "teleports" when it is at a terrain.

Teleport "teleports" during a magic roll, missile attack, melee attack, and a melee/missile/magic/save avoidance roll. Teleport can "teleport" when it is at a terrain or the reserve army.

So the difference is that Teleport does not function during a save roll, and Firewalking does not work in reserve.

Quote:
Seize/Swoop (forget which one is current)

Seize
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willpell
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PostPosted: Mon Dec 22, 2008 1:15 am GMT    Post subject: Reply with quote

piMaster wrote:
So the difference is that Teleport does not function during a save roll, and Firewalking does not work in reserve.


Ah okay, guess they can't be combined then. Thanks! (Though I still wish the rules were written in less jargonese terms and used common-sense explanations like the above, instead of encrypting the answer in rules lingo so it has to be translated.)/
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chuckpint
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Joined: 10 Jan 2005
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PostPosted: Mon Dec 22, 2008 7:12 am GMT    Post subject: Reply with quote

willpell wrote:
piMaster wrote:
So the difference is that Teleport does not function during a save roll, and Firewalking does not work in reserve.


Ah okay, guess they can't be combined then. Thanks! (Though I still wish the rules were written in less jargonese terms and used common-sense explanations like the above, instead of encrypting the answer in rules lingo so it has to be translated.)/


The rules would be about 300 pages if we did what you are suggesting.
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My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
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willpell
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Joined: 29 Nov 2008
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PostPosted: Mon Dec 22, 2008 10:04 pm GMT    Post subject: Reply with quote

chuckpint wrote:
willpell wrote:
piMaster wrote:
So the difference is that Teleport does not function during a save roll, and Firewalking does not work in reserve.


Ah okay, guess they can't be combined then. Thanks! (Though I still wish the rules were written in less jargonese terms and used common-sense explanations like the above, instead of encrypting the answer in rules lingo so it has to be translated.)/


The rules would be about 300 pages if we did what you are suggesting.


Printing such a book would be impractical, I know, but perhaps it could be made available as an ebook, or even just a forum posting. I might eventually be able to do the job myself, contingent upon a review by the rules team to make sure I get it right.
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