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TCArknight
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Old June 17th, 2021, 01:32 PM
Size does not seem to be adding to Max Wounds. For example, a creature with Size 4 should have 3 wounds before incapacitated. The acMaxWound value of the hero in this case though remains 2

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CapedCrusader
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Old June 18th, 2021, 11:11 AM
3 Wounds before Incapacitation is standard... What am I missing?

_
Currently Running: Savage Seven Worlds (Book 3)
Currently on Pandemic Hold: Savage Grimnoir, Savage PsiWorld, D&D 5E, Savage Wearing the Cape
Setting Files: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Slipstream, Solomon Kane, Seven Worlds
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TCArknight
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Old June 18th, 2021, 08:45 PM
I’ll get a bit more specific detail, but it looks like creatures at least begin with max wounds of 2. So, when taking wounds, it’s -1 -> -2 -> Incapacitated on the 3rd.

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zarlor
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Old June 19th, 2021, 11:55 AM
I believe that is in reference to the Size Table on p. 179 of the core rules. Large (Size 4-7) add +1 to Wounds, Huge (8-11) gain +2 Wounds, and Gargantuan (12-20) gain +3 Wounds. I don't otherwise understand the "max wounds of 2" thing? Size on p. 178 only states "Additional Wounds: Large creatures can take an additional Wound, Huge can take two, and Gargantuan three. The maximum Wound penalty is always three. This stacks with Resilient/Very Resilient (see above). Such creatures typically have Reach equal to the additional Wounds granted by Size." There is Resilient/Extra Resilient, but that just makes where a non-Wild Card NPC would actually have Wounds (+1 or +2). Normally a non-Wild Card would have none (just Incap., so they're up or they're down). Of course all of that are for NPCs in the the Bestiary section and those are just guidelines for creation as the overarching rule there is for a GM to just make them how they want them ("They are not created like player characters (though they should generally have the prerequisites of any Edges for completeness)", emphasis in the original).

For PCs the Size table wouldn't necessarily apply, especially since p. 11 explicitly states "Size: A hero’s default Size is 0 unless altered by racial abilities, Edges, or Hindrances. It cannot be less than −1 or more than +3." So a PC should never end up into that Large size category anyway, at least not by RAW. Although the Negative Racial table does reference that table on p. 179, but only for size reduction, not for larger version. p. 106 also references it but, again, I think it's overwritten by the main rule for PCs that limit them to +3 Size, FWIW.

Lenny Zimmermann
Metairie, LA, USA

Data files authored (please let me know if you see any issues with any of these if you have/use them):
Official (In the downloader)
50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome
Coming Eventually
Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me)
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TCArknight
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Old June 26th, 2021, 04:03 PM
Melee Vehicle weapons are showing RoF as part of the output for character sheets. (wpNotes field for special weapons doesn't exclude wpFireRate for melee weapons)

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TCArknight
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Old June 26th, 2021, 04:11 PM
re: acMaxWounds -

the acMaxWounds field seems to determine how many points of wound damage it takes to show INC on the In-Play tab.

For a PC, this field seems to begin at 4, but for a creature it begins at 2 if the character isn't a Wild Card and is size 0.

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zarlor
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Old June 27th, 2021, 03:35 AM
Oh, I see. For a Wild Card the 4 is for the no wounds plus the 3 wounds before Incap whereas for a non-WC it would be no wounds (up) and the 1 wound for incap state, maybe? Although if your example is right then it's really 1->2->Incap w/ 2 as the number you would think a WC would be 1->2->->3->4->Incap which would be off by 1. Unless it's really 1->Incap (which would still be off by 1) and 1->2->->3->Incap which is at least what I think it doing (sorry, been a while since I've messed with HL)

Lenny Zimmermann
Metairie, LA, USA

Data files authored (please let me know if you see any issues with any of these if you have/use them):
Official (In the downloader)
50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome
Coming Eventually
Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me)
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basic_element
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Old July 2nd, 2021, 11:05 PM
When choosing the elderly hindrance, it gives 5 extra skill points but it should only be used for smarts based skills. Currently I can use the 5 extra skill points on any skills and it doesn't give any warnings or errors.
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CapedCrusader
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Old July 3rd, 2021, 03:30 PM
Unfortunately, there's no way for Hero Lab to say "these 5 points can only be used for Smarts-linked Skills". Most places where this affects things there's a note. I'll add one here.

_
Currently Running: Savage Seven Worlds (Book 3)
Currently on Pandemic Hold: Savage Grimnoir, Savage PsiWorld, D&D 5E, Savage Wearing the Cape
Setting Files: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Slipstream, Solomon Kane, Seven Worlds
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