Totally agree. I just said something similar in the discord channel.A general comment that carries over from the quickstarter - it feels like the language around stress and resolve is inconsistent in ways I sometimes find confusing. Sometimes we talk about adding stress, sometimes about losing resolve. And the inverse, recovery, is also similarly confused. I am not sure if the intent is for me to count stress up from 0 to Resolve, or count Resolve down from max to 0, the way I would with Health. I realize mathematically these are the same thing, but I feel like the wording could be tweaked to align to one or the other.
I’d suggest that the first example is correct - it meets the Extra Damage description (you add the extra damage to the base damage and then subtract armour), and makes sense as it is all one attack. The rules in Explosions work the same way (all damage is added up and then armour applied once0Slugfest rules p84 state "If you roll more than one in a slugfest attack, you may choose to spend the extra beyond the first to trigger stunts."
Armour reduction for extra damage from stunts is a bit vague.
Page 88 example:
"Example: Slugfest. Tether Tyrant decides not to block, to save his quick action for his turn. Bulletproof rolls six dice for his Incredible FIGHTING. He rolls three (6s) The first means he hits and deals his Slugfest Damage of 4 to Tether Tyrant (which is reduced to 2 as a result of the villain’s Armor). Bulletproof can use the two extra for stunts. He chooses Extra Damage to deal an additional 4 points of damage, for a total of 6. He also chooses knockback...
The additional 4 points of Extra damage should be 2, for a total damage of 4 as this is only one extra damage stunt and this is still reduced by armour, but that isn't clear....
"Extra Damage: You inflict additional damage equal to your Slugfest Damage (or the Damage of your weapon) before any reduction for Armor." p84
The P90 example shows armour being removed for each extra damage dice So... If Tether Tyrant was hit for 2 extra damage stunts, Bulletproof would do 4 additional damage if armour is taken off for each extra damage stunts (4 damage - 2 armour + 4 damage - 2 armour = 4 damage). Is that right?
The general principle is that damage reduces Health and stress reduces Resolve. You have a maximum Resolve and a current Resolve (reduced by stress) exactly like you have a maximum Health and a current Health (reduced by damage). I feel that's pretty clear? Could you point to specific places in the text where this is confusing? We'd be happy to clarify!Totally agree. I just said something similar in the discord channel.
In general, Resolve is a useless term here. There should be only two terms: Health and Stress. Both should have a threshold, and you should accumulate damage/stress up to your threshold, kind of like the Genesys rpg system. It makes much more sense, and would solve this issue where resolve is lowered when stress is gained.
No, the armor effect is only applied once, even if a stunt is used to increase the damage. The example is correct. Is there some place that indicates that the armor should be applied to each stunt? If so, we'd be happy to clarify.Slugfest rules p84 state "If you roll more than one in a slugfest attack, you may choose to spend the extra beyond the first to trigger stunts."
Armour reduction for extra damage from stunts is a bit vague.
Page 88 example:
"Example: Slugfest. Tether Tyrant decides not to block, to save his quick action for his turn. Bulletproof rolls six dice for his Incredible FIGHTING. He rolls three (6s) The first means he hits and deals his Slugfest Damage of 4 to Tether Tyrant (which is reduced to 2 as a result of the villain’s Armor). Bulletproof can use the two extra for stunts. He chooses Extra Damage to deal an additional 4 points of damage, for a total of 6. He also chooses knockback...
The additional 4 points of Extra damage should be 2, for a total damage of 4 as this is only one extra damage stunt and this is still reduced by armour, but that isn't clear....
"Extra Damage: You inflict additional damage equal to your Slugfest Damage (or the Damage of your weapon) before any reduction for Armor." p84
The P90 example shows armour being removed for each extra damage dice So... If Tether Tyrant was hit for 2 extra damage stunts, Bulletproof would do 4 additional damage if armour is taken off for each extra damage stunts (4 damage - 2 armour + 4 damage - 2 armour = 4 damage). Is that right?