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Mäx
QUOTE (darthmord @ Sep 14 2010, 02:22 PM) *
Makes me wonder just how well a fan-driven re-write of the SR4/A rules would go over... and by rewrite, I mean fans going over the sections and clearing up all ambiguity and previous edition referencing.

If they only did what you clarified you mean, it might work out nicely.
If fans actually made a rewrite, most likely not only would you need to reference older editions, but also at least half a dozen completely different RPG lines wink.gif
StealthSigma
QUOTE (darthmord @ Sep 14 2010, 08:22 AM) *
Makes me wonder just how well a fan-driven re-write of the SR4/A rules would go over... and by rewrite, I mean fans going over the sections and clearing up all ambiguity and previous edition referencing.


Have you ever attempted to herd cats?
suoq
QUOTE (darthmord @ Sep 14 2010, 06:22 AM) *
Makes me wonder just how well a fan-driven re-write of the SR4/A rules would go over... and by rewrite, I mean fans going over the sections and clearing up all ambiguity and previous edition referencing.

Have you been reading "Not Invented Here"? That sounds like today's strip.
http://notinventedhe.re/on/2010-9-14/
darthmord
QUOTE (StealthSigma @ Sep 14 2010, 08:38 AM) *
Have you ever attempted to herd cats?


I have four daughters ranging in age from 13 (almost 14) to 3 years old. Getting them all on the same page is for all intents and purposes nearly impossible.

I understand just how impossible my comment is. I have toyed around with doing a revision of my own to clear things up for my satisfaction.
Smokeskin
QUOTE (Muspellsheimr @ Sep 14 2010, 10:26 AM) *
No. I read the rules. I specifically search out for passages I may have missed that are contrary to my conclusion. And I do not ever 'twist' the meaning.

What I do is present the Rules as Written in their literal meaning, typically with the intent of drawing attention to a poorly written rule in the vain hopes that it will actually be changed via Errata. Such poorly written rules just happen to be the topic of this thread.


Let us take a simple example.


Version A
Critter Powers
Physical Powers can't be used from astral.

Manifestation (Physical Power)
Certain astral critters are capable of projecting themselves into
the material world.



Version B
Critter Powers
With exceptions, Physical Powers can't be used from astral.

Manifestation (Physical Power)
Certain astral critters are capable of projecting themselves into
the material world.



Version C
Critter Powers
Physical Powers can't be used from astral.

Manifestation (Physical Power)
As an exception to the rule that Physical Powers can't be used from astral, certain astral critters are capable of projecting themselves into
the material world.



I believe that version A, B, and C above have the same meaning. When a rule as written describes an exception, it is of course an exception. There is no need to spell out "this is an exception".

You believe that the versions have different meaning. Versions B and C are ok, but version A is self contradictory. If a rule as written describes an exception, it needs to be explicitly stated in the general rule that it is just a general and/or exceptions are possible, or that the rule is an exception.


The bow thing, that's a broken rule, we can agree on that. But Materialization and Indirect Combat spells, that's a different story. We both agree that the text describes an exception - you just think that because it doesn't say "this is an exception", it is a contradiction instead.


As an experiment, I've been trying to read the rules your way. It gives a lot more problems. The Choose Target(s) section on pg 183 lists quite a different procedure than described under Indirect Combat spells on page 204 (LOS, bouncing off reflective such, etc.). Determine Effect on pg 183 doesn't say anything about the way for example Invisibility is used, where the caster rolls when casting but resistance tests or comparison to OR is only done later. Obviously, Magic Fingers, Physical Barrier and such spells also need to beat an object's OR, otherwise the object is unaffected by such spells.
Honestly, when you start reading rules like that, lots of stuff stop making sense.
sabs
They could also have made Manifestation not a Physical Power but an Astral Power.

OR they could have had a brain and had for spirits:

Stats:
Astral INIT/IP
Movement:
Skills:
Attributes:
Powers:
Optional Powers:

In attributes I would have put things like
Astral Form, Materialization, Possession, Sapience, Infection, endowment.

Things that are not really 'powers' but are descriptions of the types of things they are.
And why do you even have to give spirits the Astral Form Power.. they're god damn spirits, it's understood they exist in the Astral Plane only.
Neurosis
QUOTE (Smokeskin @ Sep 14 2010, 09:30 AM) *
Let us take a simple example.


Version A
Critter Powers
Physical Powers can't be used from astral.

Manifestation (Physical Power)
Certain astral critters are capable of projecting themselves into
the material world.



Version B
Critter Powers
With exceptions, Physical Powers can't be used from astral.

Manifestation (Physical Power)
Certain astral critters are capable of projecting themselves into
the material world.



Version C
Critter Powers
Physical Powers can't be used from astral.

Manifestation (Physical Power)
As an exception to the rule that Physical Powers can't be used from astral, certain astral critters are capable of projecting themselves into
the material world.



I believe that version A, B, and C above have the same meaning. When a rule as written describes an exception, it is of course an exception. There is no need to spell out "this is an exception".

You believe that the versions have different meaning. Versions B and C are ok, but version A is self contradictory. If a rule as written describes an exception, it needs to be explicitly stated in the general rule that it is just a general and/or exceptions are possible, or that the rule is an exception.


The bow thing, that's a broken rule, we can agree on that. But Materialization and Indirect Combat spells, that's a different story. We both agree that the text describes an exception - you just think that because it doesn't say "this is an exception", it is a contradiction instead.


As an experiment, I've been trying to read the rules your way. It gives a lot more problems. The Choose Target(s) section on pg 183 lists quite a different procedure than described under Indirect Combat spells on page 204 (LOS, bouncing off reflective such, etc.). Determine Effect on pg 183 doesn't say anything about the way for example Invisibility is used, where the caster rolls when casting but resistance tests or comparison to OR is only done later. Obviously, Magic Fingers, Physical Barrier and such spells also need to beat an object's OR, otherwise the object is unaffected by such spells.
Honestly, when you start reading rules like that, lots of stuff stop making sense.



I just agree with this entire post so goddamn much.
jakephillips
QUOTE (Neurosis @ Sep 14 2010, 10:28 AM) *
I just agree with this entire post so goddamn much.

I also agree.
Neraph
QUOTE (Smokeskin @ Sep 13 2010, 11:59 PM) *
Materialization clearly states that it allows astral critters to project into the material world. However, physical powers can't generally be used on the astral.

Fixed that for you.
LurkerOutThere
I started to wade through all this and enjoyed some of it. But in the last couple of pages it got into TL:DR range.

My pick of broken rules:

Medkits: Rank 6 Medkits are relatively easy to come by and by Raw have no downside.

If you have a medkit and do not have the skill you can use the medkit rating as your skill. If you have the skill you add the medkits rating as a dicepool benefit.

Now heres the kicker: The maximum amount of damage you can heal with first aid is capped by your skill. In essence a person with no skill and a rank six medkit is a vastly better medic then a person with 3 in first aid and a rating 6 medkit. It's the only thing in the game I can think of that actually punishes you for having a skill and hands out free ranks in a skill like candy.
Dakka Dakka
QUOTE (LurkerOutThere @ Sep 14 2010, 07:54 PM) *
Now heres the kicker: The maximum amount of damage you can heal with first aid is capped by your skill. In essence a person with no skill and a rank six medkit is a vastly better medic then a person with 3 in first aid and a rating 6 medkit. It's the only thing in the game I can think of that actually punishes you for having a skill and hands out free ranks in a skill like candy.
How did you deduce that? As I read the relevant paragraphs, you may use the medkit's dice but since you don't actually have a skill, you can't heal any damage. That's fine with me. You could use the kit for diagnostics though.


I got another broken rule:
Called Shots and firing more than one bullet

By RAW you can call a shot to increase damage on a wide burst, but only if the weapon is in BF mode. A wide short burst or even a narrow one in FA cannot do that. Not even more than enough recoil compensation can change that.
Automatically stopping to fire after three rounds must magically make the previous shot more accurate silly.gif
sabs
QUOTE (Dakka Dakka @ Sep 14 2010, 07:20 PM) *
How did you deduce that? As I read the relevant paragraphs, you may use the medkit's dice but since you don't actually have a skill, you can't heal any damage. That's fine with me. You could use the kit for diagnostics though.


That makes absolutely no sense.
Especially when you read the description of the R6 medkit.
It's clearly supposed to allow you to heal damage.
Dakka Dakka
QUOTE (sabs @ Sep 14 2010, 09:28 PM) *
That makes absolutely no sense.
Especially when you read the description of the R6 medkit.
It's clearly supposed to allow you to heal damage.
Let me see:
QUOTE ('SR4A p. 337')
The medkit’s rating adds to the dice pool of all First Aid Tests, and replaces the character’s skill if the character doesn’t possess the skill
How can anything that does not exist be replaced?

QUOTE ('SR4A p. 252')
The maximum damage healable with the First Aid skill is equal to the skill’s rating. First Aid may only be applied to a character once (for that set of wounds), and it may not be applied if the character has been magically healed.
First Aid may also be used to simply diagnose a character’s health, the extent of wounds taken, or the effect of other ailments. The gamemaster sets the threshold as appropriate to the character’s health or affliction, and awards information appropriate to the net hits scored.
So only the skill is the limit not anything that may have replaced the skill.
QUOTE ('SR4A p. 253')
If the character is untrained, she can still make the test using her own attribute and the device’s rating in place of her
skill
That only means the character can roll LOG+Medkit rating instead of LOG -1 for defaulting with a situational modifier equal to the medkit's rating. It does not confer any healing capabilities.

As for being penalized for having a skill, you forgot that anyone who does not have a medkit suffers an additional -3 dice for not having appropriate tools. If they have the skill though, they can theoretically remove damage boxes.
Dumori
QUOTE (Dakka Dakka @ Sep 14 2010, 08:44 PM) *
Let me see:
How can anything that does not exist be replaced?

So only the skill is the limit not anything that may have replaced the skill.
That only means the character can roll LOG+Medkit rating instead of LOG -1 for defaulting with a situational modifier equal to the medkit's rating. It does not confer any healing capabilities.

As for being penalized for having a skill, you forgot that anyone who does not have a medkit suffers an additional -3 dice for not having appropriate tools. If they have the skill though, they can theoretically remove damage boxes.

I think you can still stableis by defaulting. So perhaps that RAW is RAI but could be clearer.
sabs
QUOTE
The medkit’s rating adds to the dice pool of all First Aid Tests, and replaces the character’s skill if the character doesn’t possess the skill


This right there makes it clear that you /can/ heal with a medkit if you have no skill.
Though it is stupid that someone with skill heals for less than someone with no skill.

But making a medkit not heal anyone if you don't have any skill, is equally silly given the description of the item.

Its' clearly a Broken Rule.

Doc Chase
QUOTE (sabs @ Sep 14 2010, 08:56 PM) *
This right there makes it clear that you /can/ heal with a medkit if you have no skill.
Though it is stupid that someone with skill heals for less than someone with no skill.

But making a medkit not heal anyone if you don't have any skill, is equally silly given the description of the item.

Its' clearly a Broken Rule.



Is it? If it says it adds to your rating, then the number of boxes you can heal goes up.

So someone with no skill and a Rating 6 caps at 6 boxes of damage, while someone with a rating 6 kit and a skill rank 3 could heal 9.
sabs
But it doesn't say it adds to your rating.
It says: It adds to your dice pool. If you have NO skill, then the rating replaces your skill.

That's very different than saying the Rating of the Medkit adds to your rating in First Aid Skill.
TommyTwoToes
QUOTE (Doc Chase @ Sep 14 2010, 04:10 PM) *
Is it? If it says it adds to your rating, then the number of boxes you can heal goes up.

So someone with no skill and a Rating 6 caps at 6 boxes of damage, while someone with a rating 6 kit and a skill rank 3 could heal 9.

I think the problem is that RAW, the person with 3 skill and a 6 kit rolls more dice than the person with no skill but caps out at a maximum of 3 boxes healed while the person with no skill who lets the kit do everything caps out at 6 boxes healed (but may not roll enough successes to get 6 boxes).
Yerameyahu
The fact that there's this much discussion about how the medkit works validates the position that the rules are broken. biggrin.gif
suoq
Another thread reminds me: Upgrading Sensors Rating on a vehicle/drone. It's just broken. Yes, there are plenty of sane houserules, but as written, it's critically botched.

I'd also like to nominate "rating" vs. "device rating" and "capacity" (enhancements) vs. "capacity" (sensors).
Yerameyahu
Those aren't really broken. They're functional, just unclear; people get confused.
Dakka Dakka
Since no one replied to called shots on bursts can I assume a general consensus that limiting the called shot three round bursts in BF is silly?
Yerameyahu
I mentioned earlier that a Called Shot on *any* Wide Burst is a silly idea (but I wouldn't call it 'broken' in the sense of this thread). As for your point (3-burst BF != 3-burst FA), I agree that it's dumb, but it's not actually 'broken' in terms of nonfunctional. smile.gif
Tymeaus Jalynsfein
QUOTE (Muspellsheimr @ Sep 13 2010, 10:51 PM) *
NOT THE POINT.

The rule, as written, does not function.

"Common Sense", "Reasonable Interpretation", etc. are all irrelevant.


The entire purpose of this thread is to identify rules that do not work as written, such as firing a bow, spirit Materialization/Possession, or Indirect Combat spells targeted against non-living objects.



I would just argue that it is a Use Skill Test... Simple and well within the rules... But hey, that is just me I guess...
sabs
QUOTE (Tymeaus Jalynsfein @ Sep 15 2010, 12:26 AM) *
I would just argue that it is a Use Skill Test... Simple and well within the rules... But hey, that is just me I guess...

what is a use skill test?
I know what a skill use test is, I mean.. what are you saying is a Use Skill Test.


On a different note:
Another candidate for the Badly worded/broken rules line.

Max IP, and IP stacking
If all you own is SR4a you would think that the max IP is 5.
And, there's nothing that says that Cram or K-10 don't stack with Improved Reflexes.
Neurosis
QUOTE
Now heres the kicker: The maximum amount of damage you can heal with first aid is capped by your skill. In essence a person with no skill and a rank six medkit is a vastly better medic then a person with 3 in first aid and a rating 6 medkit. It's the only thing in the game I can think of that actually punishes you for having a skill and hands out free ranks in a skill like candy.


Like many of the dumber things about RAW I was house ruling this without even knowing about it.
Rastus
QUOTE (LurkerOutThere @ Sep 14 2010, 12:54 PM) *
Now heres the kicker: The maximum amount of damage you can heal with first aid is capped by your skill. In essence a person with no skill and a rank six medkit is a vastly better medic then a person with 3 in first aid and a rating 6 medkit. It's the only thing in the game I can think of that actually punishes you for having a skill and hands out free ranks in a skill like candy.

While that rule is indeed buggered, for what little it's worth there is a small fix featured in Augmentation:

QUOTE (Augmentation, pg. 124, Using Medical Equipment)
... The maximum number of boxes that First Aid can heal is the Rating of the medical equipment or the First
Aid skill of the character, whichever is higher...

So basically under this rule-fix, if your average paramedic has 3 skill and an R:6 medkit, he'll still be able to heal up to 6 boxes in one go, as opposed to decreasing his potential success due to his higher competance when compared to some clueless guy who happens to have a top-of-the-line medkit.

Now while this is only an obscure amendment to a broken rule in the back end of a suppliment, it's such an easy and completely sensible fix I can't help but wonder why the bloody hell this wasn't made a de-facto rule in the core book.
Neraph
Because that would be easy.
Saint Sithney
Can we get into toxins yet?

A full chemical seal suit which has been punctured offers no chemical protection from contact or inhalation toxins.
A PPP jockstrap with rating 6 chemical protection does. Both contact and inhalation.
TommyTwoToes
QUOTE (Saint Sithney @ Sep 15 2010, 05:06 AM) *
Can we get into toxins yet?

A full chemical seal suit which has been punctured offers no chemical protection from contact or inhalation toxins.
A PPP jockstrap with rating 6 chemical protection does. Both contact and inhalation.

Dangly parts!
sabs
Wait why can you put any chemical/elemental mods on a PPP part?

I would imagine those kinds of mods are only for full suits, and not for addon pieces of extra protection.
Dakka Dakka
QUOTE (sabs @ Sep 15 2010, 02:39 PM) *
Wait why can you put any chemical/elemental mods on a PPP part?

I would imagine those kinds of mods are only for full suits, and not for addon pieces of extra protection.

Chemical seal (which also includes a self contained breathing apparatus) is for full body armor only, chemical protection can be added to any type of armor.
StealthSigma
QUOTE (sabs @ Sep 14 2010, 09:31 PM) *
Max IP, and IP stacking
If all you own is SR4a you would think that the max IP is 5.


QUOTE ("SR4A pg 68)
Some implants and magic may give a character extra actions to
take in each Combat Turn. These are noted as extra Initiative Passes
on the character’s record sheet. The maximum number of Initiative
Passes a character can have is 5, but most character types can only ever
achieve 4.


QUOTE ("SR4A pg 145)
Most characters may not act in more than 4 Initiative
Passes in a Combat Turn (even if they spend Edge).


It reads to me like 5 IP max are an exception and a hard cap while 4 IP is the soft cap most of the time.
Stahlseele
5 is only for technomancers and hackers. which is dumb.
sabs
QUOTE (Stahlseele @ Sep 15 2010, 02:37 PM) *
5 is only for technomancers and hackers. which is dumb.

That very well maybe true.. but it certainly doesn't say that.

And it's dumb because it means a rigger jumped into a drone gets 5IP's a round in the meat.

Dakka Dakka
QUOTE (sabs @ Sep 15 2010, 03:39 PM) *
And it's dumb because it means a rigger jumped into a drone gets 5IP's a round in the meat.
But needs to spend one complex action to keep his vehicle from crashing. I know Jarheads don't have that problem. I'd not say that this rule is broken, just unfair.

Another weird thing is that initiative enhancements which are not supposed to stack are not clearly defined. The description of the MBW suggests that even Reaction enhancers (which only boost the initiative score indirectly) are Initiative Enhancements. Not technically broken but ill defined.
sabs
QUOTE (Dakka Dakka @ Sep 15 2010, 02:51 PM) *
But needs to spend one complex action to keep his vehicle from crashing. I know Jarheads don't have that problem. I'd not say that this rule is broken, just unfair.

Another weird thing is that initiative enhancements which are not supposed to stack are not clearly defined. The description of the MBW suggests that even Reaction enhancers (which only boost the initiative score indirectly) are Initiative Enhancements. Not technically broken but ill defined.


That's only true if the rigger is moving his drone/vehicle.
If I jump into a smart firing platform, with a heavy machine gun on it.
I get to fire 5 Full Auto, with almost no recoil.

Stahlseele
And by then, it is broken.
But why no close to no recoil?
OK, still leaves you with doing one wide burst to lessen dodge pool of targets and then use several narrow bursts to hurt them with.
sabs
A Smart Firing Platform is a non moving Robotic Tripod providing 6 points of Recoil Compensation

Put a L/M/HMG with a gas vent 3 system and you have 9 points of recoil compensation
ie: 0 recoil

Sure, you can't move. This is more useful for Defense, then Offense. Although, if your team uses good tactics, it can be quite useful.

Neraph
QUOTE (Saint Sithney @ Sep 15 2010, 05:06 AM) *
Can we get into toxins yet?

A full chemical seal suit which has been punctured offers no chemical protection from contact or inhalation toxins.
A PPP jockstrap with rating 6 chemical protection does. Both contact and inhalation.

PPP Vitals Protector is only 1/1 armor, so it can only accept 2 points of Chemical Protection (as it follows the Armor Modifications rules and not the Armor Capacity rules [as it has no Capacity]).
sabs
QUOTE (Neraph @ Sep 15 2010, 05:19 PM) *
PPP Vitals Protector is only 1/1 armor, so it can only accept 2 points of Chemical Protection (as it follows the Armor Modifications rules and not the Armor Capacity rules [as it has no Capacity]).


Shouldn't there be a difference between Chemical protection for things like splash attacks (acid, some venoms)
and gas/inhale/touch toxins?
Dakka Dakka
QUOTE (Neraph @ Sep 15 2010, 06:19 PM) *
PPP Vitals Protector is only 1/1 armor, so it can only accept 2 points of Chemical Protection (as it follows the Armor Modifications rules and not the Armor Capacity rules [as it has no Capacity]).
Only if you use those optional rules.

@sabs: maybe there should.
Neraph
Possibly, but that's adding a whole new level of detail and rules to the game that would be unneccessary.

Has anyone mentioned spirits being affected by Toxins yet?
Stahlseele
QUOTE (sabs @ Sep 15 2010, 04:23 PM) *
A Smart Firing Platform is a non moving Robotic Tripod providing 6 points of Recoil Compensation

Put a L/M/HMG with a gas vent 3 system and you have 9 points of recoil compensation
ie: 0 recoil

Sure, you can't move. This is more useful for Defense, then Offense. Although, if your team uses good tactics, it can be quite useful.

Ah i see.
Have the Teams Troll or Centaur carry the whole thing then . .
Wait, does the same recoil apply if the troll were using this to fire the gun while holding the whole thing in his hands?
sabs
QUOTE (Stahlseele @ Sep 15 2010, 05:36 PM) *
Ah i see.
Have the Teams Troll or Centaur carry the whole thing then . .
Wait, does the same recoil apply if the troll were using this to fire the gun while holding the whole thing in his hands?


Well, I would think not.
You have to deploy the tripod to get the rc 6 tripod bonus.
But If the troll was strong enough, he could get you 3 point of recoil compensation.
So you'd be sitting at 6rc while he had the whole thing in his arms. (or mounted to his shoulder wink.gif )

The gas vent recoil /would/ apply though.

You could go with Gas Vent 3 (3), Heavy Barrel(1), Electronic firing (1)
That would give you 5 points, combined with his 2 or 3 points get you to 8 roughly, for a Troll Mounted Shoulder HMG with 5ips from the Rigger running it.

Your best bet would be to have the troll carry it, and use an action to deploy it.
If you added the high velocity modification, you'd even want the extra recoil mod so you could fire full auto high velocity at 0 penalty.
18P -3AP for the win smile.gif


Can someone explain to me why Machineguns cannot get the High Velocity Modifiction? (other than nebulous 'game balance')
What makes a sub machinegun or an assault rifle, special compared to a machine gun?
I suppose I coudl go with the minigun option. Turning a stoner-Ares M107 into a heavy minigun.
Still I need to find 14 points of recoil compensation.
Smart firing Platform: 6
Gas Vent 3: 3
Heavy Barrel(1)
Electronic Firing (1)

Sadly that's only 11. That still gives me 3 uncompensated recoil which explodes to -6 to my DP.. sigh.
Stahlseele
QUOTE (darthmord @ Sep 14 2010, 02:22 PM) *
Makes me wonder just how well a fan-driven re-write of the SR4/A rules would go over... and by rewrite, I mean fans going over the sections and clearing up all ambiguity and previous edition referencing.

i'll guess this is more or less what they are trying to accomplish with the errata board on the official forums . . of course, this would not be for the initial product for causal and temporal reasons . .
Yerameyahu
What's wrong with 'nebulous game balance' as the reason? It's a game, that should be the primary reason behind everything. smile.gif

Be creative, though. Maybe SMG/AR bullets work for HV because they're smaller; yes, AR and LMG are the same bullets, try to ignore this. wink.gif A better question is: why is it called High *Velocity*?

There are no rules to minigun-ize anything, so that's a GM build-from-scratch.
KarmaInferno
QUOTE (Yerameyahu @ Sep 15 2010, 01:09 PM) *
What's wrong with 'nebulous game balance' as the reason? It's a game, that should be the primary reason behind everything. smile.gif

Be creative, though. Maybe SMG/AR bullets work for HV because they're smaller; yes, AR and LMG are the same bullets, try to ignore this. wink.gif A better question is: why is it called High *Velocity*?

There are no rules to minigun-ize anything, so that's a GM build-from-scratch.


Heh, if you look at the old artwork for the original Ares HVAR and HVLMG they look an awful lot like they have multiple barrels.

Also, did they ever stat out the minigun pistol featured in the promotional flyer for the aborted Shadowrun: Assassin video game?



-karma
sabs
QUOTE (Yerameyahu @ Sep 15 2010, 06:09 PM) *
What's wrong with 'nebulous game balance' as the reason? It's a game, that should be the primary reason behind everything. smile.gif

Be creative, though. Maybe SMG/AR bullets work for HV because they're smaller; yes, AR and LMG are the same bullets, try to ignore this. wink.gif A better question is: why is it called High *Velocity*?

There are no rules to minigun-ize anything, so that's a GM build-from-scratch.


It says in Arsenal that any Machine Gun can be turning into a minigun smile.gif
Yerameyahu
I think you'll find that it doesn't.
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