Core Rules Errata
- Solomoriah
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Core Rules Errata
If you are aware of an error in the Core Rules, please post it here. I'll consider putting out an errata page, or perhaps a revised version, after I see the scope of the errors.
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Sir Bedivere
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Re: Core Rules Errata
Not so much an error as an omission, I think, but about critter armor:
Hobgoblins, kobolds, lizard men, minotaurs, ogres, and urgoblins don't list what kind of armor they wear, but they do give an armored AC and armored movement rate.
Orcs and minotaurs don't give an armored movement rate (while the above hobgoblins, etc., give both armored and unarmored movement rates).
Hobgoblins, kobolds, lizard men, minotaurs, ogres, and urgoblins don't list what kind of armor they wear, but they do give an armored AC and armored movement rate.
Orcs and minotaurs don't give an armored movement rate (while the above hobgoblins, etc., give both armored and unarmored movement rates).
Sir Bedivere
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Sir Bedivere
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Re: Core Rules Errata
Again, not an error, but a rules oddity:
In the core rules (p. 47), a missile that misses has a chance to hit nearby allies (of the shooter), but there's no mention of other nearby enemies. In a recent session we had an archer shooting down a hallway at two columns of orcs, each six deep. If she missed the orc she aimed at, an arrow could have hit one of the following orcs. Since it wouldn't be the target the character was aiming for, I would drop any bonuses and let a plain die roll determine to hit.
In the core rules (p. 47), a missile that misses has a chance to hit nearby allies (of the shooter), but there's no mention of other nearby enemies. In a recent session we had an archer shooting down a hallway at two columns of orcs, each six deep. If she missed the orc she aimed at, an arrow could have hit one of the following orcs. Since it wouldn't be the target the character was aiming for, I would drop any bonuses and let a plain die roll determine to hit.
Sir Bedivere
Re: Core Rules Errata
Trodlodytes need stench ability... corrected via Monsters as Races Supplement (which I supplied to you).
Read Languages / Read Magic - each name used in a few places, one should be chosen and all references to the spell adjusted to match.
Elf Surprise adjustment/ability should be detailed in the race entry.
I think i knew of something else to mention, but cannot remember it right now.
Read Languages / Read Magic - each name used in a few places, one should be chosen and all references to the spell adjusted to match.
Elf Surprise adjustment/ability should be detailed in the race entry.
I think i knew of something else to mention, but cannot remember it right now.
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Sir Bedivere
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Re: Core Rules Errata
I think Smoot brought this up in another thread, but I thought I would mention the 'read magic' problem on p. 16. The instructions say the Magic-User uses the spell read magic, but in the spell descriptions it is read languages.
Sir Bedivere
- Solomoriah
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Re: Core Rules Errata
There's no spell description for Read Magic, and Read Languages isn't supposed to overlap it. Two things that need to be fixed, IF I ever decide to release a new version.
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Sir Bedivere
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- billiambabble
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Re: Core Rules Errata
Isn't this also true of a certain original game? And it possibly stems back to the idea that humanoid armour classes represent actual armour (alternate numbers = with shield) by type and don't have a dexterity adjustment (?) Just guessing. It certainly helps to know when the players are looting the bodies. 3 copper pieces treasure? Bugger that - that's a pole-arm and he's wearing chainmail!Sir Bedivere wrote:Not so much an error as an omission, I think, but about critter armor:
Hobgoblins, kobolds, lizard men, minotaurs, ogres, and urgoblins don't list what kind of armor they wear, but they do give an armored AC and armored movement rate.
Re: Core Rules Errata
Yes, but when I explain the quality and stylizing of 'humanoid' armor, while perhaps reasonably functional, is awful in design, comfort, durability, and tends to look/smell awful. No decent demi-human (or human) would wear such, and there would be minimal gain from sales of such (except perhaps to other humanoids).
It is like the Orc/Goblin armor used by hobbits in LotR... they ended up ditching it when the disguise value was past.
It is like the Orc/Goblin armor used by hobbits in LotR... they ended up ditching it when the disguise value was past.
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Sir Bedivere
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Re: Core Rules Errata
The problem is the inconsistency. Some descriptions list all of the info, some only list part of it.billiambabble wrote:And it possibly stems back to the idea that humanoid armour classes represent actual armour (alternate numbers = with shield) by type and don't have a dexterity adjustment (?) Just guessing.
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