agreed, but MU seem to need every penny earned to pen in new spells (found or bought). MU class has some pretty hefty maintenance costs that other classes do not have endure.Solomoriah wrote:Beginning magic-users almost always have surplus money; maybe they ought to have to buy it themselves, as thieves do their tools.
Core Rules Errata
Re: Core Rules Errata
Is it really the end, not some crazy dream?
Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
-
Sir Bedivere
- Posts: 998
- Joined: Thu May 27, 2010 10:46 pm
Re: Core Rules Errata
Since we're talking about future projects, I wonder what would be needed to get the errata resolved. I think it would be useful for any new adventure modules anyone designed, particularly the monster descriptions.
I would be happy to do any editing necessary, obviously subject to review and approval by Solomoriah. It'd be kinda cool to have it out by Christmas, if that were possible.
I would be happy to do any editing necessary, obviously subject to review and approval by Solomoriah. It'd be kinda cool to have it out by Christmas, if that were possible.
- Solomoriah
- Site Admin
- Posts: 8834
- Joined: Thu Nov 13, 2008 8:15 pm
- Location: LaBelle, Missouri
- Contact:
Re: Core Rules Errata
It would take an act of Congress, or God perhaps.
Maybe not. But I have to get motivated, and frankly the errata isn't that substantial.
Maybe not. But I have to get motivated, and frankly the errata isn't that substantial.
My personal site: www.gonnerman.org
-
Sir Bedivere
- Posts: 998
- Joined: Thu May 27, 2010 10:46 pm
Re: Core Rules Errata
Solomoriah wrote:It would take an act of Congress, or God perhaps.
Yeah, if the motivation isn't there, why do it?Solomoriah wrote:Maybe not. But I have to get motivated, and frankly the errata isn't that substantial.
Just thought I'd ask.
- theancient
- Posts: 15
- Joined: Fri Oct 07, 2011 5:25 pm
- Location: Detroit MI
Re: Core Rules Errata
One should not use a story vehicle as "reason for". As to errata I am too new to this system to critique effectively, first glance it appears to be like the original D&D by my good friend Dave A. Before E.G.G. got his paws on it.
- Solomoriah
- Site Admin
- Posts: 8834
- Joined: Thu Nov 13, 2008 8:15 pm
- Location: LaBelle, Missouri
- Contact:
Re: Core Rules Errata
It should more closely resemble the work of Tom Moldvay, David Cook, and Steve Marsh as they interpreted the games of Arneson and Gygax. That's my intent anyway.
My personal site: www.gonnerman.org
Re: Core Rules Errata - Hit Points
I find it odd that a level 20 thief will, on average, have more hit points than a level 20 cleric. Consider the cleric at 9d6+11 vs. the thief at 9d4+22. The average d6 roll is 3.5, so the cleric will be at 42.5 hit points while the thief averaging 2.5 per roll will be at 44.5. Not a huge advantage for the thief, but should there even be an advantage?
- Solomoriah
- Site Admin
- Posts: 8834
- Joined: Thu Nov 13, 2008 8:15 pm
- Location: LaBelle, Missouri
- Contact:
Re: Core Rules Errata
You make a good point. How do you think it should be fixed?
Hint: Unless you have a truly elegant solution, I most likely won't change anything. Don't take that personally... it's just that this is a simple game, and I intend to keep it that way.
Hint: Unless you have a truly elegant solution, I most likely won't change anything. Don't take that personally... it's just that this is a simple game, and I intend to keep it that way.
My personal site: www.gonnerman.org
Re: Core Rules Errata
Add 2 HP to the cleric at every level, just like the thief and fighter. That should keep thee relative HPs more in line. Perhaps not elegant, but certainly simple.
-
Sir Bedivere
- Posts: 998
- Joined: Thu May 27, 2010 10:46 pm
Re: Core Rules Errata
On Magic Missile, it says:
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment.
I can understand how being in melee might make it harder to hit, but having less than total cover / concealment should be easier to hit. Is the point that the target must have less than total cover / concealment?
Also, just to throw my 2 cents in on this:
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment.
I can understand how being in melee might make it harder to hit, but having less than total cover / concealment should be easier to hit. Is the point that the target must have less than total cover / concealment?
Also, just to throw my 2 cents in on this:
Reversing the thief and cleric, or just dropping the thief to +1, could also work. Either way, the thief would then have the same HP progression as the MU. However, after first level, a thief who has the same XP as a magic-user will always be higher level.Frederick wrote:Add 2 HP to the cleric at every level, just like the thief and fighter.
Who is online
Users browsing this forum: No registered users and 12 guests
