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Re: Core Rules Errata
Posted: Thu Feb 17, 2011 1:05 am
by SmootRK
Solomoriah wrote:Beginning magic-users almost always have surplus money; maybe they ought to have to buy it themselves, as thieves do their tools.
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.
Re: Core Rules Errata
Posted: Mon Oct 03, 2011 7:01 pm
by Sir Bedivere
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.
Re: Core Rules Errata
Posted: Mon Oct 03, 2011 8:04 pm
by Solomoriah
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.
Re: Core Rules Errata
Posted: Tue Oct 04, 2011 9:39 pm
by Sir Bedivere
Solomoriah wrote:It would take an act of Congress, or God perhaps.
Solomoriah wrote:Maybe not. But I have to get motivated, and frankly the errata isn't that substantial.
Yeah, if the motivation isn't there, why do it?
Just thought I'd ask.
Re: Core Rules Errata
Posted: Sat Oct 08, 2011 12:25 pm
by theancient
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.
Re: Core Rules Errata
Posted: Sun Oct 09, 2011 10:28 am
by Solomoriah
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.
Re: Core Rules Errata - Hit Points
Posted: Sun Oct 09, 2011 2:19 pm
by Frederick
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?
Re: Core Rules Errata
Posted: Sun Oct 09, 2011 3:52 pm
by Solomoriah
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.
Re: Core Rules Errata
Posted: Sun Oct 09, 2011 4:20 pm
by Frederick
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.
Re: Core Rules Errata
Posted: Sun Oct 09, 2011 10:30 pm
by Sir Bedivere
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:
Frederick wrote:Add 2 HP to the cleric at every level, just like the thief and fighter.
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.