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Core Rules Errata
Posted: Sat Jul 17, 2010 11:17 pm
by Solomoriah
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.
Re: Core Rules Errata
Posted: Sun Jul 18, 2010 5:13 pm
by Sir Bedivere
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).
Re: Core Rules Errata
Posted: Sun Jul 18, 2010 5:17 pm
by Sir Bedivere
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.
Re: Core Rules Errata
Posted: Sun Jul 18, 2010 10:02 pm
by SmootRK
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.
Re: Core Rules Errata
Posted: Thu Aug 26, 2010 6:48 pm
by Sir Bedivere
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.
Re: Core Rules Errata
Posted: Thu Aug 26, 2010 9:10 pm
by Solomoriah
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.
Re: Core Rules Errata
Posted: Fri Aug 27, 2010 6:13 pm
by Sir Bedivere
I sense a reluctance in the Force ...

Re: Core Rules Errata
Posted: Fri Sep 03, 2010 2:58 pm
by billiambabble
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.
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!
Re: Core Rules Errata
Posted: Fri Sep 03, 2010 4:58 pm
by SmootRK
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.
Re: Core Rules Errata
Posted: Fri Sep 03, 2010 10:52 pm
by Sir Bedivere
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.
The problem is the inconsistency. Some descriptions list all of the info, some only list part of it.