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Author Topic: some questions and a few bits of errata
hemulen
Nurtsáhlu (Clan-Brother)
Posts: 40
Post some questions and a few bits of errata
on: May 8, 2015, 15:24

I've finally got round to reading through the book properly(!), and have a few questions and some possible errata:

p54 (4.5) Shields: "If the attack misses...". Is this correct? The defender and shield take damage if the attacker misses? Is there an example?

p74 (9.6) Area Effects: Does the primary target of an area spell also get a Resist Sorcery roll (as well as using magic defence vs the casting roll), or is it just the secondary targets?

p80 (12.7.1) Spell Casting Check Modifiers: "Ritual spells cannot be cast in melee at all". Does that mean if someone is next to you and able to attack, or in a melee generally? I think the former.

p127 (135) Depuration: Do the transmuted items retain their enchantments (if any). Given the wording of 135E I tend to think not, but it seems pretty nasty.

p93 (40) Doomkill: 40B refers to Table C for damage - not sure that is correct?

p108 (77) Revivification: 77A says to roll 1d100, but then only gives results for 1-10, should be 1d10?

thanks, hope those make sense.

Mark

jeffdee
Administrator
Posts: 427
Post Re: some questions and a few bits of errata
on: May 9, 2015, 00:41

"p54 (4.5) Shields: "If the attack misses...". Is this correct?"

Yes. "Missing" means that it s=didn't strike the character's body - it hit their shield instead.

"p74 (9.6) Area Effects: Does the primary target of an area spell also get a Resist Sorcery roll (as well as using magic defence vs the casting roll), or is it just the secondary targets?"

Just the secondary targets. The primary target already got their Magic Resistance.

"p80 (12.7.1) Spell Casting Check Modifiers: "Ritual spells cannot be cast in melee at all". Does that mean if someone is next to you and able to attack, or in a melee generally? I think the former."

The intent is that if the caster is having to actively avoid being hit in melee, they're too busy to cast.

"p127 (135) Depuration: Do the transmuted items retain their enchantments (if any). Given the wording of 135E I tend to think not, but it seems pretty nasty."

The item's enchantments are lost, at least until it is turned back into steel.

"p93 (40) Doomkill: 40B refers to Table C for damage - not sure that is correct?"

That is NOT correct; thanks for catching the typo! It should say "all within it suffer a further 3/5/7 damage."

"p108 (77) Revivification: 77A says to roll 1d100, but then only gives results for 1-10, should be 1d10?"

Yes, it should be a d10.

Thanks for your questions and feedback!

-Jeff

hemulen
Nurtsáhlu (Clan-Brother)
Posts: 40
Post Re: some questions and a few bits of errata
on: May 9, 2015, 08:12

Quote from jeffdee on May 9, 2015, 00:41
"p54 (4.5) Shields: "If the attack misses...". Is this correct?"

Yes. "Missing" means that it s=didn't strike the character's body - it hit their shield instead.

I'm still a bit confused - that means that if the attacker misses me, I still take damage on the Shield (which may damage it) and possibly damage to myself if the shield rating is exceeded. If I didn't have a shield and they missed me, then I wouldn't take any damage - seems a bit odd.

"p74 (9.6) Area Effects: Does the primary target of an area spell also get a Resist Sorcery roll (as well as using magic defence vs the casting roll), or is it just the secondary targets?"

Just the secondary targets. The primary target already got their Magic Resistance.

Ok, so the primary target gets to subtract (Resist Sorcery -10) from the casting roll, but gets no Resist Roll. The Resist Sorcery for a starting PC will be about zero (WILL=10-11, -1 if unskilled, -10), so they get no benefit, but anyone else gets to roll Resist Sorcery or lower (so roll 9-10 or less). Seems a bit hard on the targeted character!

"p80 (12.7.1) Spell Casting Check Modifiers: "Ritual spells cannot be cast in melee at all". Does that mean if someone is next to you and able to attack, or in a melee generally? I think the former."

The intent is that if the caster is having to actively avoid being hit in melee, they're too busy to cast.

Ok, so someone has to be actively able to hit you, not just "in melee" in general.

"p127 (135) Depuration: Do the transmuted items retain their enchantments (if any). Given the wording of 135E I tend to think not, but it seems pretty nasty."

The item's enchantments are lost, at least until it is turned back into steel.

Aha, so restoring the item will restore the enchantments. I was thinking that the enchantments were lost.

"p93 (40) Doomkill: 40B refers to Table C for damage - not sure that is correct?"

That is NOT correct; thanks for catching the typo! It should say "all within it suffer a further 3/5/7 damage."

"p108 (77) Revivification: 77A says to roll 1d100, but then only gives results for 1-10, should be 1d10?"

Yes, it should be a d10.

Thanks for your questions and feedback!

-Jeff

Ok. Thanks for the answers.

hemulen
Nurtsáhlu (Clan-Brother)
Posts: 40
Post Re: some questions and a few bits of errata
on: May 9, 2015, 08:17

Sort of related question - could the errata be a pdf? Would be useful to have it in that format.

thanks!

jeffdee
Administrator
Posts: 427
Post Re: some questions and a few bits of errata
on: May 9, 2015, 10:02

"that means that if the attacker misses me, I still take damage on the Shield (which may damage it) and possibly damage to myself if the shield rating is exceeded. If I didn't have a shield and they missed me, then I wouldn't take any damage - seems a bit odd."

The idea is that if you're using a shield to intercept the attack, then you're not dodging. If you see an attack coming at you that you think will cut right through your shield, then don't raise your shield. Dodge.

"The Resist Sorcery for a starting PC will be about zero (WILL=10-11, -1 if unskilled, -10), so they get no benefit, but anyone else gets to roll Resist Sorcery or lower (so roll 9-10 or less). Seems a bit hard on the targeted character!"

The targeted character gets the benefit of the fact that the caster's casting roll may fail in the first place. We didn't see any reason to require two die rolls where one roll would cover it.

-Jeff

hemulen
Nurtsáhlu (Clan-Brother)
Posts: 40
Post Re: some questions and a few bits of errata
on: May 9, 2015, 15:08

Sure, ok, that makes sense. Good explanations. I guess getting Resist Sorcery up is really useful/essential, else you've pretty much had it against the first Silver Halo of Soul-Stealing sent your way!

You will be pleased to know that I have some more questions (perhaps not!) :

Combat: Drawing weapons - does this take an action (or multiple actions), or a movement penalty as per 7.0? I could see it either way.

p81 (12.8) Spell List Terminology : Area. Many spells have a 1" area. Most of the time this will affect only one size 0 (human-sized) target (unless there is more than one in the area as per 9.2.1 Size). Presumably smaller creatures could get more than one in a 1" square e.g. Size 3 are .25" x .25", so could get 16 in a square.
For something like (125) Winged Disc of the Lord of the Sun, you'd normally only get one human on it I guess, or possibly one more as per 9.2.1?

p102 (74) Demonology: This has a prep time of 1 minute, and a duration of 2 minutes. The prep time makes it not very useful in combat, and the duration makes it not very useful outside of combat (it would seem), so what am I missing with this spell?

p81 (12.7.4) Preparing and holding a spell. Not sure exactly how this works - do you roll for casting at the time, and then just release it automatically later as an action, or do you roll upon release? There would seem to be little point for most spells with a one action casting time. I think you probably cast in advance, spend NRG, make roll etc, but just don't release the spell until later (<= INTL rounds). Is that correct?

Thanks for the answers BTW, much appreciated.

hemulen
Nurtsáhlu (Clan-Brother)
Posts: 40
Post Re: some questions and a few bits of errata
on: May 9, 2015, 16:27

Ok, I have yet more:

p84 (10) Healing. If the spell fails, does the -2 penalty apply to the caster making further healing attempts, or to the target receiving further healing spells? How long does the penalty last? p133 (147) Healing seems to imply that it is the target that takes the penalty rather than the caster.

p125 (131) Obsidian Obelisk 131A: refers to "SR 11 heavy cover" - what does the SR 11 mean? Cover section p71 (9.2.4) says that Heavy Cover blocks on 1-7 on a d10. Also, for 131B (Obsidian Wall) refers to SR 12.

p194 Mu'agh. To penetrate armour it says "roll 1d10 vs 1+target's armour coverage". In Section 4.4.2 Coverage is only referred to as Light, Medium or Heavy, so what number are we adding? Maybe related somehow to the "Avoid" column?

Thanks again. Sorry about the semi-random questions, it's just the order that I'm coming across things.

hemulen
Nurtsáhlu (Clan-Brother)
Posts: 40
Post Re: some questions and a few bits of errata
on: May 9, 2015, 18:02

Ok, last set of questions for the moment:

p138 (156D) Molten Sphere. Duration 10 minutes, but the text says "By casting...during the fourth turn"?

p139 (158D) Iron Fist III (and others). This spell has "1 target", and "resist". Text says "any target up to size -1 is killed if it fails its Resistance Check". So I'm still confused here, I thought that the primary target gets to subtract its Magic Resistance from the casting roll, but doesn't get a resistance check, as we discussed above. But if that's so how does this spell work?

p169 (16.1.2) Customizing Creatures. The example gives the Dnelu the Large Disadvantage. That's not listed, presumably Gigantism?

p175 Cholokh. "attacks from a distance of 2 to 12 spaces with its missiles". But later: 6" range with thrown rock.

p176 Dzor. rating 3.7 unarmed and 3.2 armed. Should these be reversed?

p184 Hokun. Heavy/Elite rating 11.5 - seems high? Ru'un are 10.6, 12.1 etc.

And lastly, a general question about defences: Does a negative defence aid the attacker? e.g. if a PC has negative Magic Defence, does it add to the caster's chance to cast? Similarly for Melee and Missile defence. I can see it might apply for the latter two but it seems a bit odd for Magic Resistance. Maybe it makes it easier to target them or something?

hemulen
Nurtsáhlu (Clan-Brother)
Posts: 40
Post Re: some questions and a few bits of errata
on: May 10, 2015, 04:00

...and a few more:

p30 (Starting Experience): I was wondering about extension of this table. For example it would be possible to create a Tinalya with base INTL 12, Attribute +1, and then +1 INTL gives 14. Looking at the table progression differences, they seem to go +1, +2, +2, +3,+3,+3, so it would seem likely that the next group would be +4 (x4), i.e. starting EPs of 14:23 15:27 16:31 17:35 (although I don't think more than 14 would be easily possible!)

p36 (Hlaka) : Rapier Tail. There isn't a rapier on weapon tables 4.1, so I'm assuming that the Hlaka tail damage is therefore Unarmed +1 level. It's just a descriptive term rather than referring to a specific weapon type.

p 48 (Stealth). 2nd paragraph "speaking character" should be "sneaking character"?

p53 (Bolas): Do they entangle on any hit, or just a max damage hit? Difficult to tell from the placement of the asterisk.

p74: Area Effects: "If the roll to hit (or casting roll) is successful...If the roll fails then the centre of the area scatters". How can a spell scatter if the cast check fails, as it won't take effect?

p150 (Pearl-Grey Citadel 180A). duration 3 rounds, but text says 3 minutes.

p154 (The Eater of Souls 186A) Just a clarification. If a spell has prep time of 1 turn, then the caster still casts it in a single turn, but they basically get no move that turn, as prep (p82) says it it a full turn action.

p 228 (Eye of Raging Power). How much damage does it do, or does it just do death?

Also Eyes, generally (p 225): Treated as spells of a 20th level sorcerer. i.e. 20 skill (17.5.1)? Do you need to roll to hit/cast e.g. -for range, etc as per 12.7 (p80)? Do they allow Magic Defence of the primary target to affect them? Do they still use a charge if they fail to operate (I would think so, as per using NRG points on a failed spell).

Aha, I see 12.7.7 says they have a casting check of 15-, and targets are allowed Resistance checks. How does the cast check of 15- relate to the 20th level sorceror mentioned above?

Thanks. Looking forward to "High and Dry" coming out, as I'm planning to run it, hence trying to get a solid grasp of the rules.

jeffdee
Administrator
Posts: 427
Post Re: some questions and a few bits of errata
on: May 10, 2015, 13:36

“Combat: Drawing weapons - does this take an action (or multiple actions), or a movement penalty as per 7.0?”

Movement only.

“p81 (12.8) Spell List Terminology : Area. For something like (125) Winged Disc of the Lord of the Sun, you'd normally only get one human on it I guess, or possibly one more as per 9.2.1?”

Yes.

“p102 (74) Demonology: This has a prep time of 1 minute, and a duration of 2 minutes. The prep time makes it not very useful in combat, and the duration makes it not very useful outside of combat (it would seem), so what am I missing with this spell?”

2 minutes is 20 combat rounds – an *eternity* of combat time. Try summoning a demon to assist at the start of an assault on an enemy position.

“p81 (12.7.4) Preparing and holding a spell. Not sure exactly how this works”

Pay the energy cost at the start, but don’t roll until the spell is actually cast.

“p84 (10) Healing. If the spell fails, does the -2 penalty apply to the caster making further healing attempts, or to the target receiving further healing spells?”

The penalty applies to the target’s current set of wounds. When their wound situation changes – even if they only heal 1 point, or take 1 more point – the penalty re-sets to 0.

“p125 (131) Obsidian Obelisk 131A: refers to "SR 11 heavy cover" - what does the SR 11 mean?”

Sorry, that’s another typo. At one point we were calling Material Strength (p. 77) “Structural Rating” (SR). SR 11 means 11 armor vs. physical damage (and thus 7 vs. energy, of course).

“p194 Mu'agh. To penetrate armour it says "roll 1d10 vs 1+target's armour coverage". In Section 4.4.2 Coverage is only referred to as Light, Medium or Heavy, so what number are we adding? Maybe related somehow to the "Avoid" column?”

Yes. Add 1 to the penalty to avoid the target’s armor, and roll the d10 vs. that.

“p138 (156D) Molten Sphere. Duration 10 minutes, but the text says "By casting...during the fourth turn"?”

Typo. That should read “during the 10th minute”.

“p139 (158D) Iron Fist III (and others). This spell has "1 target", and "resist". Text says "any target up to size -1 is killed if it fails its Resistance Check". So I'm still confused here, I thought that the primary target gets to subtract its Magic Resistance from the casting roll, but doesn't get a resistance check, as we discussed above.”

This spell is a special case; the target makes a Resistance check *in addition* to applying their Magic Resistance to the caster's casting roll. If the spell hits, *and* the target makes a Resistance Check, they only take damage. if the spell hits, and the *further* Resistance Cjeck fails, they die.

“p169 (16.1.2) Customizing Creatures. The example gives the Dnelu the Large Disadvantage. That's not listed, presumably Gigantism?”

Yes.

“p175 Cholokh. "attacks from a distance of 2 to 12 spaces with its missiles". But later: 6" range with thrown rock.”

The actual oversight here is that Desperation (9.5.7) fails to state that it also doubles the range of muscle-powered missile weapons. So a Cholokh with a 6" throw range *can* throw from as far as 12" away.

“p176 Dzor. rating 3.7 unarmed and 3.2 armed. Should these be reversed?”

Actually, 3.7 is a typo. That should say 2.7.

“p184 Hokun. Heavy/Elite rating 11.5 - seems high? Ru'un are 10.6, 12.1 etc.”

Do not mess with elite, heavily armored Hokún.

“And lastly, a general question about defences: Does a negative defence aid the attacker? e.g. if a PC has negative Magic Defence, does it add to the caster's chance to cast?”

Yes.

“p30 (Starting Experience): I was wondering about extension of this table. For example it would be possible to create a Tinalya with base INTL 12, Attribute +1, and then +1 INTL gives 14…”

Each step up past INTL 13 is just another +3 starting experience points.

“p36 (Hlaka) : Rapier Tail. There isn't a rapier on weapon tables 4.1, so I'm assuming that the Hlaka tail damage is therefore Unarmed +1 level. It's just a descriptive term rather than referring to a specific weapon type.”

Yes.

“p 48 (Stealth). 2nd paragraph "speaking character" should be "sneaking character"?”

Yes.

“p53 (Bolas): Do they entangle on any hit, or just a max damage hit?”

Bolas entangle on any hit.

“p74: Area Effects: "If the roll to hit (or casting roll) is successful...If the roll fails then the centre of the area scatters". How can a spell scatter if the cast check fails, as it won't take effect?”

*Aimed* area spells scatter if the casting roll fails (the spell still goes off, it just doesn't strike its intended target). Area spells that aren't ‘aimed’ don’t scatter if the casting roll fails; they simply don’t go off (p. 81).

“p150 (Pearl-Grey Citadel 180A). duration 3 rounds, but text says 3 minutes."

Minutes is correct.

“p154 (The Eater of Souls 186A) Just a clarification. If a spell has prep time of 1 turn, then the caster still casts it in a single turn, but they basically get no move that turn, as prep (p82) says it it a full turn action.”

Yes.

“p 228 (Eye of Raging Power). How much damage does it do, or does it just do death?”

7/10/13 energy damage.

“Also Eyes, generally (p 225): Treated as spells of a 20th level sorcerer. i.e. 20 skill (17.5.1)? Do you need to roll to hit/cast e.g. -for range, etc as per 12.7 (p80)?...

“Aha, I see 12.7.7 says they have a casting check of 15-, and targets are allowed Resistance checks. How does the cast check of 15- relate to the 20th level sorceror mentioned above?"

Some spells, such as Disenchantment (p. 83) care about the Sorcery Level of a spell’s caster. See also section 17.12.2 for some of your related questions.

“Do they still use a charge if they fail to operate (I would think so, as per using NRG points on a failed spell).”

Yes.

-Jeff

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