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rules_errata [2021/10/01 18:04] daverules_errata [2022/07/24 18:32] (current) dave
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 **Book 1:  Hacklords and Hex Mastery** **Book 1:  Hacklords and Hex Mastery**
 +
 +page 14:  thief advancement table:  the skill check numbers are off, replace them with the numbers from the Adventuring Skills section on page 20:
 +
 +Level 1-3=1d4\\
 +Level 4-6=1d6\\
 +Level 7-9=1d8\\
 +Level 10-12=1d10\\
 +Level 13-16=1d12\\
 +Level 17-20=1d20\\
 +
  
 page 21,  Mystic Reserve Skill:  the phrase "in time of need" means "while in combat" or "facing injury, loss of life or capture within the next 1-2 rounds." page 21,  Mystic Reserve Skill:  the phrase "in time of need" means "while in combat" or "facing injury, loss of life or capture within the next 1-2 rounds."
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 +page 25 "Death and Critical Injury"  
 +1--the application of a dose of Healing Salve (see Herbals, book 4) will prevent further blood loss from a critical injury.  Also, if the character was at 0 to -4 hit points when the Salve was applied, it will restore the character to 1 hit point and functionality (after one hour).
 +2--If the character is exactly 0 hit points, he will not suffer blood loss, is conscious but foggy.  Such a character will NOT be able to cast a spell, use a scroll, use a wand/staff or rod, make a melee attack, make a missile attack, or re-load a crossbow.   He may: use an herbal, salve or take a potion, use a magic item that does not require a command word, drink a beer/wine, eat a healing food. He may move, but only to crawl 5' Healing such a character to 1hp by any means, will restore him to action.  Judge has final over-ride on any action taken when at 1 hp.
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 +page 39: ENCOURAGE (first level cleric spell): the save bonus also applies against saves vs Ghoul paralyzation (but only paralyzation from ghouls not other sources).
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 +page 40: NEUTRALIZE POISON:  the spell works against paralytic poisons, such as those from a Tentabug, as well as deadly poisons.   It does not work against ghoul paralysis.
  
 page 56, FLAMES (first level magic-user spell)  Range should read 10' not 1. page 56, FLAMES (first level magic-user spell)  Range should read 10' not 1.
  
 +page 59, ICE BOLT (2nd level magic-user spell): Save should read Yes, half.  Text should read, target may make a saving throw, if it is passed, target takes only half damage.
  
  
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 page 4: Weapon Chart:  the Arming Sword covers any other sort of one-handed sword such as a saber, scimitar, spatha, cutlass;  The Bastard Sword is also known as the "Brode Sode." page 4: Weapon Chart:  the Arming Sword covers any other sort of one-handed sword such as a saber, scimitar, spatha, cutlass;  The Bastard Sword is also known as the "Brode Sode."
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 +page 10:  Rope, Special:  this silken rope counts as 0 items for encumbrance, not as 1 (carrying more than 200' feet of such rope, i.e., each 5 segments of rope, does count as an item).
  
 page 21:  Metal Box for 1 Book:  Encumbrance should read "1" not "10" page 21:  Metal Box for 1 Book:  Encumbrance should read "1" not "10"
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 +Page 27: Horses, see attached document for updated Horse information (mostly prices) {{ ::horses_corrections.docx |}}
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 +***NOTES AND THOUGHTS FOR FUTURE RE-WRITE***
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 +ATTACK BONUS: since AC is capped at 22, might want to reduce the attack bonus of PC's, maybe fighters every 2 levels, clerics every 3, wizards every 5 (or none at all)\\
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 +FIGHTERS: might have overcompensated fighters a bit.   I think that "Stand and Fight" should be switched from a class ability to a skill. 
 +
 +SKILLS: maybe skill roll should be like a SAVING THROW--1d20+level, make a 17+.  Either that or return it to the original elegance of always being 1d6, don't get a 1-2. 
 +
 +DUNGEON SEARCHING--change process a little, make it a little more streamlined.   Maintain the risk, time means Wandering monsters, but alter rolls, don't know. 
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 +THIEVES AND LACKEYS:  maybe roll thief class and lackeys into a new Skill-monkey class (called a Jack?), better at skill rolls than other classes (depend on skill changes)
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 +XC--maybe have some sort of NORMIE class for non-adventurers
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 +WEAPON LENGTH:  maybe standardize first contact bonus, Monsters use SIZE, Mortals use weapon size to determine who gets the bonus attack at first contact.  
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rules_errata.1633111499.txt.gz · Last modified: 2021/10/01 18:04 by dave