User Tools

Site Tools


errata

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
errata [2023/11/04 20:49] craigerrata [2023/12/04 19:25] (current) dave
Line 5: Line 5:
  
 Book 2:  Spells and Skills Book 2:  Spells and Skills
 +
 +**MAJOR RULE CHANGE:  
 +Fighter Trainings**
 +
 +All fighter trainings that call for an ability score check under the "Roll" description entry, will now instead use a Skill Roll identical to the Jack Skills.  Fighters get skill rolls on the same schedule as Jacks as follows:
 +  * Fighter Levels 1-4:  1d6
 +  * Fighter Levels 5-8:  1d8
 +  * Fighter Levels 9-12:  1d10
 +  * Fighter Levels 13-16: 1d12
 +  * Fighter Levels 17+:  1d20\\
 +A roll of 3+ on the die is needed for success.
 +
 +**Regular Errata**
 + 
   * **All Spells**: clarification--unless it says otherwise, you must have line of sight to the target of a spell.   * **All Spells**: clarification--unless it says otherwise, you must have line of sight to the target of a spell.
   * **Read Minds** (MU spell lvl 2):  The target says "anyone" within the range, this means any one person at a time.  You must know the person is there and where he is, and must pay attention to that one person to read his surface thoughts.  The spell does not act as a scanning spell to detect thoughts of hidden or invisible people and cannot penetrate doors or walls.   * **Read Minds** (MU spell lvl 2):  The target says "anyone" within the range, this means any one person at a time.  You must know the person is there and where he is, and must pay attention to that one person to read his surface thoughts.  The spell does not act as a scanning spell to detect thoughts of hidden or invisible people and cannot penetrate doors or walls.
Line 16: Line 30:
   * **Special Armor**: Book 3, p8, the Class-Code "C" means Cleric-Militants on this table.   * **Special Armor**: Book 3, p8, the Class-Code "C" means Cleric-Militants on this table.
   * **Barding**:  Armor for horses, costs twice the price of the standard armor for mortals for the same protection.  Horses may not use shields or bucklers.   Heavy Armor Barding (scale or better) reduces the speed of the horse by 5'   * **Barding**:  Armor for horses, costs twice the price of the standard armor for mortals for the same protection.  Horses may not use shields or bucklers.   Heavy Armor Barding (scale or better) reduces the speed of the horse by 5'
 +  * **Casks**: a cask of rations or beverages is "big" for people carrying them, but for strapping to a mule or pack horse, count each as 10 items.
   * **Building Construction**:  buildings take 1 day per 100gp of purchase price to build.  Doubling the price reduces the time to 75% of normal build time. Wooden Buildings require a group of around 20 peasants to do the work.  Stone buildings need 10 trained masons (Occupation: Mason-- jack skill) and 20 laborers/peasants.  Half of construction costs go to materials, half to labor.  In cities and thickly settled areas, usually around cities and towns, one can abstractly hire a building company and not worry about numbers of workers, but out in the frontier and wilderness, one must account for who is doing the work.  Multiple gangs of workers can build separate buildings simultaneously, but adding multiple gangs to a single building is reflected in the "Doubling the Price reduces the time to 75%" rule above.  A character who is setting up a vassal village, needs only to pay for the materials for the dwellings of the inhabitants, and basic tools if they are destitute, the peasants provide the labor to build their own dwellings.  If villages are founded under the Freehold rules the new settlers will build their own basic dwellings and some small businesses on their own without contribution by the liege lord.   * **Building Construction**:  buildings take 1 day per 100gp of purchase price to build.  Doubling the price reduces the time to 75% of normal build time. Wooden Buildings require a group of around 20 peasants to do the work.  Stone buildings need 10 trained masons (Occupation: Mason-- jack skill) and 20 laborers/peasants.  Half of construction costs go to materials, half to labor.  In cities and thickly settled areas, usually around cities and towns, one can abstractly hire a building company and not worry about numbers of workers, but out in the frontier and wilderness, one must account for who is doing the work.  Multiple gangs of workers can build separate buildings simultaneously, but adding multiple gangs to a single building is reflected in the "Doubling the Price reduces the time to 75%" rule above.  A character who is setting up a vassal village, needs only to pay for the materials for the dwellings of the inhabitants, and basic tools if they are destitute, the peasants provide the labor to build their own dwellings.  If villages are founded under the Freehold rules the new settlers will build their own basic dwellings and some small businesses on their own without contribution by the liege lord.
  
errata.1699130967.txt.gz · Last modified: 2023/11/04 20:49 by craig