O.L.D. & N.E.W. Errata Thread

Stupid question, but why does it have to say it adds a die to attack rolls? Aren't attack rolls already opposed attribute checks? I thought it added a die to any relevant attribute checks?
 
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Sorry for the double-post but this is unrelated to my previous one so didn't feel an edit was in order.

Just a formatting issue i thought I should bring up: the section of the elements of magic section that discusses spellbooks is still called "Spellbooks and Preparing Spells", but the section about preparing spells has been removed. Honestly I kind of miss prepared spells, but if they're not coming back the section should be renamed.
 


I am confused again

Core combat option appears to say (and the combat trick description agrees) that the scombatant can trade UNlimited attack dice at a 1:1 ratio for damage using Deadly Strike. The errata says you can gain only ONE bonus die. Which is it? I looked thru this thread as could find no clarification

[h=3]Errata[/h]
  • As a core combat option, attack dice are traded for damage dice. This is an important part of combat, and without it a character may find it difficult to do much damage. Before making an attack roll, the attacker must choose how many of those attack dice in his pool he wishes to sacrifice for additional damage. He can do this at a 2:1 ratio (for every two attack dice he removes, he gets an additional damage dice; the Deadly Strike combat trick improves this to a 1:1 ratio). This means that a highly competent or very strong attacker will be able to deliver more lethal, damaging blows or shots. A giant robot, for example, may have a 10d6 attack pool due to its great strength, but its metal fists only do 3d6 damage; it would tend to use much of that attack pool to boost that damage up to 4d6 or 6d6 damage.
  • Deadly Strike (AGI or STR 5+): An additional 1 die damage can be exchanged for one attack die. For a ranged attack, this is likely a headshot. This stacks at a 1:1 basis, but can only gain you a bonus 1 die.
 

Core combat option appears to say (and the combat trick description agrees) that the scombatant can trade UNlimited attack dice at a 1:1 ratio for damage using Deadly Strike. The errata says you can gain only ONE bonus die. Which is it? I looked thru this thread as could find no clarification

My understanding is as follows:

Originally (after the non skill-trick dice swap was added) deadly strike could give you as many dice swapped as you wanted at a 1:1 rather than 2:1(usual) ratio. People found that too overwhelming though, so it changed.

Currently you can exchange as many attack dice for damage dice as you want at rate of 2 attack for 1 damage. If you have deadly strike one (and only *ONE*) of those exchanges costs only 1 attack dice instead of 2.

Feel free to correct me if I'm wrong.
 

OLD playtest document from May

Missing segment: the 'Pinned Down' rule text is is referenced on page 86 a being 'below', but it isn't.

Typo on page 77 in the 'Races and Chases' table of obstacles. The Wilderness result of 3 is written as 'canton'

Clarification needed:
Page 86 and Crossfire states 'Each of the attackers beyond the first grants a culmulative +1 die bonus to ranged attacks against that target (making a maximum of +3 dice for four attackers)."

Is this meant as each of the four archers crossfire benefits from a +3 die due to crossfire
or
the first archer fires as normal, the second archer gains a +1, the third archer gains a +2, the fourth archer gains a +3; at the top of the round, the first archer now gains +3. But the target gains complete cover from everyone, which breaks the cycle. When the target can be fired upon again, you start back at +1 for the second archer...etc

Also, What about 2 pairs of archers setting up a cross-fire at 90 degree angles to each other. Do they get only +1 die since they only cover two arcs or do they benefit from two archers in the same firing arc and can get the maximum of +3?

World-building
I recommend adding a GP limit for towns, similar to Quasi-historical towns and Shopping limits
This can help shape the world economy, or be complete ignored.
 

This may already have been asked and I just missed it, but I noticed that OLD and NEW treat ranged weapons differently. OLD treats them like melee weapons, a different skill for each weapon, whereas NEW treats them as a single skill.

Was this intentional or was it changed and only one playtest document updated to reflect that?
 

It was asked somewhere else :)

The answer from Morrus was that it's going to be changed so that it works like in old. Which I think is the right way to do it :)
 


Thank you both very much.

Another question, in regards to the melee weapon and ranged weapon skill. The rules state that you can only take a skill once per tradition. How does that interact with the melee and ranged weapon skill? Is each different weapon considered a different skill? For example, could an assassin take bow at grade 1, then pistol at grade 2?
 

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