Well, that was fun
This thread lists minor changes or corrections which you can apply immediately without waiting for a major playtest document update. It doesn't deal with typos and the like, but with actual changes or rules mistakes. I'll keep this updated up until the next playtest document release.
- Starting tier does NOT get a +1 LUC/REP bonus as mentioned in the tier table in the Advancement section. The LUC/REP bonus starts at Heroic.
- MENTAL DEFENSE is calculated the same way (using the same table) as DEFENSE. Ignore any legacy references to 10+(WILx3) or the like.
- Vulnerability does not bypass SOAK. It simply adds the bonus 1 or 2 dice of damage.
- Vertical jump can never be greater than horizontal jump. Treat the horizontal jump value as a cap on what vertical can be, unless a monster or special ability says otherwise.
- This is in O.L.D. but somehow got left out of N.E.W. You can only take a skill once per tier. A starting character can only take any given skill once. You can't start with 5x marksman, for example. 5 ranks in a skill is pretty much "best in the world". Ignore any skillx2 prerequisites for careers or traditions.
- 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.
- Characters begin play with one free combat trick of their choice plus either Aim or Feint.
- Ambidexterity: only allows one extra attack per turn (total).
- Smallfolk are 3' high with an average weight of 90lb, not 4' and 140 lb as indicated in the table.
- When designing races/species, start at a base of 3 for each attribute, not 2 as the text notes. Consequently, lizardmen have the following starting attributes: STR 4, AGI 2, END 3, INT 3, WIL 4, CHA 3. The poison breatch should do 2d6 poison damage, not 3d6.
- There's a simpler XP formula for monsters. Add its highest three attributes and apply a tier multiplier. More info here.
- O.L.D. mage tradition - replace AGI increases with INT increases.
- XP expenditure on skills and the like should be changed as follows:
- Improving an existing skill at a cost of 100 x the new skill rank (note that the maximum number of skill ranks are limited by tier).
- Learn a new skill at a cost of 500 XP.
Increase an attribute at a cost of 500 x the new attribute score.
- Change your character trait at a cost of 500 XP.
- Advance a grade in an existing tradition at a cost of 1000 x the new level.
[*=left]Dwarf race (O.L.D.)
Proposed Changes for Next Playtest Update
[*=left]You can choose STR or AGI for any melee attack. You can choose to accomplish the same task through brute force or finesse.
[*=left]You can choose STR or AGI to calculate your SPEED bonus.
[*=left]DEFENSE will be increasing slightly by a couple of points.
[*=left]Carrying capacity will be reduced.
[*=left]Herbalism and alchemy will be altered, with the max MP of a concoction being defined by grades in each tradition
[*=left]Some fairly large-scale tweaking to the Elements of Magic chapter of O.L.D.
[*=left]New XP system