It's just the description that's changed. The requirements remain the same.The descriptions in the original include the payment costs. I take your answer to mean that if the new text doesn't have a payment cost, that means there is no payment cost in the new version of the exploit (where applicable).
But what about the requirements?
The errata only covers the core book, not EONS. But I would allow a second hook for old characters. If you live long enough, you have time for two hobbies! (Note, I have not playtested that).OK, new question: Given the errata for Hooks, what happens to the extra 1d6 for hooks for being Old (and the additional 1d6 for Engrossing Hobby in "Aging with Grace" in EONS?
Thanks in advance,
You are correct; in fact my players pointed that very thing out last night. The armour skills no longer have a use.Quick questions:
Reading through the errata document I see that the Armour skill have been added to various careers (which is great since there wasn't a way to get them without ad hoc advancement), but the skill requirements for higher quality gear have been removed. What is the purpose of the armour skills then? I didn't think they were used to calculate the defenses
Yep. Or poisons, etc.I see a reference also to this new Vitality Defense, but not where you would have a situation to use it. What attacks will target this defense? Is it for magic that affects your health?
I'm not sure I understand the question there? You need three medical checks to cure a disease.Also, the shaking off section of diseases is supposed to be remove, but none of the new statuses seem to cover how to get rid of them now.
With the changes to how conditions are applied and shaken off from the base rules, does this mean that humans roll 2d6 instead of 1d6 and will be successful if they roll a 5 or 6 on either die? Or is this a holdover from the old rules for conditions?Enduring. Humans may not be the fastest or
the strongest, but they are known for their
resilience. Humans get +1 to their 1d6 die roll
to shake off a temporary condition.
Similarly, is this adding +1d6 or just a static +1 to the roll (which essentially means increasing the range of successful rolls by one)?Helmets (p. 104)Helmets grant +1 to rolls to shake off theDazed condition.
What was the reasoning behind this change? It seemed like a reasonable requirement before.Equipment Quality (p. 127)Remove the reference to the minimum skillrequirements for higher quality equipment.
Humans get +1 to their 1d6 roll to shake off a condition, not +1d6.With the changes to how conditions are applied and shaken off from the base rules, does this mean that humans roll 2d6 instead of 1d6 and will be successful if they roll a 5 or 6 on either die? Or is this a holdover from the old rules for conditions?
Ah. Misread. Thanks. That clarifies the question I edited in on helmets as well (didn't expect such a fast response!).Humans get +1 to their 1d6 roll to shake off a condition, not +1d6.
I've been running a campaign for a couple of years - beyond the playtests - and it became apparent that at high grades, players don't care about equipment quality. While equipment was never supposed to be the focus - it's more Star Trek than Traveller - it should still be an option. This way, players choose between skills or equipment quality. It's not likely that they'll have the dice pool capacity to benefit fully from both.Ah. Misread. Thanks. That clarifies the question I edited in on helmets as well (didn't expect such a fast response!).
What was the reason behind taking out the skill requirement for using higher quality items?
There's a problem with the equation of jump distance = (accel)*20-[(max speed-current speed)*20]. This leaves weird situations where a very fast vehicle is unable to jump if it is driving at any speed equal to or below (max speed - accel). Using the sample of a swoop bike (max speed 28, accel 8), if it was driving at a speed of 20 or lower, its jump distance would reduce to 0'.Jumping. A vehicle can jump a distance equal to its acceleration times 20' at maximum speed as long as it has a ramp. For every point of speed below maximum, reduce the jump distance by 20'. For example, a generic compact automobile can jump 40' while moving at SPEED 5, and a sports bike can jump 100' while moving at SPEED 11.