Basic Roleplaying Forum

Home Forum Downloads Reviews Wiki Gallery Links

Go Back   BRP Central > The Basic Roleplaying Forum > Basic Roleplaying
Register Gallery FAQ Members List Calendar Search Today's Posts Mark Forums Read


Typos, Errata , Corrections, and Clarifications

Post New Thread  Reply
 
LinkBack (1) Thread Tools Display Modes
  #21 (permalink)  
Old January 7th, 2008
Lord Twig's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 212
Default

P123, 2nd column, 2nd paragraph, 1st sentence: "Once a spell is dismissed, it must be reacquired the sorcery from your character's grimoire."

Doesn't sound right.

Also, regarding sorcery. You can have a number of spells equal to your Int, but on P128 under levels it says: "If the number is a range, the spell's level is variable, and the players can choose how many level of the spell their characters have in memory and are able to cast."

What does that mean exactly? It doesn't matter what the level of the spell is to store it in your Int, each spell only takes 1 Int, correct? Is there any reason you wouldn't always just have the maximum in mind? If you did have, say, Sorcerer's Strength 3 in mind, could you cast it at just level one instead? Or would you always have to use level 3?

Last edited by Lord Twig : January 7th, 2008 at 20:44. Reason: Forgot to add that it was the second column
Reply With Quote
  #22 (permalink)  
Old January 7th, 2008
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,454
Default

Quote:
Originally Posted by Lord Twig View Post
P123, 2nd paragraph, 1st sentence: "Once a spell is dismissed, it must be reacquired the sorcery from your character's grimoire."

Doesn't sound right.

Also, regarding sorcery. You can have a number of spells equal to your Int, but on P128 under levels it says: "If the number is a range, the spell's level is variable, and the players can choose how many level of the spell their characters have in memory and are able to cast."

What does that mean exactly? It doesn't matter what the level of the spell is to store it in your Int, each spell only takes 1 Int, correct? Is there any reason you wouldn't always just have the maximum in mind? If you did have, say, Sorcerer's Strength 3 in mind, could you cast it at just level one instead? Or would you always have to use level 3?

Sounds like RQ2. In RQ2 you could "know" any number of spells, but only have your INT in spell points ready for use. So if you had an INT of 14 and knew Heal 6, Protection 6 and Bladesharp 4, you couldn't keep them all us at full value.

Maybe that is the intent?
__________________
Got Puppet?
Reply With Quote
  #23 (permalink)  
Old January 7th, 2008
Lord Twig's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 212
Default

Quote:
Originally Posted by Atgxtg View Post
Sounds like RQ2. In RQ2 you could "know" any number of spells, but only have your INT in spell points ready for use. So if you had an INT of 14 and knew Heal 6, Protection 6 and Bladesharp 4, you couldn't keep them all us at full value.

Maybe that is the intent?
Possibly, but that is not what the rules say. I believe these were taken from Stormbringer 5. How do they work there?
Reply With Quote
  #24 (permalink)  
Old January 8th, 2008
The Venomous Pao's Avatar
random electronic hero
 
Join Date: Dec 2007
Location: Austin
Posts: 54
Default

The Tribesman profession lists the Hide skill twice - once as a specifically defined skill and once in the "pick two" list.

The Melee Weapons skill lists "Club" as a specialization, explaining that maces are covered, but the Melee Weapons table lists maces with the "Mace" skill. It's decipherable, but slightly confusing.

Where appropriate on the weapons tables +db or +1/2db are listed. That's cool, but there doesn't seem to be anywhere near the tables that explains just what db is. I felt like an idiot when I figured it out, but I was annoyed when looking for it. It seemed to me that some sort of superscript (numbers, asterisks & daggers, whatever) that pointed to footnotes for the tables might provide the same info with slightly less "chart junk." In a perfect world, the thing to do would be only to mark weapons that don't add the db (on the melee table, anyway) since those are the exception rather than the rule.

Step Six (which I adore) is listed in the numbered walkthrough (obviously) but is omitted from the more detailed look at each part of character creation. It seemed like they might be worthy of at least a passing mention there as well. Then again, I can understand not "wasting" the space on repeat info. So this is just a thought.

On the ordered character sheet walkthrough, Step Five (Derived Characteristics) - the second item gives a formula but doesn't tell you what Derived Characteristic the formula is for. It's HP, but that took a little work to figure out. Oh, and man did I love this thing, with its call-outs from the character sheet. Best thing I've seen for character creation in a long, long time.

That's all I've got just yet. On the whole the book is excellent. Cheers to all involved.
Reply With Quote
  #25 (permalink)  
Old January 8th, 2008
The Venomous Pao's Avatar
random electronic hero
 
Join Date: Dec 2007
Location: Austin
Posts: 54
Default

Another spot that seems confusing/contradictory- Starting Super Powers: Power Budget (p.141)

This section states that the POW characteristic becomes the power budget and may be modified through power modifiers. Then it says that the GM can further modify the budget based on campaign power level. Cool so far. But the examples of how the budget gets modified all reference "highest initial unmodified characteristic" instead of POW as the base value for the power budget.

That move away from POW continues in the rest of the section.

So... is it POW or is it whichever characteristic is highest? I have no problem with making a call on my own, of course. But I'm curious what the intent is. And I suppose it would be nice if that were clarified for others who might get hung up more than I'm willing to be
Reply With Quote
  #26 (permalink)  
Old January 8th, 2008
Senior Member
 
Join Date: Dec 2007
Posts: 111
Default

Weapons Table again...

Rifle, Bolt-Action
SIZ/Enc 2.0

If I understand how this works, that makes it 2 foot long. That is a tad short, even for a 22. It probably should be 3.0, same as "Rifle, Sporting", or slightly longer.
Reply With Quote
  #27 (permalink)  
Old January 8th, 2008
Jason Durall's Avatar
Author
 
Join Date: Oct 2007
Location: Austin, TX
Posts: 616
Default

Quote:
Originally Posted by Zane View Post
Weapons Table again...

Rifle, Bolt-Action
SIZ/Enc 2.0

If I understand how this works, that makes it 2 foot long. That is a tad short, even for a 22. It probably should be 3.0, same as "Rifle, Sporting", or slightly longer.
SIZ doesn't equate to a 1 SIZ = 1 foot ratio. It's more a measure of bulk and is admittedly vaguely defined.

However, it should likely be 3.0, like the sporting rifle, a change I'll note.
Reply With Quote
  #28 (permalink)  
Old January 8th, 2008
The Venomous Pao's Avatar
random electronic hero
 
Join Date: Dec 2007
Location: Austin
Posts: 54
Default

No acrobatics skill?

Juggle is listed twice as a specialty under Perform. And that's on top of it being used as the "acting w/o skill" example. Which one of you really likes to juggle?
Reply With Quote
  #29 (permalink)  
Old January 8th, 2008
Jason Durall's Avatar
Author
 
Join Date: Oct 2007
Location: Austin, TX
Posts: 616
Default

Quote:
Originally Posted by The Venomous Pao View Post
No acrobatics skill?
That was one of those that we went back and forth on, but eventually decided to just fold under an Agility roll's functionality. It's easy enough to create a new skill in BRP, though.
Quote:
Originally Posted by The Venomous Pao View Post
Juggle is listed twice as a specialty under Perform. And that's on top of it being used as the "acting w/o skill" example. Which one of you really likes to juggle?
I've got the double-listing, and addressed it being used in the caption.

And anyone who's played Stormbringer 1st edition will know why Juggling is the skill to have.
Reply With Quote
  #30 (permalink)  
Old January 8th, 2008
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,454
Default

Jason,
Not to nitpick, but the book refers to a battleship as a modern battleship. Technically there is no such thing. Battleships have been obsolete for over 60 years and the last ones were made during WWII.

The "problem" is see is that if a Battleship is considered "modern" then someone mind think that is is concurrent with "modern" tanks. Unless you intended for a modern tank to be a WWII era tank.

Maybe late model or post-Dreadnought Battleship or just plain Battleship would be better?
__________________
Got Puppet?
Reply With Quote
Reply Post New Thread


LinkBacks (?)
LinkBack to this Thread: http://basicroleplaying.com/forum/basic-roleplaying/322-typos-errata-corrections-clarifications.html
Posted By For Type Date
[BRP] Jason D - Questions about EDU - RPGnet Forums This thread Refback January 11th, 2008 10:01

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



Powered by vBulletin® Version 3.6.8
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.1.0
Powered by NuWiki v1.3 RC1 Copyright ©2006-2007, NuHit, LLC