It's Oopsie time at Brittannia. On this page you can find errata for this otherwise fine product.
Height and Weight | Heights and weights for Nobles and Pagans |
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Negative Body Limits | How much damage can a character take |
Special Abilities | Clarfications on Special Abilities |
Swimming as a Teriarty Skill | Is Swimming DF3 or DF4? |
Skills in Character Generation | Questions on the differences between Primary, Secondary and Tertiary, and more! |
Combat skills for men-at-Arms and Barbarian Warriors | How many Primary Vocation Combat skills do these guys get |
Skill sub-specialisations | Costs for sub-skills. |
Movement Speed | Errors in the calculation of travelling speeds |
Missile attack bonuses | A missing line from pg 1-84 |
Missile Damage | Calculation of damage modifier for missile weapons |
Defensive Fatigue Costs | What are the fatigue costs incurred in defending |
Passive Parries and Shield Blocks | Resisted or Unresisted? |
Sling damage at Short Ranges | What are the damage modifiers for slings and sling stavesat short range |
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Ask a question | Submit your own Errata Queries or requests for Clarification |
Any suggestions for Noble
and Pagan height and weight in C&S4? I've been using
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Anonymous
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TOP | |||||||||||
They seem reasonable. The calculation mainly came about as a result of having to dump the height/weight tables for space constraints. I would have included such a table but I didnt know which 2-3 pages we could drop Steve Turner. Depends on your Pagans. Yes Vikings are tall and strapping, but the Steppes Nomads are smaller peoples. Depends on your campaign Colin D. Speirs |
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In the example of Negative
Body Limit Example Brother Arbitus can have his Body fall to -BODY/2,
but the main text says "-CON". Who's right?
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TOP | |||||||||||
The example is wrong. The CON
version is correct with regard to damage. After all it is CON that shows
how tough a character actually is. |
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Can a character have
all 3 strength special abilities, assuming they roll them? If so, this
could allow a player a total strength of 42, correct?
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TOP | |||||||||||
With regard to the special abilities, this is really down to the GM's decision on his own campaign. He could simply state that the ability that gives the greatest bonuses apply. He could also allow them all to stand and explain that the PC has a hidden secret that he has troll blood in his background. This would allow certain role play situations to crop up. Steve Turner |
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In the example of Character
Generation "Jane" (pg 1-35): "Jane purchases Swimming, a DF4 skill." Swimming
is DF3 -- is this a typo, or is it learned at +1DF because it would be
learned as a "tertiary skill?"
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TOP | |||||||||||
With regard to swimming, you are correct assuming that swimming is a tertiary skill. Swimming is not listed as either a background or vocational skill and is therefore a "Hobby" or Tertiary skill learnt at DF +1. Steve Turner |
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I'm still muddling through
character generation, but let me see if I'm getting this right: All starting
skills will fall into Primary, Secondary, or Tertiary, and be learned
at -1(-2), normal (-1) or +1 DF respectively.
Does this mean that all future skills learned by the character (after game start) must go into one of those catagories as well, implying a +1DF penalty to any newly learned skill falling outside one's vocation? Also, I see that the character generation system starts PCs out with quite a few more skill levels than before. Do they still spend the 5000 starting XP after all is said and done? Is this under any restrictions (can they use it to buy more tertiary skills beyond their initial 1-4)? |
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TOP | |||||||||||
You are correct with the DF ratings for the skills,
Mastered Skills are DF -2, Primary (Vocational) DF -1, Secondary Skills
DF as shown and Tertiary Skills (Hobby) at DF +1. Steve Turner |
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For Men-at-Arms and Common
Barbarian Warriors "Any Combat Skills (Except K Only)" is listed
under both Primary and Secondary skills -- is there a limit to the number
combat skills in the primary column, or are all non-K only combat skills
considered Primary? The footnote
and the limit of Initial Combat Skills don't clarify this point.
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TOP | |||||||||||
The Initial number of combat skills is the maximum number a character can select from his 10 skills at level 1 at iniitial generation. The listing under secondary should not have been there. This was a cut and paste cock up Steve Turner |
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Skill subspecializations
are never explained. Are these one time costs for a fixed benefit (e.g.
bonus to longbows), or do they become separate skills that advance independently?
Can skill levels from character generation be used to purchase specializations?
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TOP | |||||||||||
Sub-skills, the cost is a one off payment. For example someone with Level 5 Archery can pay the costs to specialise in Longbow and Crossbow. He uses his Base TSC for Archery and adds EITHER Longbow bonus or Crossbow bonus but not both. Someone who doesn't specialise could use all the stated weapons but wouldn't receive any special bonuses. These specialities represent the idiosyncrasies of the weapon but not the basics of aiming, windage etc. A GM could modify this ruling to suit his own campaign to state that after level 1 in Archery then a specialisation can be paid for and advanced as a separate skill. My own experience shows that once I learnt to shoot with a fibre glass bow, then I could shoot a Longbow, Compound Bow, shortbow or other bows equally well. I was better with a takedown target bow but that was my speciality. Crossbows are easier to fire (that was why they became popular on the continent).). Steve Turner |
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Table 7.2 gives normal
speed per 5' of 1AP and Sprinting per 8'of 1 AP - however at the foot
of 1-81 under table 7.2 it allows for running at double time (not defined)
for 1FP and for 2FP sprinting or charging at 4 times normal movement (by
implication from table 7.2 5'. So what is going on here? Is the walk move
2.5', double time 5' and sprint 8' or 10'?
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TOP | |||||||||||
Having re-read the section I admit there
is some confusion. In the table the sprinting entries should have been
removed. Hence a Human running at Doubletime moves at 10 feet per Action
Point spent at a cost of 1 FP per combat round (15 seconds) while he could
spend 2 FP per combat round and sprint at 20 feet per 1 AP. An average
Historical Human would have BAP of 14 and FP of 28. He could walk 70 feet
in 15 seconds or run 140 feet at double time or sprint 280 feet in 15
seconds (93 yards). If he had a higher CON or was more Agile (Track sprinter)
he could feasibly sprint faster. |
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Questions on missiles
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TOP | |||||||||||
On page 1-84 a line was missed stating that missile attacks
also receive STR/4 as a bonus. Steve Turner |
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On page 1-85
it says that missile damage is calculated to include the range
modifier from table 7.21. But table 7.21 is footnoted to say that
the number is the CRIT modifier. I know that the crit die is included
as damage, but this table seems backwards. Most of the modifiers
are negative numbers, but the better bows have the bigger negatives!
For example, a short bow, firing a war arrow at 400' has a -9
while an elvish bow, firing a war arrow at the same range has
a -15! This does not make any kind of intuitive sense to me.
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TOP | |||||||||||
This is one of those cockups that cause
embarrasment. The footnote should actually read damage modifier. With
the Crit Die Modifier being equal to the TSC modifier divided by 5. You
have spotted a idiosyncrancy which we hadn't seen. I would suggest making
the negative modifiers at Maximum range for a shortbow to read -16 for
Hunting Arrow, -13 for war Arrows and -14 for Armour piercing. |
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A shield block
requires the expenditure of Fatigue Points" Same type of wording
for a weapon parry. Is that one fatigue point per block? more
depending on skill?
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TOP | |||||||||||
Table 7.3 on page 1.82 shows the costs for parrying and shield blocks. A footnote got missed off the table stating the costs for these are in FP and not AP. Mea Culpa Est Sorry Steve |
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Are Passive Weapon Parries
and Shield Blocks resisted or unresisted? Resisted seems more appropriate,
but unresisted considerably speeds gameplay (my math is failing with age)
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TOP | |||||||||||
Unresisted Steve Turner |
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In table 7.21 and on
the GM's screen, the short range mod for sling(staves) is printed as anywhere
from +4 to +10 -- is this a typo? All other missile weapons have a 0 mod
at short range and neg mods at longer ranges, slings are consistent with
the rest starting at medium range.
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TOP | |||||||||||
In the entry for slings and slingstaffs at short range a typo crept in. The entries should all be 0. Also, in table 7.22 Strength Modifiers
- The negative modifiers should apply to all strength ratings. Only those
with Strength of 12+ get the bonuses. Steve Turner |
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