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 Post subject: Re: OFFICIAL ERRATA
PostPosted: Tue Sep 02, 2014 8:51 am 
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raleel wrote:
Page 110, Skills during combat:
The player will then move runes from In-Hand to In-Play to generate success. A non-matching Trait rune generates 1 success, a matching Trait rune generates 2 successes, and the exact rune that is bound to the skill in question generates 3 successes.

Bolded for emphasis.

Now, Not that that is errata per se, but rather, none of the specific runes bindings for skills are declared in the sample characters for Fafnir's (unlike the active powers).

This also seems a little weird, because there are things that can be done in combat that cannot be done outside of combat (you can get a 3 success pull, when it's quite possible you don't even have a 3 Destiny), but then again, different scope of rules perhaps.


Great observations Raleel. The rationale is that the adrenaline from combat can push someone past their day-to-day limits. As a Norn, you should shut down any obvious attempts at using combat to min-max skill use. Also meta tags are only usable during combat, making the adrenaline rush an integral part of achieving heroic greatness. ;)

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 Post subject: Re: OFFICIAL ERRATA
PostPosted: Tue Sep 02, 2014 8:57 am 
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Ludologist wrote:
Alka beads - The Alka rules on page 102-103 need to be clarified so that it states unequivocally that each bead performs the BASE effect regardless of Amplify. In other words, Amplify only affects the number of beads.


Good point, this past week has seen a few Alka related posts. I think layout-wise Alka text is pretty compressed on page 102 & 103. There will be more room to add text on the Amplify description (page 105) and the Focus description (page 131). I'll add:

---------------
Applying Focus and Amplify to Alkas results in more tokens. The base effect remains unchanged.
---------------

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 Post subject: Re: OFFICIAL ERRATA
PostPosted: Tue Sep 09, 2014 6:46 am 
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andrew wrote:
Ludologist wrote:
Alka beads - The Alka rules on page 102-103 need to be clarified so that it states unequivocally that each bead performs the BASE effect regardless of Amplify. In other words, Amplify only affects the number of beads.


Good point, this past week has seen a few Alka related posts. I think layout-wise Alka text is pretty compressed on page 102 & 103. There will be more room to add text on the Amplify description (page 105) and the Focus description (page 131). I'll add:

---------------
Applying Focus and Amplify to Alkas results in more tokens. The base effect remains unchanged.
---------------


As the strict reading of Alkas+Amplify was too powerful for our style of play, too, we house-ruled that you have to choose if you apply the Amplify to get either more tokens OR more effect, i.e. create a bigger rift to another world or create a longer one.
This would be abit more powerful than the clarification, but at least it gave Alka casters an interesting choice, which in turn kept the unique mechanic of Alkas interesting - perhaps you'd like to give this idea a try, too ?

A simple "any rune you play is a range extrension" just felt like a different sort of Range meta tagged onto them, this was the main reason why we tried this approach and are really happy with it so far.


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 Post subject: Re: OFFICIAL ERRATA
PostPosted: Sat Sep 20, 2014 11:18 pm 
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pdf
P292 - Animal Empathy. The chart lists Level 4-6 twice, both at Difficulty 2 and Difficulty 3.
p292 - Athletics - the Difficulty line reads "Difficulty iculty +0, Physical"


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 Post subject: Re: OFFICIAL ERRATA
PostPosted: Sun Nov 09, 2014 12:56 am 
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pdf
p. 188 (190 electronic page) Black Skeleton Active powers has Unencumbered Dodger, while my tree-version has Mobile Stance in that box.


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 Post subject: Re: OFFICIAL ERRATA
PostPosted: Tue Nov 11, 2014 7:04 pm 
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Good catch. I didn't even notice that.


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 Post subject: Re: OFFICIAL ERRATA
PostPosted: Thu Nov 13, 2014 1:56 pm 
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raleel wrote:
pdf
P292 - Animal Empathy. The chart lists Level 4-6 twice, both at Difficulty 2 and Difficulty 3.
p292 - Athletics - the Difficulty line reads "Difficulty iculty +0, Physical"


I will add those as specific PDF errors that need correction. Thanks! :)

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 Post subject: Re: OFFICIAL ERRATA
PostPosted: Thu Nov 13, 2014 1:58 pm 
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raefex wrote:
pdf
p. 188 (190 electronic page) Black Skeleton Active powers has Unencumbered Dodger, while my tree-version has Mobile Stance in that box.


Now that's an odd one and I cannot even imagine how it came about. The Mobile Stance is the right one as UD is a Passive.

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 Post subject: Re: OFFICIAL ERRATA
PostPosted: Sat Nov 15, 2014 11:38 pm 
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p 246 Immortal's Regeneration : reads Deal +4, should be Heal +4


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 Post subject: Re: OFFICIAL ERRATA
PostPosted: Sun Nov 16, 2014 8:55 am 
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Raggedy Man wrote:
p 246 Immortal's Regeneration : reads Deal +4, should be Heal +4


Thanks! Not too many Disir 5 players yet, so I think this one has gone unnoticed for a while! LOL

Page 246: Immortal's Regeneration reads Deal +4, should be Heal +4

Today I'm adding the most significant change to the Core Rulebook since it hit print. I was waiting for the Denizens of the North BETA to conclude in order to ensure the changes make sense with all of the new values. During the BETA we realized that scalars powers that are boosted by level should be limited to Passives and stacking should be limited/reduced. The reason they were what they were in the Core Rulebook is that the initial crafting system was a lot more liberal with item stats. But with an added year of testing and having to respect the 3 wounds tracks, the item stats needed to be toned down, and now as a result level scaling powers must also be toned down. In order to make the smallest impact on layout for when we reprint the book/PDFs, the power names will remain the same. For Feral Pounce you will need to stretch your imaginations. ;)

Page 241: In order to bring the unarmed numerical curve in line with the Denizens of the North crafting system, scalars on level are being removed from Active powers. The Core Rulebook needs 1 unarmed attack and 1 unarmed defense. Feral Pounce is going to become the defensive power. Feral Pounce [Amplify Amplify Amplify] Type: {Interrupt} Combat Effect: If you do not wear armour and do not wield weapons, you can perform a Defend action with a +4 Parry bonus.

Page 249: In order to bring the unarmed numerical curve in line with the Denizens of the North crafting system, scalars on level are being removed from Active powers. Mauling will simply grant +3 DF and +2 Pierce.

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