Hello, I think I have a few possible errors or misprints.
1)There are two conflicting sets of rules for equipment size in the CoE main book.
On page 167 it states:
"An item will not encumber the character if its Size is less than or equal to the character’s Size. If larger, encumbrance penalties apply:
• Weapons: 1 to 2 Size larger than the Character makes it a 2-handed weapon
• Armour: 1 Size larger applies a -1 penalty to Move.
• Armour: 2 Sizes larger makes all moves Weak."
VS.
On page 268 it states:
"Armour Size represents bulk and weight, and can fit up to one Size larger than the wearer. A Size 4 human could wear armour ranging from Size 1 to 5. Armour of larger Size than the wearer incurs a Movement by half. Armour that is the same Size as the wearer penalizes Movement by 1. Armour that is smaller than the wearer incurs no penalties."
In plain english, a size 4 character wearing size 5 armor in one set of rules moves at -1, in the other they move at 1/2. The page 268 rules match FotN:Ragnarok (page 130) and are the ones I've been using.
2) I'm not sure if this is an error or not, but on page 173-174 both Absorb & Resist Meta tags have the same exact listed effect:
“This {Interrupt} Defend action rune-chain negates 2 intensities of a harmful Condition being inflicted.”
3) I realize it's not precisely a typo (in fact, it's omission may be deliberate), but I can't find any reference to the Spin action that used to be in previous versions of the game. Was it dropped on purpose?
The gamers in my group have had nothing but positive reactions during their introduction to the game. It's a good sign when they all rush out to buy their own runes... Keep up the good work and looking forward to the next book!
Errors/typos
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- Panjumanju
- Posts: 58
- Joined: Fri Aug 17, 2018 10:38 am
Re: Errors/typos
1)There are two conflicting sets of rules for equipment size in the CoE main book.
This is a clear error on my part. The armour and encumbrance rules are meant to be the same as the FotN, because they are fully compatible from RGS2 to RGS3. Any conflicting paragraph is just wrong; the text on page 167 is mistaken, should be added to the Errata.
2) I'm not sure if this is an error or not, but on page 173-174 both Absorb & Resist Meta tags have the same exact listed effect:
“This {Interrupt} Defend action rune-chain negates 2 intensities of a harmful Condition being inflicted.”
Resist is emotional, and used as a Meta Tag for Social powers only. It shows up in Emotional Barrier, Give it a Little Afterthought, Gritted Teeth, I Know You Too Well, Oh By the Way, Positive Thoughts, Stay Quiet, Stay Calm, We Are One, etc.
Absorb is physical, used for the Hobbie Pony, and for several Armours, and it snuck in there under two powers for the Harbinger: Preserve the Old Ways, and Sacrifice Position, and it's on the the magic item of the Black Shield of Cú Chulainn.
They do the same thing but in different contexts. The flavour of their descriptions on the Meta Tags page should have reflected that.
3) I realize it's not precisely a typo (in fact, it's omission may be deliberate), but I can't find any reference to the Spin action that used to be in previous versions of the game. Was it dropped on purpose?
If I remember correctly, we didn't think spin was necessary for a relevant call-out when identifying the RGS3 rules. We were trying to keep things lean...yes, I know it's almost 500 pages, but we were *trying* to keep things lean.
//James Kerr
This is a clear error on my part. The armour and encumbrance rules are meant to be the same as the FotN, because they are fully compatible from RGS2 to RGS3. Any conflicting paragraph is just wrong; the text on page 167 is mistaken, should be added to the Errata.
2) I'm not sure if this is an error or not, but on page 173-174 both Absorb & Resist Meta tags have the same exact listed effect:
“This {Interrupt} Defend action rune-chain negates 2 intensities of a harmful Condition being inflicted.”
Resist is emotional, and used as a Meta Tag for Social powers only. It shows up in Emotional Barrier, Give it a Little Afterthought, Gritted Teeth, I Know You Too Well, Oh By the Way, Positive Thoughts, Stay Quiet, Stay Calm, We Are One, etc.
Absorb is physical, used for the Hobbie Pony, and for several Armours, and it snuck in there under two powers for the Harbinger: Preserve the Old Ways, and Sacrifice Position, and it's on the the magic item of the Black Shield of Cú Chulainn.
They do the same thing but in different contexts. The flavour of their descriptions on the Meta Tags page should have reflected that.
3) I realize it's not precisely a typo (in fact, it's omission may be deliberate), but I can't find any reference to the Spin action that used to be in previous versions of the game. Was it dropped on purpose?
If I remember correctly, we didn't think spin was necessary for a relevant call-out when identifying the RGS3 rules. We were trying to keep things lean...yes, I know it's almost 500 pages, but we were *trying* to keep things lean.
//James Kerr
--
"What strength!! But don't forget there are many guys like you all over the world."
"What strength!! But don't forget there are many guys like you all over the world."