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Switch to Forum Live View Playtest packet errata?
13 months ago  ::  May 27, 2012 - 7:13AM #1
G.Alfieri
Date Joined: Jan 14, 2012
Posts: 53
I've read that others found this but it seems not to be a thread.
Some statistics in the pregenerated characters don't match with the rules in the playtest packet.
For example the greataxe of the fighter making 2d6 instead of 1d12, or the AC of the moradin's cleric is 18 instead of 16. Also the moradin's cleric has no profincy in shields while it's clear from his sheet that he should have.
There's an official errata that I missed?
I know that this first playtest isn't about this trivial things, but my players will notice this (they're too expert) and I just wanted to know if anyone came up with an official solution.
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13 months ago  ::  May 27, 2012 - 7:38AM #2
Bodyknock
Date Joined: Oct 24, 2007
Posts: 1,785
They don't have an official errata thread yet, but it would be nice if they put one up eventually to fix or clarify some of these minor discrepancies. For now the best plan is go with your gut and play the game as you think the designers intend it to be played, then when you give feedback mention any obvious error or ambiguities you find so they know to clean it up.

Also, regarding the attack bonuses on the character sheets not matching the ability modifiers, it definitely looks to me like everybody, PCs and monsters alike, get a base +2 on their attack. There's +2 attack added on the character sheets for all the weapons above the corresponding ability modifier, the spell casters mention as part of their class descriptions they get +2 on their attack bonuses for spells, and almost all the monsters I looked at in the Besitary appear to have an additional +2 bonus on their attack rolls above their corresponding ability (eg Bugbears have Str 15 (+2) and attack bonus +4, Giant Centipedes have Str 8 (-1) and attack bonus +1, etc).  So I think it's a pretty safe bet that basically everything in the game has a free base +2 on their attacks.
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13 months ago  ::  May 27, 2012 - 7:59AM #3
G.Alfieri
Date Joined: Jan 14, 2012
Posts: 53
thanks for the answer.
I'll take this +2 base attack as a rule.
As I said I don't think this first playtest is about this trivial bonuses.
What bothers me for the playtest I'll have this evening is the damage of the fighter greataxe. What happens if he choose to use another weapon?
At this level that +2 misterious bonus to damages will affect his gameplay and fun.
I'll think I'll use the fighter as it is written in his sheet but I'm a bit disappointed there's no errata or official answer.
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13 months ago  ::  May 27, 2012 - 8:11AM #4
Bodyknock
Date Joined: Oct 24, 2007
Posts: 1,785

May 27, 2012 -- 7:59AM, G.Alfieri wrote:

thanks for the answer.
I'll take this +2 base attack as a rule.
As I said I don't think this first playtest is about this trivial bonuses.
What bothers me for the playtest I'll have this evening is the damage of the fighter greataxe. What happens if he choose to use another weapon?
At this level that +2 misterious bonus to damages will affect his gameplay and fun.
I'll think I'll use the fighter as it is written in his sheet but I'm a bit disappointed there's no errata or official answer.




Well you have a few options of course:

1) you can assume that the extra +2 is a mistake and reduce the damage to +5 instead of +7. Then if the fighter switches to another melee weapon calculate the damage normally (assuming its Strength based the damage modifier would be +5 plus the enchantment on the weapon) 

2) you can assume that the fighter is getting an extra +2 damage specifically on axes because he's a dwarf and leave the +7 in place. Then if he switches to another axe continue giving him the extra +2, but if he switches to another type of melee weapon then don't give him the extra +2.

3) you can assume that he has a fighter feature or something that gives +2 damage on two handed weapons. Then leave the damage as +7 and give a bonus +2 if he wields another two-handed weapon, and don't give it for one-handed weapons.


Unfortunately I don't think there's a way to tell yet exactly which of those three cases is actually what's going on behind the scenes so it's up to each DM which option to use. Then when you give feedback just explain which way you went and how it worked out.

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13 months ago  ::  May 27, 2012 - 8:18AM #5
G.Alfieri
Date Joined: Jan 14, 2012
Posts: 53
me I think it's just an error or refuse of some removed rule.
It bothers me because the average damage inflicted by the fighter's player is important to him. Because he's the fighter.
Even the 2d6 Vs 1d12 change the average damage.
I think I'll use your option 2 just because I like it.
His greataxe inflicts 2d6 because it's a dwarven greataxe (dwarves do it better).
Not an official solution but I think it will work fine.
Thanks for your help.
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13 months ago  ::  May 27, 2012 - 8:51AM #6
Bodyknock
Date Joined: Oct 24, 2007
Posts: 1,785

May 27, 2012 -- 8:18AM, G.Alfieri wrote:

...His greataxe inflicts 2d6 because it's a dwarven greataxe (dwarves do it better)..




You know what they say, once you go stout you'll never go out. Smile

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13 months ago  ::  May 27, 2012 - 9:01AM #7
Temohjyn
Date Joined: Aug 28, 2009
Posts: 4
For the purposes of playtesting, those numbers become important.  As a DM I want to know where all the math is coming from.  That's part of my job, and I need to be able to reconcile the numbers on the sheet with the actual mechanics.  I hope there's either an errata or an additional document released that explains why there are discrepancies between the guides and the numbers on the character sheets.
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13 months ago  ::  May 27, 2012 - 10:39AM #8
Grims
Date Joined: Nov 16, 2007
Posts: 7

Here's my rampant speculation about the class bonuses. Specifically, it looks like proficiency in a class of weapons gives you a +2 to ATT.


Fighters get it for all weapons


Rogues get it for finesse weapons and simple missile weapons


Clerics get it for basic weapons and simple missile weapons

… (I think Moradin adds warhammers to the proficiency list)


Wizards get it for daggers, slings and quarterstaffs


Fighters also can get Weapon Focus (which provides +2 to DMG) as well as some other mechanic for another +1 ATT and +2 DMG (probably a bonus for using a two-handed weapon) – all at first level. A Fighter with 18 STR and the right weapon/focus/proficiencies is +7 ATT and +8 DMG.

Not to be left out, Clerics & Wizards get a +2 to ATT when using spells - so a similar mechanic is in effect here.



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13 months ago  ::  May 28, 2012 - 1:35AM #9
G.Alfieri
Date Joined: Jan 14, 2012
Posts: 53

You know what they say, once you go stout you'll never go out.


You're right

@Temohjyn:

For the purposes of playtesting, those numbers become important.


I think it's not this case.

As a DM I want to know where all the math is coming from.  That's part of my job, and I need to be able to reconcile the numbers on the sheet with the actual mechanics.


but you're absolutely right on this point.

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13 months ago  ::  May 28, 2012 - 1:48AM #10
Daganev
Date Joined: May 30, 2010
Posts: 1,335
Regarding Errata... there is one spell/monster, can't remember which that says that something grants the person both Poison reistance, and poison immunity.  What's the difference? Why does it do both?
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