Post by kenmeister on Feb 2, 2014 10:03:21 GMT -6
My hardcopy arrived several weeks ago; and I marked it up with my house rules (fixes mainly, in my opinion). Here they are:
Page 5:
Fighters can exchange intelligence 2:1 and wisdom 3:1 for strength.
Clerics can exchange strength 3:1 and intelligence 2:1 for wisdom.
Magic-users can exchange wisdom 2:1 for intelligence.
Page 6:
Strength - Other characters just get the bonus to hit. All characters get to hit and damage penalty for low strength.
Intelligence - Also modifies illusion disbelief saves for all chars, as well as chance to get one.
Wisdom - Also modifies mind-affecting saves for all chars.
Dexterity - Note that dex modifies missile fire at different points than it does AC (3-8/9-12/13-18 for the former).
Page 7:
A high dexterity score (13+) gives ...
Page 11:
See Turning Undead, page 34 (not 22).
Page 15:
Starting spell book: Any 4 of the 8 1st level spells. If read magic is chosen, character starts with a scroll of the other 3 spells.
One new spell can be added to the spellbook per level gain.
Page 17:
Elf - Choice only affects where xp goes and what armor can be worn.
Page 18:
Elves adventuring as fighters can cast in normal armor, of course they are not learning how to improve their magic. (& strikeout 'weapon and' in the 2nd line).
Page 28:
Longer weapons go before shorter ones on a tie.
Page 29:
Standard rear attack bonus is +2. In retreat or run past situations, bonus varies from 0 to +2 depending upon relative speeds and weapon length (longer weapons are easier to hit a retreating foe with).
Page 65:
Bugbears have +1 to weapon damage.
Page 66:
Centaurs have +1 to weapon damage.
Page 67:
Chimera - all bites at +1 to damage.
Page 69:
Dragon bite damage is modified by age (-2, -1, 0, 0, +1, +1, +2, +3)
Page 70:
Black dragon - +2 to bite damage
Blue dragon - 2d6 bite
Gold dragon - 3d6 bite
Page 71:
Green dragon - 2d6 bite
Red dragon - 3d6 bite
White dragon - +1 to bite damage
Page 77:
Flesh golem - 2d6 fist
Page 78:
Looks like iron golems & stone golems have the hit dice reversed.
Iron golem - 16 hit dice & 4d6 fist
Stone golem - 13 hit dice & 3d6 fist; rock to mud deals 2 hp/caster level in damage, mud to rock restores a like amount.
Gorgon - +1 to damage
Page 79:
Griffon - +1 to damage
Page 84:
Werebear - +2 to damage
Manticore - bite +1 to damage, spikes -1 to damage
Page 85:
Minotaur - +1 to damage
Page 86:
Ogre - +2 to damage
Ogre Mage - +2 to damage
Page 87:
Purple Worm - bite 2d6
Page 88:
Roc - 2d6
Page 89:
Slug - +2 to damage
Page 91:
Troll - +2 to damage
Page 92:
Worg - +1 to damage
Page 93:
Wyvern - bite +2 to damage
Page 100 - 104:
Same edit; wherever it says roll 1d6 and add 0, +6, or +12, it should be roll 1d8
With all these fixes, now I can say it's a great game!
Edit:
Simple wrestling rules
1) A successful roll to-hit establishes a hold.
2) To escape from a hold:
2a) If both wrestlers have a strength score, the saving throw is: 11 + opponent's strength - your strength.
2b) Otherwise, use hit dice: 11 + opponent's hit dice - your hit dice. Additionally, for every extra point of damage you or the opponent can do, augment by 1, and for every die of damage, augment by 3.
3) If the escape saving throw is made by 10+, a regular action is allowed, otherwise it counts as an action.
Examples:
Delth is a 1st level fighter with 15 strength.
(1) an ogre gets a hold on Delth. The save is 11 + 4 (ogre's hit dice) + 2 (ogre's damage bonus) - 1 (Delth's hit dice) - 1 (Delth's damage bonus) = 15.
(2) a hill giant gets a hold on Delth. The save is 11 + 8 (giant's hit dice) + 3 (giant does an extra die) - 2 = 20. When Delth goes up a few levels, he will have an easier time of escaping from a hill giant's grasp.
Page 5:
Fighters can exchange intelligence 2:1 and wisdom 3:1 for strength.
Clerics can exchange strength 3:1 and intelligence 2:1 for wisdom.
Magic-users can exchange wisdom 2:1 for intelligence.
Page 6:
Strength - Other characters just get the bonus to hit. All characters get to hit and damage penalty for low strength.
Intelligence - Also modifies illusion disbelief saves for all chars, as well as chance to get one.
Wisdom - Also modifies mind-affecting saves for all chars.
Dexterity - Note that dex modifies missile fire at different points than it does AC (3-8/9-12/13-18 for the former).
Page 7:
A high dexterity score (13+) gives ...
Page 11:
See Turning Undead, page 34 (not 22).
Page 15:
Starting spell book: Any 4 of the 8 1st level spells. If read magic is chosen, character starts with a scroll of the other 3 spells.
One new spell can be added to the spellbook per level gain.
Page 17:
Elf - Choice only affects where xp goes and what armor can be worn.
Page 18:
Elves adventuring as fighters can cast in normal armor, of course they are not learning how to improve their magic. (& strikeout 'weapon and' in the 2nd line).
Page 28:
Longer weapons go before shorter ones on a tie.
Page 29:
Standard rear attack bonus is +2. In retreat or run past situations, bonus varies from 0 to +2 depending upon relative speeds and weapon length (longer weapons are easier to hit a retreating foe with).
Page 65:
Bugbears have +1 to weapon damage.
Page 66:
Centaurs have +1 to weapon damage.
Page 67:
Chimera - all bites at +1 to damage.
Page 69:
Dragon bite damage is modified by age (-2, -1, 0, 0, +1, +1, +2, +3)
Page 70:
Black dragon - +2 to bite damage
Blue dragon - 2d6 bite
Gold dragon - 3d6 bite
Page 71:
Green dragon - 2d6 bite
Red dragon - 3d6 bite
White dragon - +1 to bite damage
Page 77:
Flesh golem - 2d6 fist
Page 78:
Looks like iron golems & stone golems have the hit dice reversed.
Iron golem - 16 hit dice & 4d6 fist
Stone golem - 13 hit dice & 3d6 fist; rock to mud deals 2 hp/caster level in damage, mud to rock restores a like amount.
Gorgon - +1 to damage
Page 79:
Griffon - +1 to damage
Page 84:
Werebear - +2 to damage
Manticore - bite +1 to damage, spikes -1 to damage
Page 85:
Minotaur - +1 to damage
Page 86:
Ogre - +2 to damage
Ogre Mage - +2 to damage
Page 87:
Purple Worm - bite 2d6
Page 88:
Roc - 2d6
Page 89:
Slug - +2 to damage
Page 91:
Troll - +2 to damage
Page 92:
Worg - +1 to damage
Page 93:
Wyvern - bite +2 to damage
Page 100 - 104:
Same edit; wherever it says roll 1d6 and add 0, +6, or +12, it should be roll 1d8
With all these fixes, now I can say it's a great game!
Edit:
Simple wrestling rules
1) A successful roll to-hit establishes a hold.
2) To escape from a hold:
2a) If both wrestlers have a strength score, the saving throw is: 11 + opponent's strength - your strength.
2b) Otherwise, use hit dice: 11 + opponent's hit dice - your hit dice. Additionally, for every extra point of damage you or the opponent can do, augment by 1, and for every die of damage, augment by 3.
3) If the escape saving throw is made by 10+, a regular action is allowed, otherwise it counts as an action.
Examples:
Delth is a 1st level fighter with 15 strength.
(1) an ogre gets a hold on Delth. The save is 11 + 4 (ogre's hit dice) + 2 (ogre's damage bonus) - 1 (Delth's hit dice) - 1 (Delth's damage bonus) = 15.
(2) a hill giant gets a hold on Delth. The save is 11 + 8 (giant's hit dice) + 3 (giant does an extra die) - 2 = 20. When Delth goes up a few levels, he will have an easier time of escaping from a hill giant's grasp.