In the typo thread, a couple of folks asked some questions that I haven't gotten around to answering yet. Here are the questions and their answers.
This would be a good spot to post any other questions (until version 0.5 is released)
p.39 Brawling. What are the 'appropriate modifiers'?
Appropriate modifiers would include such things like bonuses from Combat Training, or Fighting Defensively, or any other possible situational modifiers that might affect a melee attack. I have adjusted the wording slightly to say some of this.
p.39 Called shots. What about against the torso? This has less armour than the total AR?
For the most part, it is assumed that most attacks will strike the torso anyways, and that the called shots would be to strike a specific arm or hand, perhaps to knock out a leg, or to attempt to stun them by making a head shot.
I have added a line that basically says "Torso shots do not get a modifier." Which will allo for called shots against the torso, but the target will also get double the torso AR as well, just as with other called shots.
p.39 Dodging. If a character has Acrobatics with any levels at all as it is DEX based won't it always be prefersable to use it?
In most cases, yes, it would be preferable. I'd say 99.99% of the time, in fact. However, I can envision the occassional situation where Acrobatics might be adversely affected for some reason, thus, they can always just use the stats if the skill is ends up being worse (from a curse, or after being hit by a spell or something, etc).
p.69 What distance is covreed in a Climb or Move Silently task?
Have added to the table that both of these are 5' per Action Point spent. Thus, you climb for 5 AP, that means you climbed 25 feet. The TN of the task already determines how hard it is to climb, so no need to double ding you there.
p.74 Advancing Levels. Why is the experience progression escalating (i.e. by previous increment +100) when awards stay more or less static - won't this mean more sessions to break a level as time goes on?
I know why this is, but I am finding that trying to express it is giving me a bit of difficulty. However, it can be summed up in 2 words - diminishing returns - which only mean that I need a lot more words to explain that concept if you are unfamiliar with it.
Basically, the principle is that the more you learn, the harder it is going to be to learn something new. This is expressed in the increasing number of XP needed for each level as well as in the increasing cost in each skill (they work on two different levels, but compliment each other nicely, I think.
p.74 Awarding Experience Points. Can't the top of the table be cropped and just say 50/session? Why is there a reduction in experience for unsuccessful encounters - failure should usually be its own penalty as it makes it harder to reach the goals.
Adenture Length -- yes, most likely I can condense that.
I will re-examine the encounter section - I may change that to +20 for each successful, and +5 for each unsuccessful encounter, as even those should teach you something (as long as you lived through it.. hehe)
After making some high level characters I think the cost for the higher ranks in skills is a bit too high. Skills become so expensive that sometimes the only benefit for gaining a level is putting a few ranks in a skill. I do like the idea of increased costs for higher level skill ranks, but I think the cost is a bit too high as they currently are.
Okay, something to keep an eye on then, but I am not going to change it for version 0.5.
Page 19:
Maybe change the Clubs skill to Clubs & Maces? I thought there was no Mace combat skill till I read the details of each skill closely.
What we need is a single word that describes both equally well.
Bludgeoning?
I think you need to put "plus" or "additional" for the extra hit points granted at each level for the Combat Training Talents.
I reworded it so that it says "Character now receives 2 HP/Lvl instead of the normal 1 Hp/Lvl" (or something close to that). That way it is setting the standard at 1 HP/Lvl and telling you that the higher rate IS from the talent.
Page 30:
It was noticed that the Longsword is missing from the Weapons table, though Broadsword is there. We've just been using Broadsword for Longsword.
We had it in at one point, but removed it when we pared down to a smaller list of weapons.
Spells... In some ways the spells at higher levels seem a little weak. I know you can use boon points to have them deal more damage, but it just seems like something is missing. I'm not sure, just a feeling I got. I think adding some higher level spells that deal more damage (with higher CTNs) might help this.
Yes, more powerful spells will come later, plus we also have the spell base rules.
However, one thing that we don't want are uber-mages, whose spells can easily out-class and outstrip the damage dealing capabilities of the Fighter. Spell users should be support types, and be versatile, but they shouldn't be damage dealing monsters.
Page 63:
I think Opposed rolls are a bit weird... It seems more complicated than it needs to be. Can't the 1st skill roll be the TN for the 2nd skill roll?
Didn't we go over this before?
Example (and yes, this is an extreme example, to specifically highlight the issue): Guy in ninja black sneaking through a brightly lit, white room with very little to use as cover. Player makes an ungodly roll of 45.
Opposing character, standing guard has to roll a 45+ to see a moving black spot crossing the bright, white room?
Doesn't make sense to me...
Setting the TN of each action separately does make sense. Having the success/failure of the active skill (first rolled) affect the TN of the passive skill (the second rolled) make much more sense to me.
It may seem unintuitive at first, but wait until the first time you run across a situation similar to the one in the example, then you will be glad it is there.
Page 72:
Should the creature stats be in alphabetical order as well? They have the old order that starts with Str.
Good Point (damn you! Causing my tons of work just to re-order the stats -- arrgghh!!!)
Page 79:
Shouldn't the Dragon have some spells listed in the description, and shouldn't they have a spellcasting skill bonus?
Most likely (damn, now I have to figure this out as well... sigh... you are causing me all sorts of work....)
Page 88:
You might want to list the Herbal Remedies in the equipment section so players know they can purchase them. Or at least put a page number that refers to this page.
Will look into that...