Changes and Errata to the 2014 Rules: Difference between revisions

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  | 56.1 Weapons: Special Notes<br>Note U: Blowgun damage of D-3 added. Blowgun note * changed to U and wording changed to:<br>If a blowgun dart does any effective damage, the damage is not scored against their victim but rather they suffer the effects of the substance which coats the tip (poison, for instance; see Alchemist §30) || September 2014
  | 56.1 Weapons: Special Notes<br>Note U: Blowgun damage of D-3 added. Blowgun note * changed to U and wording changed to:<br>If a blowgun dart does any effective damage, the damage is not scored against their victim but rather they suffer the effects of the substance which coats the tip (poison, for instance; see Alchemist §30) || September 2014
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  | 57.1 Strike Chance Modifiers Summary, Ranged Combat Modifiers<br>“+20 aim (also affects Endurance & Specific Grievous chances)"<br>clarified: (also chances of Endurance or Specific Grievous damage are increased to 10% and 20%, see §6.9)
  | 57.1 Strike Chance Modifiers Summary, Ranged Combat Modifiers<br>"+20 aim (also affects Endurance & Specific Grievous chances)"<br>clarified: (also chances of Endurance or Specific Grievous damage are increased to 10% and 20%, see §6.9)
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  ! Errata !! Passed
  ! Errata !! Passed
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  | 27.3 Farsensing 2nd paragraph <br> Corrected to: It takes about 10 seconds (- 1 / Rank) for the Adept to tune in to the familiar’s senses. ||
  | 27.3 Farsensing 2nd paragraph <br> Corrected to: It takes about 10 seconds (- 1 / Rank) for the Adept to tune in to the familiar's senses. ||
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  | 46.2 Stealth<br> Stealth bonus for spy changed back to 2% to match Stealth skill text.<br> A spy increases their chance of acting stealthily by 2% per Rank. || September 2014
  | 46.2 Stealth<br> Stealth bonus for spy changed back to 2% to match Stealth skill text.<br> A spy increases their chance of acting stealthily by 2% per Rank. || September 2014
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  | 56.1 Weapons: Special Notes<br> Note F: amended to “throwing dart” instead of “dart”<br> Note H: grenado text was missing between “the GM” and “the GM”. Reinserted. ||
  | 56.1 Weapons: Special Notes<br> Note F: amended to "throwing dart" instead of "dart"<br> Note H: grenado text was missing between "the GM" and "the GM". Reinserted. ||
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Latest revision as of 19:49, 8 February 2024

Rule Clarifications Passed
10.2 Counterspells: Last paragraph
Text changed to:
Characters may learn Counterspells from colleges other than their own, in which case they are considered Special Knowledge spells. The Counterspells of other colleges are practised at Rank 0 and may not be ranked.
September 2014
56.1 Weapons: Special Notes
Note U: Blowgun damage of D-3 added. Blowgun note * changed to U and wording changed to:
If a blowgun dart does any effective damage, the damage is not scored against their victim but rather they suffer the effects of the substance which coats the tip (poison, for instance; see Alchemist §30)
September 2014
57.1 Strike Chance Modifiers Summary, Ranged Combat Modifiers
"+20 aim (also affects Endurance & Specific Grievous chances)"
clarified: (also chances of Endurance or Specific Grievous damage are increased to 10% and 20%, see §6.9)


Errata Passed
27.3 Farsensing 2nd paragraph
Corrected to: It takes about 10 seconds (- 1 / Rank) for the Adept to tune in to the familiar's senses.
46.2 Stealth
Stealth bonus for spy changed back to 2% to match Stealth skill text.
A spy increases their chance of acting stealthily by 2% per Rank.
September 2014
56.1 Weapons: Special Notes
Note F: amended to "throwing dart" instead of "dart"
Note H: grenado text was missing between "the GM" and "the GM". Reinserted.