Yes, because they don't actually need very many, only using one up when a casting roll is failed.skathros wrote:So a Hero with only MagicMinor just gets 2MP for every point in the MAGIC characteristic, regardless of the MagicMinor special skill?parkusuk wrote:Ah yes. p33 should actually read:
A Hero receives 2 MP for every point in the MAGIC characteristic and MagicWizardry special skills.
Thus add both of these together and double it. The MagicMinor component was originally there, but was changed late on. The sample Heroes use the correct method.
AFF ERRATA Thread
Dying :
page 57: the hero lose 1 STAMINA per minute.
page 65: the hero lose 1 LUCK point per minute and die at 0 LUCK
What is the right version ?
page 57: the hero lose 1 STAMINA per minute.
page 65: the hero lose 1 LUCK point per minute and die at 0 LUCK
What is the right version ?
GM: Earthdawn, Hero, Logon, AFF
http://cryptmaster.free.fr/Logon
http://cryptmaster.free.fr/Logon
Logon wrote:Alternative Unopposed Checks:
I think there is a mistake.
In order to get the same probability as the "roll under or equal" method the target number of the "roll over or equal" should be 14, not 15.
For instance at SKILL 8:
There are 73% to roll 8 or under
There are 73% to roll 6 or over for a total of 14
and there are only 59% to roll 7 or over for a total of 15.
So the right number is 14.
GM: Earthdawn, Hero, Logon, AFF
http://cryptmaster.free.fr/Logon
http://cryptmaster.free.fr/Logon
The sneaking rogue example in Opposed checks page 47 and Awareness and Hiding pages 5455:
What is this symetric modifier rule ?
With an opposed resolution adding x to one character AND substracting x to his opponent is strictly the same adding 2x to one character OR substracting 2x to the other.
For instance:
in open country Stealth 4 AND Awareness +4 is the same as Stealth 8 OR Awareness +8.
Is it what you really wanted or am i confused by the page 47 example ?
Disguise page 51:
Why apply the Target Awareness score as a penalty ?
Isn't it supposed to be an opposed check or is it a third resolution method ?
What is this symetric modifier rule ?
With an opposed resolution adding x to one character AND substracting x to his opponent is strictly the same adding 2x to one character OR substracting 2x to the other.
For instance:
in open country Stealth 4 AND Awareness +4 is the same as Stealth 8 OR Awareness +8.
Is it what you really wanted or am i confused by the page 47 example ?
Disguise page 51:
Why apply the Target Awareness score as a penalty ?
Isn't it supposed to be an opposed check or is it a third resolution method ?
GM: Earthdawn, Hero, Logon, AFF
http://cryptmaster.free.fr/Logon
http://cryptmaster.free.fr/Logon

 Posts: 3
 Joined: Wed May 25, 2011 12:14 pm
 Location: Scotland
True, but the example in the book assumes a SKILL of 7 and a Special Skill of 1.Logon wrote:Alternative Unopposed Checks:
I think there is a mistake.
In order to get the same probability as the "roll under or equal" method the target number of the "roll over or equal" should be 14, not 15.
So the target number of 15 in the book is right in that instance, but it would be 14 for just a SKILL of 7 with no Special Skill involved.
Later,
StarBegotten.
StarBegotten.

 Posts: 3
 Joined: Wed May 25, 2011 12:14 pm
 Location: Scotland
StarBegotten wrote:True, but the example in the book assumes a SKILL of 7 and a Special Skill of 1.Logon wrote:Alternative Unopposed Checks:
I think there is a mistake.
In order to get the same probability as the "roll under or equal" method the target number of the "roll over or equal" should be 14, not 15.
So the target number of 15 in the book is right in that instance, but it would be 14 for just a SKILL of 7 with no Special Skill involved.
That's not logical.
Don't increase the Target Number by the same value as the Special Skill or the Special Skill becomes useless.
A SKILL 7+1 has 59% chance to roll a 7 ===> total 15
A SKILL 7 has 42% chance to roll a 8 ====> total 15
But a SKILL 7 has 59% chance to roll 7 or under in the classical method !
So the Roll Over or equal Target number 15 method is not equivalent to the classic Roll Under or Equal version.
The example in the book is definitely wrong.
Last edited by Logon on Wed May 25, 2011 8:01 pm, edited 1 time in total.
GM: Earthdawn, Hero, Logon, AFF
http://cryptmaster.free.fr/Logon
http://cryptmaster.free.fr/Logon
 Magic Points increase when MAGIC or Wizardry increases.
but
 Magic Points may be directly increased : 5px * new score.
Isn't it a source of trouble ?
but
 Magic Points may be directly increased : 5px * new score.
Isn't it a source of trouble ?
GM: Earthdawn, Hero, Logon, AFF
http://cryptmaster.free.fr/Logon
http://cryptmaster.free.fr/Logon
p48: Whatever the duration of a round (2sec or 10 secs) a movement rate of 2m per combat round is very very very slow... (lower than walking speed !)
GM: Earthdawn, Hero, Logon, AFF
http://cryptmaster.free.fr/Logon
http://cryptmaster.free.fr/Logon
Logon is correct. The target number for mathematical equivalency in a roll over and equal system is 14, not 15, in all cases.StarBegotten wrote:True, but the example in the book assumes a SKILL of 7 and a Special Skill of 1.Logon wrote:Alternative Unopposed Checks:
I think there is a mistake.
In order to get the same probability as the "roll under or equal" method the target number of the "roll over or equal" should be 14, not 15.
So the target number of 15 in the book is right in that instance, but it would be 14 for just a SKILL of 7 with no Special Skill involved.
The description of the dodge skill says that dodge can be used in combat  obviously this is true if you also have the swashbuckler talent. However, another talent also mentions dodge. I think it's called something like "solid defence", but I can't remember exactly (and I left the book at home). Anyway, I remember the wording, and it says that you get a +2 bonus if you take "the defensive or dodge action in combat".
So... what is this dodge action? I haven't been able to find it in the book. Is it a leftover from a previous edition (where I am led to understand that dodge was somewhat more powerful)? In that case, should the "solid defense" talent be rewritten somehow?
So... what is this dodge action? I haven't been able to find it in the book. Is it a leftover from a previous edition (where I am led to understand that dodge was somewhat more powerful)? In that case, should the "solid defense" talent be rewritten somehow?
Hmm... I understood the 2m as being what you can move if you are actually part of the combat, that is "being attacked" or "attacking" or performing some other combatrelated action apart from moving... If not, you're just moving around outside the combat and thus still moving at the speed of plot, so to say...Logon wrote:p48: Whatever the duration of a round (2sec or 10 secs) a movement rate of 2m per combat round is very very very slow... (lower than walking speed !)
At least, that's the only way I can seem to have it make sense. Anyway, I'm quite happy with very simple movement rules and low movement rates  it lessens the need for tactical maps or miniatures.
I think the example on page 47 is worded badly (to say the least). The rule on page 54/55 says that "modifiers from the list below are applied to the Hero's test, depending on whether he is the observer or the sneaker".Logon wrote:The sneaking rogue example in Opposed checks page 47 and Awareness and Hiding pages 5455:
What is this symetric modifier rule ?
(...)
I take the spirit of this rule to be that modifiers are always added to the player character's test, not to the test of any monsters or NPC's. It also seems to make sense this way when considering the numbers, as the total modifier would otherwise be prohibitively high in almost all cases.
IMHO, the TOP bug is the fact that Out of the Pit has not been updated to the new rules.
That's hard to believe, whatever the spirit of simplicity of AFF ...
That's hard to believe, whatever the spirit of simplicity of AFF ...
GM: Earthdawn, Hero, Logon, AFF
http://cryptmaster.free.fr/Logon
http://cryptmaster.free.fr/Logon