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Current Errata for True 20?

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Postby True20Chick » Wed Feb 27, 2008 1:00 pm

Lord Lance wrote:LITTLE OT:
So, i need to make an attack roll to hit an enemy with a granade? Sure?
I was thinking it was a sort of automatic hit with a reflex saving throw... like a widened blast.


In general, that's true, especially for a clear battlefield with no obstructions, because True20 doesn't use the scatter rules for thrown weapons that are found in D&D and d20 Modern.

In a situation like the one I described, however, where you *need* to get the grenade into a certain area, then yes, you have to make an attack roll and the range penalty comes into play.
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Postby True20Chick » Wed Feb 27, 2008 1:08 pm

Lord Lance wrote:Hail Chick! You missunderstood my dub... Sorry but my written english is really pityful! :? :?


Your English is better than my Italian. :lol:

Small example. Mage 1 cast Ward on Mage 2, and mantain it active with a result of 16.

Mage 2 want to cast a Cure on his friend Warrior X.
Mage 2 roll his Cure power, and if he gets 16+ he overcomes the ward, and cures Warrior with the total power check of 16.

OR

Mage 2 want to cast a Cure on his friend Warrior X.
Mage 2 roll his Cure power, and if he gets 16+ he overcomes the ward, so he can roll his power again (example he obtain 18 this time) and cures Warrior with the second power check of 18.


The first one is accurate, since it says that if Mage 2 fails to overcome the Ward he still suffers fatigue. That implies that Mage 2 is actually using the power.

Of course some powers don't require a power check to use, such as Elemental Blast. With those powers, you would roll a power check just to see if you overcome the Ward.

Interesting side note: This is why it can sometimes be a good idea for an adept to take the Supernatural Focus feat for Elemental Blast. It doesn't help the Blast do more damage, but it can help you overcome a Ward by giving you a bonus on your power check.
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Postby NeonToast » Wed Feb 27, 2008 3:25 pm

Hey everyone! I'm new here, but I've running True20 on and off for maybe a year. So, anyway, I found something amiss. In the racial traits for Draugmorrians, it says "Aggresive Attack" for one of their bonus or favoured feats. What does it mean?
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Postby True20Chick » Wed Feb 27, 2008 4:00 pm

That's a hold-over from the original True20 PDF that came out before the printed version.

That feat was renamed to All-Out Attack.

Since Caliphate Nights, Lux Aeternum, and Mecha vs. Kaiju have already come out with their own published versions, I haven't beek keeping track of the errata in their sections of the core book.
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Postby Lord Lance » Thu Feb 28, 2008 2:22 am

x Chick
I think we need a word of Steve about the granade / flamethrower stuff. I think it's very unclear.

And my work goes on:

Pag 87
What is that "Modifier" column in the VEHICLE SIZE TABLE?
There are no explanations in the book text...

Pag 87
Ok, these speeds are approximate, but i would change the Compact Car to 80 or 100 MPH... This cars are citycar like the Smart, the Toyota Yaris, and so on...

Errata of errata!
Armored Car should be 12 Toughness, like the original in the book. I can't explain in other ways the utility of insert this specific row in the table, with a slower standard car without any improvement on the toughness...

Even the Battleship should be leaved as the original 18 Toughness, fot the same reason: it's an "heavy armored" version of a "standard" awesome class veihcle, so 15+3. In the description they refer to a "heavy armor".

Pag 88
Why the air veihcle has higher defences? There are no rules describing this strangeness... Maybe because they are flying vehicles?? And i can see they have very different bonuses, like +2, +0, +3, even +5 (the space battleship should be Defense -2, right?)

Clarification (for my translation)
What the autors want to describe with "plastic pouches" under Charms (pag 88)??
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Postby True20Chick » Thu Feb 28, 2008 2:50 am

Lord Lance wrote:x Chick
I think we need a word of Steve about the granade / flamethrower stuff. I think it's very unclear.


I fail to see what's so difficult to understand. All ranged weapons have range increments, including grenades.

As you pointed out, the range increment for a grenade is pointless in many cases because it's an area attack, but there are times when it comes into play.

Pag 87
What is that "Modifier" column in the VEHICLE SIZE TABLE?
There are no explanations in the book text...


That's the Size Modifier. It's standard for size categories.

Pag 87
Ok, these speeds are approximate, but i would change the Compact Car to 80 or 100 MPH... This cars are citycar like the Smart, the Toyota Yaris, and so on...


Change it if you feel the need, but it's not errata.

Errata of errata!
Armored Car should be 12 Toughness, like the original in the book. I can't explain in other ways the utility of insert this specific row in the table, with a slower standard car without any improvement on the toughness...

Even the Battleship should be leaved as the original 18 Toughness, fot the same reason: it's an "heavy armored" version of a "standard" awesome class veihcle, so 15+3. In the description they refer to a "heavy armor".


People pointed out that the Toughness values for vehicles didn't match the stated rules for determining Toughness.

It's fair enough to add +3 to the Toughness of vehicles that are supposed to be armored.

Pag 88
Why the air veihcle has higher defences? There are no rules describing this strangeness... Maybe because they are flying vehicles?? And i can see they have very different bonuses, like +2, +0, +3, even +5 (the space battleship should be Defense -2, right?)


Could be because they are flying vehicles. I'll email Steve K. asking for a fuller clarification on vehicles.

Clarification (for my translation)
What the autors want to describe with "plastic pouches" under Charms (pag 88)??


Why not just translate it as "plastic pouches"?

It's just a phrase they tossed out as a list of possible ideas for containing powers in a technological setting. For example, a plastic pouch full of a high-tech stimulant could effectively act like a use of the Enhance Other power.
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Postby True20Chick » Thu Feb 28, 2008 12:02 pm

Lord Lance wrote:And what are the attack procedures with a flamethrower, then? I was thinking it was an automatic hit like the widened blast...


The rules and ranges for a flame thrower are more explicitly stated. It fires a blast 5 ft. wide and 25 ft. long as an area attack.

If someone is in that area, either as determined by Narrator discretion or placement on a battle map, they have to make a Reflex save (Difficulty 16) or take +6 fire damage as per the normal rules for area attacks.


I've updated the errata document again, to account for discrepancies in the Toughness values for armored vehicles.

http://members.aol.com/countrygrrlhere/True20Errata.pdf
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Postby Haleth » Thu Feb 28, 2008 6:25 pm

Dabbling with the Adept's Handbook I noticed that in the entry for the Digital Form power lists Datalink as a prerequisite, which unless I missed something doesn't exist at all. Is it Computer Link, from the core book?

There are many powers which need a little clarification too, so I'll try to list them soon.
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Postby Lord Lance » Fri Feb 29, 2008 3:06 am

True20Chick wrote:The rules and ranges for a flame thrower are more explicitly stated. It fires a blast 5 ft. wide and 25 ft. long as an area attack.

If someone is in that area, either as determined by Narrator discretion or placement on a battle map, they have to make a Reflex save (Difficulty 16) or take +6 fire damage as per the normal rules for area attacks.

Please, try to understand my feelings... :wink:

I can't take as "rule" a "double system". I think it's quite unclear the mechanics of combat with granades and flame throwers...

Ok, i have a flame thrower that do a column of fire in front of my, toward my enemy. Do i have to roll the attack? Is it a normal ranged attack with all the sub-rules (range, dodge bonus etc.)? So, i can miss the enemy AND then, even if i hit him, he gets a reflex S.T.? What about all the enemy and friends between me and the target? Only reflex throw or i have to check their defense for a miss chance (if my attack roll is under their defense?

OR

Simply tell: i hit this target with flame thrower? So just reflex S.T. for all the characters in the area? then, why give range increments? Why not a simple "fire spray is long x feet and large x feet"?

Of course these dubs are valid for the granade stuff...

And i'm not telling there are errors in the manual we need to correct with errata, i'm just trying to have "clarificated" system. So you can treat this part as "off topic" here. But i think it's useful to have a clear response.

PS. how other forum people treat type of attacks? I'm curious...
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Postby Lord Lance » Fri Feb 29, 2008 3:08 am

Haleth wrote:There are many powers which need a little clarification too, so I'll try to list them soon.

We are discussing this questions in the Adept HAndbook thread. Please, come here to "keep united" the infos we can obtain. :wink:
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Postby Haleth » Fri Feb 29, 2008 5:57 am

Lord Lance wrote:Ok, i have a flame thrower that do a column of fire in front of my, toward my enemy. Do i have to roll the attack? Is it a normal ranged attack with all the sub-rules (range, dodge bonus etc.)? So, i can miss the enemy AND then, even if i hit him, he gets a reflex S.T.? What about all the enemy and friends between me and the target? Only reflex throw or i have to check their defense for a miss chance (if my attack roll is under their defense?

OR

Simply tell: i hit this target with flame thrower? So just reflex S.T. for all the characters in the area? then, why give range increments? Why not a simple "fire spray is long x feet and large x feet"?


I don't see what is it that needs clarification... the description says it works as an area attack. Period. You may then refer to the rules on page 102 for a concrete explanation for area attacks. There is no "double system" here, as grenades work just the same.
Furthermore, Flamethrowers and grenades do not have range increments (see table on p. 82).

As for the errata for the Adept's Handbook, thanks for the advice. I'll take a look there.
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Galleon vs Galley

Postby committed hero » Fri Feb 29, 2008 7:31 am

The Galley description states that

A galleon is 130 feet long and 20 feet wide, and it
can carry 150 tons of cargo or 250 soldiers. This ship cannot make sea
voyages and sticks to the coast. It moves about 4 miles per hour when
being rowed or under sail.


It looks like the second word of the first should be "galley" as well.
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Postby True20Chick » Fri Feb 29, 2008 8:06 am

Lord Lance wrote:Ok, i have a flame thrower that do a column of fire in front of my, toward my enemy. Do i have to roll the attack? Is it a normal ranged attack with all the sub-rules (range, dodge bonus etc.)? So, i can miss the enemy AND then, even if i hit him, he gets a reflex S.T.? What about all the enemy and friends between me and the target? Only reflex throw or i have to check their defense for a miss chance (if my attack roll is under their defense?


No, there is no attack roll for a flamethrower. It's an area attack that can hit anyone with in a line 5 feet wide and 25 feet long.

So just reflex S.T. for all the characters in the area?


Yes.

then, why give range increments? Why not a simple "fire spray is long x feet and large x feet"?


Flame throwers aren't given a range increment. And it does say that the fire spray is 5 feet wide and 25 feet long.

If you use a flame thrower, all targets within a line 5 ft. wide and 25 ft. long must make Reflex saves.

Of course these dubs are valid for the granade stuff...


If you throw a grenade and hitting a specific target is not required, there is no need to bother with an attack roll. All targets within a 50 ft. radius must make a Reflex save.

However, if you are trying to throw a grenade into a specific spot, for example, through a window or into a car or in some other way to get around cover, then using the ranged attack rolls AND the range increment penalty are appropriate.

If someone is shooting at me from a small window on the third floor of a house (30 feet up), he has cover. If I toss a grenade at him, the cover provides him a bonus to his Reflex save (pg. 103). If I want to throw the grenade in such a way as to avoid that cover, through the window, it is entirely accurate and fair for the Narrator to call for a ranged attack roll on my throw to avoid the cover.

He counts the window as a Small immobile target. Since it is immobile, its base Defense is 5 (pg. 98 ) and since a thrown object has a range increment of 10 ft., my attack roll is at -4 because the target (the window) is 2 range increments beyond 10 ft.

If I roll a total of 10 on my attack roll, that is brought down to a 6 by my range penalty. That means I got the grenade into the window and denied my opponent the benefit of cover. He gets no cover bonus to his Reflex save to avoid the grendade blast.

If I roll a total of 8 on my attack roll, that is brought down to 4 by my range penalty. That means I failed to ge the grenade through the window, and my opponent gets a cover bonus to his Reflex save to avoid the grenade blast.

Sometimes the range penalty for a grenade as a thrown weapons does come into play. Sometimes you need to know whether or not you hit a specific point with a grenade.
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Postby timemrick » Sat Mar 01, 2008 11:34 am

I've finally forced myself to begin comparing True20Chick's errata docs with my own scattered, incomplete notes. Here's a first stab at new nitpicks to add to the files, all from True20 Adventure Roleplaying. (Apologies if some of these have already been mentioned; they weren't in the current errata doc.)

p. 6, ...Or If You've Played Before: Change "make them to" to "make them more".

p. 69, Self-Shaping: Add "Fatiguing" to the Self-Shaping power’s requisites (the grey bar).

p. 64, Sample Wealth Difficulties: Toolkit should be Cost 7-14; New car should be Cost 26+.

p. 75, Gaining Wealth: In the first sentence, "earn is" should be "earn it".

pp. 78 and 79, Toolkits: Move the Toolkits entry to Adventuring Gear, between Spyglass and Torch.

p. 84, Weapon Accessories: The current errata adds arrows and crossbow bolts to this table, but not their weights. The Equipment Weight tables omit these projectiles.

p. 128, Change Shape: In the 2nd and 3rd bullet items, change "extraordinary" to "non-supernatural".

p. 134, Deer, Magic: Under Feats, "Dodge" should be "Dodge Focus".

p. 135, Goblin: Add the "(goblinoid)" subtype to the Type line.

p. 136, Harpy: Under Skills, "N0tice" should be "Notice".

p. 137, Orc: Add the "(orc)" subtype to the Type line.

p. 138, Shark: Add the "(aquatic)" subtype to the Type line.

p. 161, Wish Granting: In the first sentence, "unlimited" should be "unlimited ability".

p. 175, The Ars Lumina: In the last sentence before Disciplines, "refer to is" should be "refer to it".

p. 175, Disciplines: Under Forbidden Rites and Lux Sanctus, "Enhance Self" should be "Enhance Ability".

p. 182, Draugmorre: Under Bonus Feats, "Aggressive Attack" should be "All-Out Attack". [I think this one was mentioned recently?]

p. 195, Flying Kaiju: Under Saving Throws, Fortitude should be +10, Will +3.

p. 196, Original Kaiju: Under Feats, "Great Toughness" should be "Tough".

(Also, the Kaiju creature type is never described. I interpolated some stats for that at one point, but need to dig further to find them. If the new MvK setting book addresses this omission, I won't bother.)
Tim Emrick, Keeper of the Freeport Errata
http://timsrpgerrata.wikispaces.com/
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Postby True20Chick » Sun Mar 02, 2008 3:05 pm

Thanks, Tim!
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