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by timemrick » Sun Mar 02, 2008 5:23 pm
Aha! Found my big long file of errata-related stuff, and will post that here once I clean it up a bit (I need to vet it for stuff already in True20Chick's errata, and so on). Most likely tomorrow morning...?
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by True20Chick » Sun Mar 02, 2008 6:39 pm
Okie doke!
Also, I haven't been keeping track of errata for the sample settings. Most of them have already been published, and they won't be included in the True20 2nd printing.
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by timemrick » Mon Mar 03, 2008 6:44 am
Hmm, maybe I'll add a page to my wiki just for the sample settings, with a note that what I post there is almost certainly incomplete, and doesn't reflect changes made in the separate setting books. (I already have something like that for True20 Worlds of Adventure.)
Also, since my "Errata & Notes" pages tend to include comments that aren't strictly errata, I'll probably have a few notes that would work better on my wiki than in the main errata doc. At the moment, my wiki pages for the core rulebook, Bestiary, and Companion just consist of links to Erica's errata and this thread.
Once I figure out what I want to go where, I'll post the strictly-errata stuff here.
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by timemrick » Mon Mar 03, 2008 8:26 am
All of the following applies to the True20 Adventure Roleplaying hardcover core rulebook:
p. 8, Comparison Checks: Instead of flipping a coin for identical bonuses, roll a die to break the tie. This allows for comparisons involving more than two characters.
pp. 11-12, Important Terms: Add an entry for "aid".
p. 15, Charisma (Cha): Add the following bullet item: "Wealth score at 1st level."
p. 28, Untrained Skills: Change "in appropriate" to "inappropriate".
pp. 32-33, Craft: The text here gives examples from d20/D&D (and Caliphate Nights uses Craft [calligraphy]), but other sections of the rules refer to the specialties used in d20 Modern (chemical, electronic, mechanical, pharmaceutical, structural, visual art).
p. 33, Disable Device: No entry for locks appear in the Equipment chapter. Thieves' tools are purchased as a toolkit (see pp. 77 and 79).
p. 35, Handle Animal: There is no list of tricks. See the Blue Rose Companion or the d20 SRD for a list.
p. 40, Stealth: Vanishing doesn’t seem to be substantially different from Creating a Diversion to Hide; they should have been combined.
p. 44, Warrior Feats: Is there a reason why Mounted Archery was deleted from the Warrior Feats table and main text?
p. 45, Exotic Weapon Training: This feat may also be applied to remotely wielded weapons (see p. 65, Manipulate Object).
p. 46, Familiar: There are no 0-level creatures in the core rulebook; see the True20 Bestiary for examples. Does the power check for overcoming interference with the Link use (adept level +3) + key ability, as if the adept had the Mind Touch power?
p. 47, Improved Grab: The bold cross-reference to "Grappling" should be "Grapple".
p. 50, Second Chance: One of the listed examples is "triggering traps"; however, in spite of mentioning traps under the Disable Device and Search skills, True20 gives no rules for how traps work.
p. 51, Taunt: Per p. 101, Taunt, you can take a -5 penalty on the check and attempt to taunt as a move action.
p. 60, Cure Disease; p. 60, Cure Poison: It's unclear whether Cure Disease and Cure Poison remove all damage suffered from the attack, or simply halt such damage from continuing (as in d20). Also, there appears to be no way to cure ability score loss from other sources.
pp. 60-61, Earth Shaping: Under Earthquake: Open Ground, a 25 percent chance is 16+ on d20.
p. 63, Ghost Touch: What is the duration?
pp. 64-65, Light Shaping: A 20% miss chance is 17+ on d20, 50% is 11+. See p. 103, Concealment, and p. 109, Invisible, for more details.
p. 67, Phase: "Supernatural powers the effect" should be "Supernatural powers that effect". Change "damager" to "damage".
p. 72, Wind Shaping: A 50 percent chance is 11+ on d20; 75% is 6+.
pp. 74-76, Wealth: In the first paragraph on p. 74, insert a period after "goods and services".
p. 74, Financial Aid: The Aid bonus can exceed +2 (see p. 9, Aid).
p. 75, Wealth Awards: The Selling Things rules (pp. 75-76) can also be used, if the reward's exact Cost is known.
p. 76, Higher Level Characters and Wealth: If Wealth is adjusted by +1 per additional level, then the formula should be "4 + Charisma + level (+4 per Wealthy feat)".
p. 76, Size and Concealment: Alter the modifiers up or down for characters not of Medium size.
p. 76, Noticing Concealed Items: Instead of the "The Difficulty varies … Sleight of Hand check total." passage, wouldn't it be easier to simply say, "The Difficulty of the check is the target’s Sleight of Hand check total."? This would cover both making a roll and taking 10.
pp. 76-80, General Equipment: The tables on p. 77 are not in the same order as the subsections of the main text.
pp. 76-78, Adventuring Gear: The crowbar, hammer, and torch can be used as improvised weapons, but no rules for improvised weapons are given in the Weapons section (pp. 80-84).
p. 77, Electronics: "Desktop" and "laptop" should be indented slightly (as was done with the types of barding, horses, and saddles under Mounts and Related Gear).
p. 77, Mounts and Related Gear: Dog stats are on p. 134; horses on p. 136. Working dogs, donkeys, mules, and ponies may be found in the True20 Bestiary.
p. 78, Handcuffs: No entry for locks appear in the Equipment chapter.
p. 79, Night Vision Goggles: See p. 129, Darkvision.
p. 80, Barding, Medium or Large Creature: The reduced speeds for barding assume that medium and heavy armor are medium and heavy load, respectively (see p. 91, Carrying).
p. 80, Saddle, Military: See p. 105 about mounted combat and staying in the saddle.
pp. 80-81, Melee Weapons: The bulleted list also applies to ranged weapons, not just melee weapons. For completeness's sake, the Damage Descriptor bullet item should mention other damage types (autofire, ballistic, chemical, electricity, energy, explosive), or perhaps just that some attacks have special effects beyond these three basic types.
p. 84, Taser: A taser's darts are attached to the weapon, so it effectively has only one range increment.
pp. 86-88, Vehicles: Under Speed, note that each 1 mph of speed equals approximately 10 feet per round (cf. p. 90, Movement Pace).
p. 88, Charms: "[A charm] has a cost of 10 + the charm’s bonus with the power, which cannot exceed its maker’s bonus." Is this the cost that the maker has to pay, the market price, or both?
p. 91, Carrying: The speed modifiers for carrying loads replace both the encumbrance and armor modifiers used in d20.
p. 97, Aid: The aid bonus can exceed +2 (see p. 9, Aid).
p. 100, Multiple Grapplers: Aid bonuses may exceed +2 (see p. 9, Aid).
p. 101, Startle: Because Startle acts like a feint, it seems reasonable to allow the Fast Task challenge (see p. 9) to do it as a move action instead of a standard action.
p. 104, Helpless Defenders: Regular Attack: The -9 and -5 already include the -5 effective Dexterity; melee attacks also include the -4 penalty for being prone.
pp. 106-107, Non Lethal Damage: Insert a hyphen in the header.
pp. 108-110, Condition Summary: Add an entry for Dazzled (see pp. 130-131, Light Sensitivity).
p. 108, Ability Damaged; p. 108, Ability Drained: See notes to p. 60, Cure Disease and Cure Poison.
p. 108, Blinded: A 50 percent miss chance is 11+ on d20.
p. 108, Disabled: Note that moving all out while disabled requires two standard actions to "begin/complete full action".
p. 109, Helpless: Defense 5 is base 10, -5 for debilitated Dexterity.
p. 109, Incorporeal: See pp. 124-125, Incorporeal (under Creature Subtypes) for more details.
p. 109, Invisible: A 50 percent miss chance is 11+ on d20. This miss chance is due to total concealment (see p. 103).
p. 110, Paralyzed: Defense 5 is base 10, -5 for debilitated Dexterity.
pp. 110-111, Darkness: A 50 percent miss chance is 11+ on d20.
p. 112, Smoke: A 20 percent miss chance is 17+ on d20.
p. 119, Minions: In the second paragraph, delete the "with" after "dispatch".
pp. 119-120, Reach: Reach is not explained fully, in particular "0 ft." reach.
p. 120, Space: True20 does not use a battle grid, so Narrators may wish to ignore the Space column and text (except perhaps for Large and larger creatures). (Note that Blue Rose omits Space rules.)
p. 120, Carrying Capacity: This header should be one size smaller, as it is a subsection of Size (p. 119). See p. 126, Strength, about the carrying capacity of quadrupeds.
p. 121, Dragon: Per the True20 Bestiary, dragons gain Night Vision as a bonus feat.
p. 123, Outsider: Per the True20 Bestiary, Outsiders gain Improved Strike as a bonus feat.
p. 123, Supernatural Beast: In the first paragraph, delete "or extraordinary"; "extraordinary abilities" is a d20 term dropped from True20. The owl-bear example does not appear in the core book; use "bear-shark" instead.
pp. 124-125, Incorporeal: A 50 percent miss chance is 11+ on d20.
p. 126, Fly: Maneuverability ratings without more precise rules than this don't seem to add much to the game. I'd prefer to either 1) give slightly more detail about what they mean, or 2) cut them entirely, as in the previous version.
p. 127, Ability Score Loss: See notes to p. 60, Cure Disease and Cure Poison.
p. 129, Disease: See notes to p. 60, Cure Disease.
p. 129, Fast Healing: Some creatures, such as vampires, make recovery checks every round.
p. 129, Gaze: Under Averting Eyes, the die roll for a 50% chance should be given as "11 or higher on a d20", to match usage elsewhere in True20.
p. 130, Paralysis: As with other special attacks, the save Difficulty should be 10 + 1/2 creature level + key ability score. The ability used will vary depending on the nature of the creature (most likely Charisma for undead, Constitution for living creatures).
p. 130, Poison: See notes to p. 60, Cure Poison.
p. 130, Regeneration: In the second paragraph, insert "heal" after "Regeneration also does not".
p. 132, Bear: Delete Climb from Skills; it has 0 ranks and no modifiers beyond the key ability (Str).
p. 133, Caliban Mutation Table: A result of 12 gives Night Vision, but all calibans already have this bonus feat.
p. 134, Deer: Under Feats, "Dodge" should be "Dodge Focus".
p. 134, Dog: Swim should be 0 (+6) [+1 Str, +2 racial bonus, +3 Skill Focus].
p. 125, Ghost: Toughness should be +2 [1/2 its level]; incorporeal creatures should not gain natural armor bonuses.
p. 136, Harpy: The harpy's type and level only give it 10 skill ranks, but it has been given 12. Under Combat, "Damage 0" should be "Damage +0".
p. 136, Hawk: Add a "Feats" line; hawks get one feat. Delete the sentence "Hawks have a +8 bonus on Notice checks to see things at a distance."; this is already covered by the Skills entry.
p. 137, Ogre: The "B" after "Tough 4" should be a superscript.
p. 137, Orc: Add two more skills to reflect the changes to the warrior role.
pp. 137-138, Rat: In the paragraph on skill bonuses, "10on" should be "10 on". A 1st-level animal should have 4 ranks in one skill, not 2 each in two.
Narrators with the True20 Bestiary may wish to make the rat a 0-level creature [as it was in the working draft]; in this case, reduce skill ranks to 3 (from 4).
p. 138, Rat, Dire: A 1st-level animal should have 4 ranks in one skill, not 3 and 1 in two.
p. 138, Shark: Two of the Tough feats are bonus feats (superscript "B").
p. 138, Snake, Constrictor: Insert a superscript "B" after "Improved Grab". Skill ranks should be split 4/2 (starting skill/additional levels), not 3/3.
pp. 139-140, Vampire: Remove the rule line that splits the Traits entry. Attack and Defense should be +7 (+3 Dex).
Children of the Night does not give the numbers of creatures summoned. See the True20 Bestiary for bat and rat swarm stats.
The Weaknesses section refers to holy symbols. However, the equipment chapter does not list any, and unlike d20, they are not needed to cast priestly magic.
p. 140, Wolf: The "B" after "Track" should be a superscript.
p. 217, Character Sheet: Melee Attack Bonus and Ranged Attack Bonus are the same modifier (this is a holdover from Blue Rose, where Str modifies melee, as it does in d20).
Under purpose of the boxes under Skills is unclear; they seem to be a holdover from the Blue Rose character sheet (where their use is likewise unclear, may have been meant for marking favored vs. normal skills--a distinction that True20 doesn’t make).
pp. 218-222, Index: Apostrophes should be ', not `.
p. 219, E: "E'lan System" should come become "E'lanari".
p. 219, F: Add "56" to Fatigue. Add "Feats, Reputation Qualities...26".
p. 221, N: Add "118-119, 120" to "Narrator character".
p. 222, T: Add "Toughness saving throw...106".
p. 223, 15 Copyright Notice: Several titles that appeared here in the original PDF were deleted in this revision--why?
[And that should be everything I have for the core rulebook! Any comments I have about the Worlds of Adventure chapters will appear on my wiki page eventually...]
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timemrick
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by Lord Lance » Mon Mar 03, 2008 9:22 am
timemrick wrote:p. 100, Multiple Grapplers: Aid bonuses may exceed +2 (see p. 9, Aid).
Here we are waiting a clarification from Steve (if i don't remember bad), 'cause AID at pag 9 is apparently different from the AID action under the combat chapter: in the later, they say only the +2 bonus.
PS. Men, we REALLY need a revised edition!!!
x Chick:
I think we need clarifications about Size Modifier, pag 94.
The text says that it's harder to hit a small target, but the table give a combat bonus of +1, +2 etc, to hit small creatures! Why??
Then, in the defense bonuses, they says the same thing, and they tell us to refer to the same table for Size Modifiers...
I think we need to change the words under the Attack Modifiers - Size Modifiers, 1st phrase, with something like this "Smaller targets hits with more accuracy, while larger have more difficulties to hit, because their heavy, often cumbersome bodies".
Am i right? This is quite an errata.
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by ValhallaGH » Mon Mar 03, 2008 11:31 am
Lord Lance wrote:I think we need clarifications about Size Modifier, pag 94. The text says that it's harder to hit a small target, but the table give a combat bonus of +1, +2 etc, to hit small creatures! Why??
Because you misread.
That +1 is to the small character's combat, not their opponents. That means that all of their defenses go up by 1. And that they have a +1 to attack rolls. So small-on-small violence is just as dangerous as medium-on-medium, but small-on-medium tends to favor the small.
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by timemrick » Mon Mar 03, 2008 1:47 pm
I've posted additional comments on the core rulebook, which aren't strictly errata, to my errata wiki, here.
(Now to go do the same vetting of my scattered notes on the Bestiary and Companion...)
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by True20Chick » Mon Mar 03, 2008 2:15 pm
Just by way of an update, I got an email from Steve today. He's kept track of the recent errata I've sent, and promised to get back to me on the specific questions that have arisen recently.
Thanks for the updates above, Tim. I'll incorporate them.
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by timemrick » Mon Mar 03, 2008 2:43 pm
True20 Bestiary Errata
Mental Contact Errata: List dragons in the order they appear in the book (by species, then age). "Imp" should be "Fiend, Imp".
p. 2, Table of Contents: "Doppleganger" should be "Doppelganger".
p. 54, Doppleganger: The header should read "Doppelganger". (The race's name is spelled correctly in the main text.)
p. 76, Aether Elemental: Add a period to the sentence immediately preceding the Aether Elemental Sizes table.
p. 99, Gargoyle, True: In Skills, add "*" to Stealth.
p. 101, Ghoul: Under Ghoul Fever, "Although it looses" should be "Although it loses".
p. 121, Werebear: The werebear is missing the Saving Throws line for its Alternate Form: Toughness +7 (+2 size, +5 Con, +1 natural), Fortitude +10 (+5 base, +5 Con), Reflex +4 (+3 base, +1 Dex), Will +3 (+0 base, +1 Wis, +2 Iron Will).
p. 141, Sahaugin: Water Dependent should specifically refer to the suffocation rules.
p. 152, Swarm of Bats: Move "3rd Level Animal (Swarm)" to a Type line.
p. 153, Swarm of Locust: The header should read "Swarm of Locusts".
p. 175, Common Lycanthropes [table]: Lycanthropes have Night Vision in all forms.
p. 177, Lycanthropy as an Affliction: In the third line on p. 177, change "alignment" to "nature".
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timemrick
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by timemrick » Mon Mar 03, 2008 3:15 pm
True20 Companion Errata:
p. 22, Sample Awakened Beast Backgrounds: Which creature type are awakened beasts--animal or supernatural beast?
p. 32, Necromancy: "Knowledge (anatomy and physiology)" should be "Knowledge (life sciences)".
[Errata to errata: pp. 48 & 49, Background Modification Table: Both entries should cite Page 48.]
p. 54, Targeting System and p. 54, Tracking System: Replace a "a half action" with "either a standard or move action". [I have a note that this has been errata'd, but it's not in the current errata doc yet...?]
p. 73, Criminal: "Disable Devices" should be "Disable Device". Firearms Training and Weapon Training are feats, not skills.
[Errata question: p. 75, Arcanist paths: Should these additions apply to both Arcanist paths, or just Mystic (which already has them all)?]
p. 86, The Sanity Save: The bold "Sanity Bonus Variants" should be "The Basis of Sanity". In the ghoul example, "Fear Level" should be "Terror Level". In the gray box, "Fear Level" should be "Fear/Terror Level".
[Errata to errata: p. 113, Brawler: In the errata text, change "customer" to "custom".]
p. 115, Feats: The fourth paragraph discusses modifying the Track feat for an urban environment. However, there is already an Urban Tracking feat in Chapter Four (p. 80).
----
And that's my first pass at the Bestiary and Companion. I may have more when I track down the rest of my notes...
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by timemrick » Mon Mar 03, 2008 3:57 pm
Here are the rest of my notes (to date) for the True20 Bestiary:
p. 6, Step Two: Set the Size: In the second paragraph, "tent" should be "tend".
p. 6, Step Three: Set the Level: 0th level creatures are mentioned, but there is no 0th level line in the Creature Level-Dependent Benefits table (p. 7). Treat them as 1st level for saves (+2/+0) and feats (1), and as 0th level for combat modifier (+0) and maximum skill ranks (3).
The Bestiary includes the following 0th level creatures (all are animals or vermin): Carpenter Caterpillar, Centipede (Tiny & Small), Ferret, Lizard, Raven, Scorpion (Tiny), Spider (Tiny), Toad, Weasel.
pp. 7-15, Creature Types: Under Toughness in each entry, "toughness" should be capitalized. Under Traits, all references to "Proficiency with natural weapons" should read "Training with natural weapons", as in the core rulebook.
p. 8, Animal; p. 9, Construct: Under Feats, "martial" should be "warrior".
p. 10, Dragon: Dragons advance by gaining more levels in dragon, and may choose powers instead of feats, so have no need for adept levels.
p. 10, Elemental: New elemental types may have different favored saves (such as Will for aether and void in this book).
p. 11, Humanoid/Prime Sentient: Humanoids of the giant subtype are at least Large.
p. 12, Outsider: The two paragraphs before Features refer to an "extradimensional" type and subtype. This is either the outsider type renamed, or the extraplanar subtype.
p. 13, Pathogen (Hazard): In the last sentence, "fore" should be "for".
p. 15, General Subtypes: Extraplanar and Native should probably be moved to Fantasy and Horror Subtypes (p. 16).
p. 15, Extraplanar: Neither the core rules nor the Bestiary explain the material plane, transitive planes, etc. Narrators will have to adapt d20 material for more details, or develop their own rules. Also, many of the outisder entries in the Bestiary are vague about their home plane ("virtue-aligned planes" for celestials, for example).
pp. 17-19, Science-Fiction Subtypes: These subtypes have not been applied to any of the creatures in the Bestiary, though some obviously apply. See the genre notes in the creature type entries (pp. 7-15) for more information.
p. 17, Arthropod: In the second sentence, "as" should be "has".
p. 21, Supernatural Manufactured Weapons:Supernatural weapons in the core rulebook (p. 88) grant no bonus to attack or damage except for the +1 to attack for being masterwork; they only bypass damage reduction. Most supernatural weapons in the Bestiary, however, do grant these bonuses because they are converted from d20 items.
p. 29, Feats: The "B" in parentheses needs to be superscript.
p. 39, Carpenter Caterpillar: In the second paragraph of the description, insert "." after "useless".
p. 85, Fiend Traits: Most fiends have two of the three listed immunities, and two of the three listed resistances. (It is pointless to have both immunity AND resistance to fire.)
p. 89, Erinyes: Remove the rule line in the middle of the Entangle paragraph.
pp. 99-101, Genie (General): For more detailed genies, see the Caliphates Night chapter of the core rules (pp. 160-162, Djinni).
p. 115, Jacklova: Under Feats, "Fascinate" should be "Fascinate (Dance)", and change "Power (5)^B" to "Power (4)^B". Under Traits, delete "Fascinate [Dance] +17"; this is a feat, not a power.
p. 133, Orc, Black; p. 133, Orc, Grey (1st-Level Warrior): In the note on the racial bonus to skills, capitalize "survival".
p. 134, Otterfolk: In the Skills bonus paragraph, capitalize "search" and "notice".
p. 186, Step 2: Creature Level: Creatures with fractional Hit Dice are 0th level in True20 (see notes to p. 6, Step Three: Set the Level).
p. 189, Index: Much of the index simply repeats the table of contents. The index would be more useful if creatures from groups such as Dragon, Fiend, etc., were indexed by their individual names.
p. 189, Index: D: "Doppleganger" should be "Doppelganger".
p. 190, Index: S: Under Swarm, "Locust" should be "Locusts".
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by timemrick » Mon Mar 03, 2008 4:01 pm
And I found a few errors in the True20 Pocket Player's Guide that don't appear in the complete core rulebook:
p. 2, Table of Contents: "Ice 148" is missing a tab.
p. 55, General Feats [table]: "Light Shaper" should be "Light Sleeper".
p. 56, General Feats [table]: "Might Vision" should be "Night Vision".
p. 114, Weapon Accessories: The cost table has been omitted; see True20 Adventure Roleplaying, p. 84. The True20 Errata file offers a revised table that includes weights.
------
And that seems to be all the notes I have for now...really, this time. 
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by Lord Lance » Tue Mar 04, 2008 1:00 am
ValhallaGH wrote:Lord Lance wrote:I think we need clarifications about Size Modifier, pag 94. The text says that it's harder to hit a small target, but the table give a combat bonus of +1, +2 etc, to hit small creatures! Why??
Because you misread.  That +1 is to the small character's combat, not their opponents. That means that all of their defenses go up by 1. And that they have a +1 to attack rolls. So small-on-small violence is just as dangerous as medium-on-medium, but small-on-medium tends to favor the small.
I don't think so...
I read right. That phrase is present either in the Attack Modifiers and in the Defense Modifiers. It's correct for the Defense, but not for the Attack!
In attack, small creatures gets +1 to ATTACK other creatures (because they are quick, agile etc.), in defense they gets +1 to DEFENSE because they are small targets... This is why two creatures of the same size have their modifiers compensating each other.
And this is why we have to change the phrase in the Attack Modifiers... Please double check you too.
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by True20Chick » Tue Mar 04, 2008 1:25 am
A small creature gets a +1 to attack bonus and to its defense.
The bonus to defense is what makes a small target harder to hit.
For example, if you have a Small, Medium, and Large 1st level warrior, each with a Dexterity of +0, their bonuses to attack and defense are this:
Small, Attack +2 = +1 to hit for being small, +1 for being 1st level warrior, +0 Dex
Small, Defense 12 = 10 base +1 to Defense for being small, +1 for being 1st level warrior, +0 Dex
Medium, Attack +1 = +0 to hit for being medium, +1 for being 1st level warrior, +0 Dex
Medium, Defense 11 = 10 base +0 to Defense for being medium, +1 for being 1st level warrior, +0 Dex
Large, Attack +0 = -1 to hit for being large, +1 for being 1st level warrior, +0 Dex
Large, Defense 10 = 10 base -1 to Defense for being large, +1 for being 1st level warrior, +0 Dex
The Large warrior has to roll 10 or better to hit another Large warrior, 11 or better to hit the Medium warrior, and 12 or better to hit the Small warrior.
The Small warrior has to roll a 10 or better to hit another Small warrior, 9 or better to hit the Medium warrior, and 8 or better to hit the Large warrior.
The Small warrior is harder to hit because he gets a bonus on attack and defense and the Large one gets a penalty.
Just as the bonuses and penalties cancel each other out when two creatures of the same size attack each other, they make small targets harder to hit and big ones easier to hit.
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