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 Post subject: AE Errata thus far
PostPosted: Thu Dec 10, 2009 5:00 pm 
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p.88

some missing text for the Wolfling. Here is the entire text missing and not for completeness:

Pack Leader - You lead the pack, taking a leadership role in any group.
When not leading, you chafe and fight against the authority in place until you leave or get the leadership position.

As Pack Leader you give a bonus to any single task the "pack"
performs equal to your CHAR. For instance, you are in charge of a group of five, and set them up defensively against an attack. You could provide your CHAR as a bonus to their DEF. You could just as easily have that group run, and have CHAR as a bonus to Movement. Regardless, once a task has started and the bonus applied to the task, you cannot change it. If one or more of the group no longer performs the task, they lose the bonus. You must exert your leadership over the pack to provide this bonus, requiring a TD 75 LEAD check, or the pack does not get the bonus. If you fail, you cannot try again on the same task.

Must be the "leader" in fact, not in name or as a puppet. Will fight and sabotage the current leader, until you can take over, or you are forced from the group. When not leading, your EGO and CHAR suffer a -4 penalty, and you are -10 on all skill, Save, and other checks you make.

Special Attack Maneuver - When you engage foes at Close ER, you can snap and savage enemies with your fangs as a quickened action. You have a -20 penalty to hit with the bite and any other weapons you use that CF action count.


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 Post subject:
PostPosted: Tue Jan 12, 2010 10:03 am 
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FALLING / HEALING

Here is a link to the errata on Falling and Healing. It is supposed to be located at page 263.

http://empcho.bizhosting.com/errata.html


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PostPosted: Sun Mar 21, 2010 6:12 am 
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If anyone knows of any typos or errata that should be changed - please let us know and we can hopefully incorporate it into the newer layout. thanks!


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PostPosted: Sun Mar 28, 2010 5:37 am 
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Sundrtonge wrote:
If anyone knows of any typos or errata that should be changed - please let us know and we can hopefully incorporate it into the newer layout. thanks!



I have been taking a few notes. Would you rather see them posted in the forum, or should I PM or email them to one of you?


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 Post subject: Arduin Eternal Errata
PostPosted: Sun Mar 28, 2010 4:14 pm 
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Hello Fans,

Just post your errata right into this forum. We will check the forum on a regular basis for your input. Please do not be shy, let us know what you find. This will allow us to fix the material in the book. I will be posting the learn rates for the Alchemy Recipes (pg. 580 to 594) as soon as they are complete. Thank You for all your help in making Arduin Eternal better.

Thank You,
George De Rosa
Vice-President
Emperors Choice Games & Miniatures Corp.


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 Post subject: Errata
PostPosted: Sat Apr 10, 2010 10:32 am 
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Hello Fans,

Here are the learn rates for the Alchemy Recipes:

LEARN RATES FOR ALCHEMY RECIPES
CHAPTER SIXTEEN PG 580 – 594

LEARN RATE IN GC

Acid [A-OP 1] - 255 GC
Animal Repellant [A-OP 1] - 76 GC
Bang Pellets [A-OP 1] - 254 GC
Carbon Black [A-OP 1] - 256 GC
Carouser’s Brew [A-OP 1] - 255 GC
Decayless [A-OP 1] - 252 GC
Fire Salts [A-OP 1] - 252 GC
Glue Vials [A-OP 1] - 259 GC
Go Juice [A-OP 1] - 254 GC
Green Rouge [A-OP 1] - 258 GC
Insect Repellent [A-OP 1] - 76 GC
Itching Mist [A-OP 1] - 256 GC
Luminous Chalk [A-OP 1] - 256 GC
Nummer [A-OP 1] - 255 GC
Owlgaze [A-OP 1] - 254 GC
Sleepfast [A-OP 1] - 252 GC
Slippery Mist Sphere [A-OP 1] - 305 GC
Smoke Pellets [A-OP 1] - 254 GC
Bosallian Snow Stone [A-OP 1] - 251 GC
Star Droplet Mist [A-OP 1] - 255 GC
Stunning Powder [A-OP 1] - 252 GC
Water Proofing [A-OP 1] - 134 GC

Acid Grenade [A-OP 2] - 270 GC
Breaksnap Pellets [A-OP 2] - 281 GC
Deep Black Smoke Pellets[A-OP 2] - 262 GC
Dehydrated Rations [A-OP 2] - 377 GC
Desiccant Lozenges [A-OP 2] - 382 GC
Falling Star Ice [A-OP 2] - 501 GC
Fire Retardant Paste [A-OP 2] - 263 GC
Flash Pellets [A-OP 2] - 257 GC
Freeze Bee Honey [A-OP 2] - 401 GC
Incendiary Paste [A-OP 2] - 383 GC
Instant Rope [A-OP 2] - 380 GC
Potion of Healing [A-OP 2] - 487 GC
Pyrotechnic Powder [A-OP 2] - 389 GC
Quick Awake [A-OP 2] - 252 GC
Rustless [A-OP 2] - 385 GC
Skin Stain [A-OP 2] - 378 GC
Stench Bomb [A-OP 2] - 285 GC
Stun Mist Sphere [A-OP 2] - 285 GC

Acid Cloud Sphere [A-OP 3] - 428 GC
Cold Rub [A-OP 3] - 420 GC
Defoliant Powder [A-OP 3] - 392 GC
Flash Point Pellets [A-OP 3] - 257 GC
Fire Mist Sphere [A-OP 3] - 698 GC
Ghoul Pellets [A-OP 3] - 386 GC
Invisible Stain [A-OP 3] - 514 GC
Liquid Heat [A-OP 3] - 396 GC
Midnkarl Pybra Rub [A-OP 3] - 634 GC
Sleeping Mist Sphere [A-OP 3] - 583 GC
Super Glue Vials [A-OP 3] - 381 GC
Throon Stink [A-OP 3] - 378 GC

Acid Retardant Paste [A-OP 4] - 684 GC
Dragon Gut [A-OP 4] - 399 GC
Disease Dissapator [A-OP 4] - 792 GC
Jubal’s Draught [A-OP 4] - 576 GC
Ever Candles [A-OP 4] - 399 GC
Gray Mountain Flame [A-OP 4] - 391 GC
Meteors [A-OP 4] - 414 GC
Potent Potion of Healing [A-OP 4] - 732 GC
Snow Snake Breath [A-OP 4] - 707 GC

Dancing Fire Powder [A-OP 5] - 1081 GC
Mystik Solvent [A-OP 5] - 516 GC
Preserved Rations [A-OP 5] - 528 GC
Stored Air [A-OP 5] - 572 GC
Tangle Death Coils [A-OP 5] - 1342

Condensed Water [A-OP 6] - 510 GC
Ghost Dust [A-OP 6] - 2826 GC
Potion of Strength and Power [A-OP 6] - 566 GC
Unicorn Draught [A-OP 6] - 1462 GC
Zhuler [A-OP 6] - 1226 GC

Liquid Light [A-OP 7] - 620 GC
Liquid Metal [A-OP 7] - 3160 GC
Ooze Eater [A-OP 7] - 960 GC
Sun Bright Salve [A-OP 7] - 775 GC

Regenerator [A-OP 8] - 3723 GC
Rust Dust [A-OP 8] - 684 GC
Vampyrs Tears [A-OP 8] - 747 GC
Walking Liquid [A-OP 8] - 691 GC

Blood of the Metamorph [A-OP 9] - 922 GC

Reflector Salve [A-OP 10] - 839 GC


The new book layout has the spells by OP and then alpha with the learn rates included.

Thank You,
George De Rosa
Vice-President
Emperors Choice Games & Miniatures Corp.


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 Post subject:
PostPosted: Mon Apr 12, 2010 1:50 am 
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Joined: Sun Feb 18, 2007 9:00 pm
Posts: 26
Location: SF Bay Area, CA
I just started reading, but as I go through I am cross-referencing material to try to spot anything that was left out. So, far, here are my notes for the first 100 pages (minus things that I see have already been picked up by the errata doc).

I am also ignoring little typos, etc in favor of actual missing material. Please do correct me if I simply missed any of the things called out as missing below.

Awesome game! Keep it coming.

-Pg. 25, under "Legacy of Otomo". There is a reference to the "Adventurous" social motif. I can't seem to find its description.

-Pg. 28, under "Acrobatic Inheritance". There is a reference to an "Ungainly" penalty in the Knockdown and Grapple rules. I can't find any mention of Ungainly in those rules.

-Pg. 31, under "Mark of Nessyiu". Another reference to the Ungainly penalty.

-Pg. 35, under "Universally Despised". There is a reference to a "Despised" social motif, the description for which I cannot find.

-Pg. 37, under "Heritage of the First". There is a reference to a "Born Creator" racial choice, the description for which I cannot find.

-Pg. 43, Both "Blood of Simullaque" and "Scions of Zaed ne Kaeylya" sections mention a Nauseated condition, the description for which is not on the errata conditions table.

Pg. 45, text states that Gnolls have a +20 to Escape and Egress. I cannot find the rules for those things.

Pg. 50, "Hardened Survivalist" section refers the reader to the Combat and Melee chapter for Overland Escape and Evasion rules. These rules are actually in the Adventuring chapter.

Pg. 63, text in the upper left part of the page references the Nausea status, which I cannot find the rules for.

Pg. 74, "Greater Visual Range" section states that Phraints do not suffer the penalties for fighting multiple enemies. I cannot find where these penalties are enumerated.

Pg. 86, "Keen Senses" section mentions a "Scent Identification" secret, which I have been unable to locate.

Pg. 93, "Demeanor of Power" mentions "motivate" and "frighten" conditions, the rules for which don't seem to be on the errata conditions table.

Pg. 95, "Faerie Vitality" has another mention of the elusive Nauseated condition.

Pg. 96, "Judge of Quality" has another Nauseated mention.

Pg. 97, "Mental Anomaly" references a mental power called "Face", the description for which I cannot find.

GENERAL: There is a thread someplace on this forum where Starric added a few secrets and abilities to help Technos get up to high levels of MA. Can those be added to the errata document? Also, are there other secrets and/or other character options to help mages, alchemists and psychics buff up their MAs more? If so, can they be added to errata as well? At this point, house rules are required for several character types to be able to access their high end powers, and this is unfortunate in such an otherwise thorough game.


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PostPosted: Mon Apr 12, 2010 3:52 pm 
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Hi Starric. Thanks for the response.

I guess my confusion is on the MA end, rather than the APT end. I see in the rulebook that there are lots of ways to increase APT, but MA seems to be harder to come by.

Maybe this is the source of my misunderstanding: Is it the case that you only need to hit EITHER the APT or MA requirement, rather than BOTH of them? If so, then I see how the PC you wrote up pulled off the Fell Gates spell, and that probably puts all of my confusion to rest.

But if, as I had previously thought, you need to hit BOTH the APT and MA targets, then I'm not sure how the PC is pulling off the 65 MA requirement. I understand that the boost ritual is an option, but that seems to only work for a very limited period of time. Maybe you could clarify that for me?

I have no problem with these high-end powers being hard to reach for the great majority of characters. I am just confused because the MA requirements seem to put them out of reach entirely using the material in the rulebook.

Thanks again for replying to these queries! I love this game, and really want to get my head around it completely.


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PostPosted: Mon Apr 12, 2010 5:01 pm 
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Looking forward to it. This is all very helpful.


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 Post subject: Re: AE Errata thus far
PostPosted: Tue Mar 06, 2012 6:08 am 
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Okay, so im sure im missing something here, but just to be sure:

The Human has a racial trait titled Human Ingenuity, in which it reads, "When determining skill advancement and development, a Human uses +10 for the first tier of potential increase instead of the standard +20."

What I see without even thinking mechanics is that +10 is obviously less than +20, so why would a Human's ingenuity cause a decrease in something? Then, with what I think I know of the game, there is no standard +20 for skill advancement on skills. And third, the whats a tier of potential increase? I get tier levels for skills and professions and whatnot. If its referring to those tiers of "the resultant role is...", then how does a plus to ADV help after the resultant role is calculated? This loses me in several ways...

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 Post subject: Re: AE Errata thus far
PostPosted: Tue Mar 06, 2012 5:14 pm 
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Alright, I gotcha. I figured it was more simple than I [over]thought.

And thats one of the big things I love about this system: the fact that skills are much easier to advance when they are lower, and recieve larger advancements. Then, as the skill grows, so does the value one must subtract from the roll, consequently leading to lower totals and eventually: no advancement. And then, one must attain ADV bonuses to actually achieve a high enough total to get onto the chart.

This makes perfect sense in relation to real life, as one gains in skill (talent, etc.) much faster in the early stages of, say, mastering a craft. The closer to "master" that they become, the less there is to learn, and the harder it is to learn more.

The realism of Arduin's mechanics are what attracted me to role playing (from the [in]compleat Arduin, no less). I had originally tried D&D 3.5 some years ago and quickly lost interest. My dad had used to play a combination of THACO and the old Arduin supplements (just the first 3) mixed with touches of other systems like the armor rating from Palladuim. He stopped role playing [or so he thinks] right around when the Compleat Arduin came out, and never saw the awesome BF system. However, a group of his friends that loved his sessions so much did pursue it. 10 years later, now that I can hold interest on something for more than 20 minutes, those old friends of my dad's got me in on a session, and I was hooked. I never even got to finish a campaign, nor even experience the death of one of my characters, playing maybe a dozen sessions total before it all fell out.

Now addicted and wanting more, I talked a handful of my friends into trying Arduin, in which I was GM (I wanted to really play, but at least I was around it). Surprisingly, for 6 "noobs" who had never played an RPG and one GM who had very little practice himself... it went good.

Soon, I discovered Arduin Eternal. I instantly got the book and slowly chewed through it. Going through all the stages of course, from: im totally lost, to: okay, I still dont get it but this seems really cool, to: ahhhh that makes sense now... I tried to run a game with the new system but my players lost interest at this time, partially because I was still stumbling with them through a 3 hour character creation process, and partially the location we had available to play (very cold!).

After that I had no more Arduin dealings for about a year, then, my dad's friend, the one who turned me onto Arduin 2, calls me up with question on Arduin 3... He had had the book as a supplement for Arduin 2, but now wanted to learn the new system- he wanted more structure, he said.
It was awesome watching him go through the same stages I did, growing very excited at how the system ties together in complete structure, leaving nothing out; and is so very Arduin in it's mechanics, however different from Arduin 2. "Compleat" can now be spelled correctly!

Anyway thats where I am now, waiting to finally play again (I don't want to GM quite yet); I have a Hobbit thief rolled up and ready!

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 Post subject: Re: AE Errata thus far
PostPosted: Wed Apr 11, 2012 8:10 pm 
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-Pg. 25, under "Legacy of Otomo". There is a reference to the "Adventurous" social motif. I can't seem to find its description.

-Pg. 28, under "Acrobatic Inheritance". There is a reference to an "Ungainly" penalty in the Knockdown and Grapple rules. I can't find any mention of Ungainly in those rules.

-Pg. 31, under "Mark of Nessyiu". Another reference to the Ungainly penalty.

-Pg. 35, under "Universally Despised". There is a reference to a "Despised" social motif, the description for which I cannot find.

-Pg. 37, under "Heritage of the First". There is a reference to a "Born Creator" racial choice, the description for which I cannot find.

-Pg. 43, Both "Blood of Simullaque" and "Scions of Zaed ne Kaeylya" sections mention a Nauseated condition, the description for which is not on the errata conditions table.

Pg. 45, text states that Gnolls have a +20 to Escape and Egress. I cannot find the rules for those things.

Pg. 50, "Hardened Survivalist" section refers the reader to the Combat and Melee chapter for Overland Escape and Evasion rules. These rules are actually in the Adventuring chapter.

Pg. 63, text in the upper left part of the page references the Nausea status, which I cannot find the rules for.

Pg. 74, "Greater Visual Range" section states that Phraints do not suffer the penalties for fighting multiple enemies. I cannot find where these penalties are enumerated.

Pg. 86, "Keen Senses" section mentions a "Scent Identification" secret, which I have been unable to locate.

Pg. 93, "Demeanor of Power" mentions "motivate" and "frighten" conditions, the rules for which don't seem to be on the errata conditions table.

Pg. 95, "Faerie Vitality" has another mention of the elusive Nauseated condition.

Pg. 96, "Judge of Quality" has another Nauseated mention.

Pg. 97, "Mental Anomaly" references a mental power called "Face", the description for which I cannot find.

where are the answers for these questions, getting frustrated!


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 Post subject: Re: AE Errata thus far
PostPosted: Mon Apr 16, 2012 6:03 pm 
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I'm using the arduin eternal book, and thanks that answered many questions, adept is part of my gaming group here in willits CA, we been playing arduin since 1995, till recently we stopped in august last year then started up again April 15th this year, we


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 Post subject: Re: AE Errata thus far
PostPosted: Thu Apr 19, 2012 6:35 am 
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Thank god were playing again!

And adept is my rank, sheesh! :wink:

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 Post subject: Re: AE Errata thus far
PostPosted: Sat Apr 21, 2012 8:31 am 
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JRB might know but I know nothing. Though am certainly intersted in one.

What are they like? A day of gaming with other players? A weekend? And how many people? I suppose I should hit up Google.

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