Set 2 Typos

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Set 2 Typos

Postby Elfie » Thu Apr 28, 2011 6:12 pm

Not sure if it's too late to make minor changes before set 2 goes to the printer, but in preparation for the eventual eratta and PDF updates, I thought it'd be helpful to Green Ronin if we collected obvious typos in one location.

The first one I spotted is on page 31 of the GM guide. Under the "Werewolf's Curse" description, there is a rogue "t" sitting at the end of the paragraph after the final period.

Also, on page 37 of the Player's Guide, it is explicitly stated that by being a Grey Warden, "You gain a resistance to the taint. You can’t be turned into a ghoul by darkspawn blood." Yet there are no references anywhere else in either Player's Guide or GM's guide that I can find about how the taint works and how you might be turned into a ghoul by darkspawn blood if you were NOT a Grey Warden.
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Re: Set 2 Typos

Postby Sharsek » Thu Apr 28, 2011 10:39 pm

Player's Guide, page 68, Horror spell:

In the header:

Test: Willpower (Self-Discipline) vs. Spellpower

In the description:

Until the target succeeds on a Willpower (Courage) test vs. your Spellpower...
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Re: Set 2 Typos

Postby Elfie » Fri Apr 29, 2011 9:18 am

On page 68 of the Player's Guide, Group Heal is kind of confusing. "A number of subjects equal to twice your magic and all within 10 yards of you..." could either imply X number of subjects plus everyone within 10 yards or it could mean X number of people who are all within 10 yards.

For the time-being I'm assuming the intention was "who are all" because that makes the most sense, but I would highly recommend a wording adjustment to make it more clear.
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Re: Set 2 Typos

Postby Balgin Stondraeg » Sat Apr 30, 2011 11:19 am

Genlock Emissary(GM's book, page 26):

Magic 4

Spellpower 18

That's got to be a typo. even a focus only adds +2.

Likewise the Hurlock Emissary (on page 29) has Magic 4 and spellpower 22. Neither of them have any special ability that increases their spellpower.
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Re: Set 2 Typos

Postby Hellebore » Sat Apr 30, 2011 6:26 pm

It's possible that simply being darkspawn does that, but yes it does look odd. 22 SP is ridiculously high, no one is passing resistence tests against that...

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Re: Set 2 Typos

Postby Balgin Stondraeg » Sun May 01, 2011 8:43 am

Hellebore wrote:It's possible that simply being darkspawn does that, but yes it does look odd. 22 SP is ridiculously high, no one is passing resistence tests against that...

Hellebore


Not unless they're a dwarf with a constitution score of about 8 and a lot of focuses (on top of the +2 for being a dwarf). And for that to happen you're basicaly talking set 3.
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Re: Set 2 Typos

Postby rschweik » Sun May 01, 2011 7:42 pm

pg. 24

Last 'paragraph' before The Rivaini

"The tolerate..." should be "They tolerate..."
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Re: Set 2 Typos

Postby rschweik » Mon May 02, 2011 9:58 am

p. 39 Player's Guide

under "Optional: Trade Focuses", 1st paragraph:

"...This is not an accurate simulation of the differences between artisans, but nor is it in meant to be..."



should be: "...but nor is it meant to be..."
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Re: Set 2 Typos

Postby Elfie » Mon May 02, 2011 10:02 am

rschweik wrote:p. 39 Player's Guide

under "Optional: Trade Focuses", 1st paragraph:

"...This is not an accurate simulation of the differences between artisans, but nor is it in meant to be..."



should be: "...but nor is it meant to be..."


I'd go a step further an say it should just be "...nor is it meant to be..."
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Re: Set 2 Typos

Postby rschweik » Tue May 03, 2011 7:35 am

p51 player's guide
Paragraph directly above Poison-Making Mishaps table

...Given potentially fatal
outcomes, the GM should providing advance warning
in circumstances where failure will warrant use of the
mishaps table.

Error: "should providing advance" should be "should provide advance"
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Re: Set 2 Typos

Postby Elfie » Wed May 04, 2011 9:41 am

Not sure if this counts as a typo so much as an oversight, but Set 1 had examples and syntax for names for all of the available backgrounds and races. Set 2 has nothing for how to name Qunari, Chasind, Orlesians, Antivans, etc.
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Re: Set 2 Typos

Postby Admiral Yacob » Sat May 07, 2011 4:18 pm

In several spots it mentions there being 10 new backgrounds but there's actually 11 now that Wilder is on the list.

In the Using Grenades section you mention "Once the grenade's prepared you use the lob action (see the Playing the Game chapter) to throw it." I checked Set 1 and Set 2's Playing the Game chapters and cannot find the lob action in either. I was wondering how it differs from a normal attack.
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Re: Set 2 Typos

Postby JoJa » Wed May 11, 2011 4:11 pm

On Page 75 of the Player's Guide, in the last paragraph of the "Stacking Effects" sidebar, there needs to be a space between the first and second sentences.
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Re: Set 2 Typos

Postby Barbarian Axeman » Sun May 15, 2011 2:55 am

The example on page 62 of the player's guide does not correspond with the rules. In the rules the dragon die of the failed casting roll must be a 1 before a magical mishap occurs. In the example only failing is mentioned.
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Re: Set 2 Typos

Postby Barbarian Axeman » Sun May 15, 2011 3:12 am

The KABOOM! stunt on page 52 of the player's guide contains the next sentence. "Only a held grenade can be detonated if your target has the Poison-Making talent."

Why can't someone detonate a grenade held by an adversary that has not the Poison Making talent?
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Re: Set 2 Typos

Postby flyingcircus » Thu May 19, 2011 4:55 am

Barbarian Axeman wrote:The KABOOM! stunt on page 52 of the player's guide contains the next sentence. "Only a held grenade can be detonated if your target has the Poison-Making talent."

Why can't someone detonate a grenade held by an adversary that has not the Poison Making talent?


Because if the person is not at least a journeyman in poison-making they will not be using grenades as they do not have the ability to use them, pretty self explanatory or are you one that has to have every little rule and variable written to understand the meaning behind it?
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Re: Set 2 Typos

Postby Hellebore » Thu May 19, 2011 5:05 am

flyingcircus wrote:
Barbarian Axeman wrote:The KABOOM! stunt on page 52 of the player's guide contains the next sentence. "Only a held grenade can be detonated if your target has the Poison-Making talent."

Why can't someone detonate a grenade held by an adversary that has not the Poison Making talent?


Because if the person is not at least a journeyman in poison-making they will not be using grenades as they do not have the ability to use them, pretty self explanatory or are you one that has to have every little rule and variable written to understand the meaning behind it?


By that logic you couldn't shoot a gun in my hands if I had no training in the use of guns.

The question is a legitimate one - if you can blow up a grenade, then you can blow up a grenade. That a person carrying one without the poison making talent can't USE a grenade doesn't somehow make a grenade in their hand indestructible. It makes them an idiot.

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Re: Set 2 Typos

Postby Elfie » Thu May 19, 2011 5:28 am

Hellebore wrote:
flyingcircus wrote:
Barbarian Axeman wrote:The KABOOM! stunt on page 52 of the player's guide contains the next sentence. "Only a held grenade can be detonated if your target has the Poison-Making talent."

Why can't someone detonate a grenade held by an adversary that has not the Poison Making talent?


Because if the person is not at least a journeyman in poison-making they will not be using grenades as they do not have the ability to use them, pretty self explanatory or are you one that has to have every little rule and variable written to understand the meaning behind it?


By that logic you couldn't shoot a gun in my hands if I had no training in the use of guns.

The question is a legitimate one - if you can blow up a grenade, then you can blow up a grenade. That a person carrying one without the poison making talent can't USE a grenade doesn't somehow make a grenade in their hand indestructible. It makes them an idiot.

Hellebore


In context, this rule makes perfect sense. The first line is "Your attack detonates a grenade held (that is prepared to throw) or carried by your target." So the line saying that "Only a held grenade can be detonated if your target has the Poison-Making talent" means that if your target has the Poison-Making talent, his STORED (aka, carried) grenades are safe from Kaboom, but anyone's held (readied) grenades are free game.
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Re: Set 2 Typos

Postby Hellebore » Thu May 19, 2011 5:35 am

Well now we're splitting hairs over 'held' and 'Held'. If you're carrying a grenade in your hand it should be vulnerable to being kaboomed, whether your intent is to use it with your poison-making talent, or to simply to carry it around.

It still comes down to the lack of the Poison Making Talent making a grenade in the hand indestructible.

Technically there should be no reason someone can't throw a grenade whether they have the poison making talent or not - chucking things has no relevance to making poisons.

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Re: Set 2 Typos

Postby Lyger » Thu May 19, 2011 6:21 am

Barbarian Axeman wrote:The KABOOM! stunt on page 52 of the player's guide contains the next sentence. "Only a held grenade can be detonated if your target has the Poison-Making talent."

Why can't someone detonate a grenade held by an adversary that has not the Poison Making talent?

It seems that it's entirely possible that this is simply a typo. Without a bit more context, it's hard to be sure. The name of the stunt, "KABOOM," implies that this deals with explosives, so the link to Poison-Making seems unintuitive, at best, although I presume that it's possible the Poison-Making is broad enough that it deals with both toxins and explosive powders.

If we assume that one does use Poison-Making to create grenades, the logic seems to me to be thus: Someone with the capacity to CREATE grenades also has the skill (and the good sense) to SECURE them, so that while they're more or less impervious to a random stunt performed by another character. When a grenade is in hand, however, it's vulnerable to being detonated. On the other hand, a character who isn't conversant with explosives is vulnerable to having them detonated, even when simply carrying them as gear, since they aren't as up on the proper ways to protect them.
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Re: Set 2 Typos

Postby Elfie » Thu May 19, 2011 6:30 am

On the off-chance that Green Ronin is using this thread to identify typos in Set 2, can we bring the Kaboom conversation onto a new thread? I think they have enough info in this thread about it to know that it's confused a couple people :)
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Re: Set 2 Typos

Postby Loswaith » Thu May 19, 2011 6:45 pm

I would have thought the error was on the "your target has" was an error and should be "you have". Thusly it would mean to detonate one a character would need the poison making talent themselves.
Thusly "Only a held grenade can be detonated if you have the poison making talent". Which makes far more sence to me atleast.
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Re: Set 2 Typos

Postby Barbarian Axeman » Fri May 27, 2011 11:30 pm

I have some other things that I find a little confusing. Please don’t discuss these things in this topic. I’m just trying to help Green Ronin with the errata by summing up the things that aren’t totally clear for me.

Page 45 Player’s Guide 2
The Assassin Talent says under Novice that “All ranged and melee attacks against a target marked for death receive a +1 damage bonus”. Does this bonus only count on the attacks from the marker or does this bonus also count for everyone that makes a ranged or melee attack against the target marked for death? (I believe only the marker.)

Page 46 Player’s Guide 2
The Assassin Talent says under Journeyman that “Additionally, once per encounter, you can use the Dirty Fighting power as a free action”. What does this free action means? Because in the explanation of the power Dirty Fighting we don’t find anything that takes a minor or a major action.

Page 47 Player’s Guide 2
The Blood Mage Talent says under Master that “If the target is adjacent to you and helpless, you inflict 2d6 penetrating damage”. Is this penetrating damage instead of the 1d6? Do you then also gain in mana the damage done by these 2d6?
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Re: Set 2 Typos

Postby Sync » Tue Jun 07, 2011 3:32 am

Not sure if this was an oversight or intentional, but...

Player's Guide page 44, Unarmed Style talent, Novice benefit:
Your hands are as hard as iron. When you attack with your fist, you do 1d6 damage instead of 1d3.

Was that an intentional decision to effectively make a gauntlet obsolete in combat? Or should the gauntlet be included in this description, as it is for the Journeyman benefit?
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Re: Set 2 Typos

Postby Balgin Stondraeg » Tue Jun 07, 2011 4:17 am

Sync wrote:Not sure if this was an oversight or intentional, but...

Player's Guide page 44, Unarmed Style talent, Novice benefit:
Your hands are as hard as iron. When you attack with your fist, you do 1d6 damage instead of 1d3.

Was that an intentional decision to effectively make a gauntlet obsolete in combat? Or should the gauntlet be included in this description, as it is for the Journeyman benefit?


I'd assume it's intentional as that's exactly the same as it says in Set 1.
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