BRP 4e - Corrections (4th Edition).pdf

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These corrections and emendations have been made in the
BASIC ROLEPLAYING
hardcover edition and are summarized
here.
SKILLS (p. 46-84): p. 58 - First Aid.
“FAILURE” condition should read:
Attempted treatments have no
effect. The patient's condition does not change, and no further
First Aid attempts may be made.
“SYSTEM NOTES” first sentence should read:
Each application of
First Aid applies to a single wound: once a First Aid attempt has
been made on a given injury, whether successful or not, addition-
al First Aid attempts on that injury have no effect.
it refers to “the damage which that type of attack would normal-
ly do”. It is not the same as “maximum damage”: a Greatsword
“full damage” would be 2D8 on a normal success, 2D8 bleeding
damage on a special success, and 16 damage ignoring armor on a
critical success. Damage bonus in all cases is rolled and added
afterwards.
Asterisked Section at bottom of page should read:
If the parrying
weapon or shield is destroyed during the parry attempt, roll the
attacking weapon's normal damage and subtract the points of
damage used in destroying the parrying weapon or shield. The
remainder is damage which penetrates the parry attempt to dam-
age the defender (armor still protects). If the attacking weapon is
destroyed during a successful attack, damage is still inflicted on
the defender but the weapon is broken at that moment.
POWERS (p. 85-168): p. 94 - Magic Spells -
"Blast"
Sentence 3 should read:
Under most circumstances, armor (non-
magical) will absorb the damage, and the Blast spell can be
dodged.
To clarify, normal armor and the Countermagic spell work
against Blast; Protection and Resistance do not.
SPOT RULE: Extended Range (p. 223)
This Spot Rule is deprecated. Instead, use the Missile Weapon
Range Modifiers on p257, as follows:
“At the weapon’s basic range,
the skill chance is unmodified. At medium range (double the
basic range), the chance becomes Difficult, and at long range
(four times basic range) it becomes ¼ the normal skill chance.”
The Point Blank Range Spot Rule on p229 still applies:
where range
is less than DEX/3 in meters, attacks are Easy.
COMBAT (p. 187-210): p. 191 et al -
Clarification of Parrying Procedure
This section is to clarify how the BRP parrying procedure works in
a different manner from the parrying procedure in 2nd and 3rd
editions of the
RuneQuest
game. The new BRP parrying procedure
is derived from the
Stormbringer
5th edition rules.
A successful parry, whether with weapon or shield, deflects ALL
damage from the incoming weapon; you don't roll damage and
compare to the parrying weapon’s HP, with the excess “getting
through”. A Parry is an all-or-nothing affair.
Shield AP/HP are only used when dealing with damage done
directly to the shield itself, as in an attack to try and destroy a
shield or parrying weapon (p206); or when resisting Damage vs
Shield AP on the resistance table when parrying a Crushing blow
(p196), or when 2 or 4 HP of damage are done to the “parrying
weapon or shield” on the Attack and Defense Matrix (p193).
SPOT RULE: Volley Fire (p. 235)
Clarification:
The volley fire rules apply specifically to
thrown/self-propelled weapons. These are almost always utilized
at the rate of 1 attack per combat round, with the RoF used for
volley fire. The Difficult modifier applies here.
p. 381 - Attack and Defense Matrix
Asterisked Section at bottom of page should read:
If the parrying
weapon or shield is destroyed during the parry attempt, roll the
attacking weapon's normal damage and subtract the points of
damage used in destroying the parrying weapon or shield. The
remainder is damage which penetrates the parry attempt to dam-
age the defender (armor still protects). If the attacking weapon is
destroyed during a successful attack, damage is still inflicted on
the defender but the weapon is broken at that moment.
(1 April 2011) contents copyright © 2011 by Chaosium Inc.
p. 193 - Attack and Defense Matrix
Definition of the term “FULL DAMAGE”.
The term “full damage”
crops up several times in the Attack & Defense Matrix. Precisely,
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