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- January 9, 2014 at 4:57 am #150529AnonymousInactive
Errata
Pg110 Leadership (Courage); the example gives Easy (D2), but the rule it is showing would require an additional D5 (for the group size of 10 mercenaries).
Pg106-120 Skill Foci are listed for most of the Fighting and Sorcerous skills even though forbidden from taking them!
Pg114 Hermeticism is missing its attribute/category tags.
Pg114 Marksman is missing is attribute/category tags.
Pg114 Necromancy is missing is attribute/category tags.
Pg115 Prayer is missing is attribute/category tags.
Pg124 Armor Piercing Shot: (sp) delete the final “worn” from the text.
Pg128 Iron Fisted: “…the DM for your unarmed attacks increased by +1d.”
Pg137 Meeting the Charge: Great sword is listed for both Greater and Heroic. Broad sword should be listed for Heroic.
Pg167 Table 2-31: should be “Hurried (+D3 / +2S)” and “Reckless (+D5 / +4S)” instead of giving bonus die!
FAQ
Pg65-79 Step 2: Several backgrounds give “Speak Language (any one with Literacy)”. This is technically not possible (as no-one is Literate in a language at this step). The intent seems to be to give Literacy to their native language.
Pg65-79 Can Elective skill ranks be spent on Background skills?
Pg147 Goods and Gear; “Exceptional goods may go for twice the listed price…”. Craft on Pg.112 has the sale price as x3 for Superior goods. Long term, which is the appropriate term and cost? Also, is there any in-game effect for having Superior goods? (And can I buy them!)
Pg160+pg188 Cast a Rite: what action type is used for each rite? Only the number of rounds to prepare/cast are listed in the Rites.
January 9, 2014 at 12:31 pm #254858AnonymousInactiveErrata
Pg106-120 Skill Foci are listed for most of the Fighting and Sorcerous skills even though forbidden from taking them!
I know the answer to this one. There’s a difference between a skill focus (a subset of a skill) and a skill specialization (a subset of a skill that allows the character to succeed on 6+ rather than 7+). At this point, it’s a very fine distinction, but it allows for future game mechanics to build off it. For example, page 100 says that Sorcerous Traditions have more focused versions of Specialization represented by Talents, but no such Talents yet exist.
Pg65-79 Step 2: Several backgrounds give “Speak Language (any one with Literacy)”. This is technically not possible (as no-one is Literate in a language at this step). The intent seems to be to give Literacy to their native language.
I’d argue that it is technically possible, because that’s what the background does.
It’s similar to the way that some backgrounds hand out skill specializations along with their skills. In those backgrounds’ case, they’re giving two levels of Speak Language, but one of them must be devoted to literacy.Pg147 Goods and Gear; “Exceptional goods may go for twice the listed price…”. Craft on Pg.112 has the sale price as x3 for Superior goods. Long term, which is the appropriate term and cost? Also, is there any in-game effect for having Superior goods? (And can I buy them!)
The only thing I found is that “Superior quality clothing grants a +1 die bonus to Charm rolls.” (on page 150).
January 9, 2014 at 12:56 pm #254860AnonymousInactivePg65-79 Can Elective skill ranks be spent on Background skills?
The way it is worded, I would think so. It says “Elective Options” first then Elective Skills. I read it as “any skill that isn’t given as a Background Skill is an Elective Skill”
John
January 9, 2014 at 1:39 pm #254861AnonymousInactiveThat was my interpretation as well.
January 9, 2014 at 4:25 pm #254871AnonymousInactivePg65-79 Can Elective skill ranks be spent on Background skills?
Yes, though 1st edition is more explicitly clear on this point, thanks to an example. But the answer is yes.
Tom
January 9, 2014 at 7:43 pm #254892AnonymousInactiveWhat happens to unspent sp? Do you keep them, or do you loose any unspent ones?
January 9, 2014 at 7:53 pm #254893AnonymousInactiveWhat happens to unspent sp? Do you keep them, or do you loose any unspent ones?
You keep it. Your total SP is used as a gauge to determine your character rank.
January 9, 2014 at 8:00 pm #254894AnonymousInactiveI know the answer to this one. There’s a difference between a skill focus (a subset of a skill) and a skill specialization (a subset of a skill that allows the character to succeed on 6+ rather than 7+). At this point, it’s a very fine distinction, but it allows for future game mechanics to build off it. For example, page 100 says that Sorcerous Traditions have more focused versions of Specialization represented by Talents, but no such Talents yet exist.
Right. Most skills have a focus (foci). Your character can Specialize in a Focus, except in the case of Fighting Skills (the Attack Focus Talent) and Sorcerous Traditions, though these skills technically have Foci, too.
What I’ve been doing is making a clear distinction between a Focus and a Specialization in play and in all player documentation. The more you can do to distinguish the two concepts, the easier it is in play.
January 10, 2014 at 11:18 pm #255042AnonymousInactiveErrata
Pg110 Leadership (Courage); the example gives Easy (D2), but the rule it is showing would require an additional D5 (for the group size of 10 mercenaries).
Pg106-120 Skill Foci are listed for most of the Fighting and Sorcerous skills even though forbidden from taking them!
The Command example is not a match, I will have to look at it, but +5 successes seems awful, so I have to consider the change
Skill Foci are not something you choose, they are something you can specialize in, you may not specialize in certain skills. This is deliberate.
The Tags need a fix, I think I can still do that with the book.
Pg124 Armor Piercing Shot: (sp) delete the final “worn” from the text.
Pg128 Iron Fisted: “…the DM for your unarmed attacks increased by +1d.”
The DM is increased by 1, not by +1d. +1d would be a bonus to a roll, DM is a game attribute for weapons.
Pg137 Meeting the Charge: Great sword is listed for both Greater and Heroic. Broad sword should be listed for Heroic.
Pg167 Table 2-31: should be “Hurried (+D3 / +2S)” and “Reckless (+D5 / +4S)” instead of giving bonus die!
It should indeed say “Broad Sword” for the Heroic maneuver
The table on 167 should reflect +3 or +5 Mastery the use of D is an artifact of the previous term for Mastery
January 10, 2014 at 11:22 pm #255044AnonymousInactiveSomeone may be using the older PDF. Under Iron Fisted, it’s already correct now that I see, Eric:
Iron Fisted (Greater)
Requirement: Strength 4
Description: A quick assessment of an object reveals its weaknesses,
giving you an edge when attempting to break it—be it a
door, chest, or wall. When rolling Strength to break an object,
you gain a +1d bonus. In addition, the Damage Modifier for
your unarmed attacks increases by +1.January 15, 2014 at 1:26 am #255257AnonymousInactiveAnything further on the Superior/Exceptional gear cost inconsistency? And whether there is a mechanical benefit?
January 15, 2014 at 1:42 am #255260AnonymousInactiveWhy is it an inconsistency? Are there conflicting details in the book?
Tom
January 15, 2014 at 3:58 am #255265AnonymousInactiveSince this seems to be a more general question thread…
For the purpose of effects like Power of Faith, and of rites like Halo of Awe, Judgment, and Holy Weapon, should we assume that an opponent’s Hell’s Favor is equal to its Damnation?
Can the animist’s Knit the Flesh rite target anyone or just the shaman himself? The effect suggests the latter, but the Boost suggests the former.
Is there a limit to how high a PC’s ability can be raised, given enough survivor points? I know creation limits to 4, but is there anything beyond that?
Errata:
The index says that Powerful Attack is on page 118 and Power of Faith is 119. These should be 188 and 189, respectively.January 15, 2014 at 4:07 am #255266AnonymousInactiveYes,
Equipment section says double cost, the craft skill information says triple cost.January 17, 2014 at 1:26 am #255396AnonymousInactiveEnvious/Covetous sin on page 144: Does the roll result which gets copied have to apply to a roll of the same type (as in the first sentence) or can it apply to any roll (as in the last sentence)?
I noticed that Prayer rites also list a True Faith. Since True Faith is needed to buy the various levels of Prayer, most of them are redundant. But then I wondered: is there a rule that if you no longer meet the requirement for a talent, you can no longer use it? There’s one like that in D&D, but I didn’t see it in Witch Hunter.
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