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Old 09-28-2019, 06:44 AM   #41
hcobb
 
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Default Re: TFT Errata for Hexagram #3

ITL 40: "An Expert Horseman can train riding animals as though he were an Animal [Handler] ..."

Strike ITL 136 "Thus, thrown spells are unlikely to work at a great distance" and add a maximum range to prevent people from attempting Control Person on whomever is sitting in that throne three countries over or Knock on a trapped door the next dungeon level down.

My suggestion is that no Thrown or Special Spell may be attempted if the adjDX to cast the spell is zero or less.

Another reasonable ruling would be to apply "number of MH equal to the basic ST of the wizard who cast it" (ITL 135) as the maximum range for all spells not specifically noted as having greater range than that. This would be another hit against wizards who attempt to get by with ST as a dump stat.
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Last edited by hcobb; 10-02-2019 at 07:53 AM.
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Old 09-28-2019, 08:05 PM   #42
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Default Re: TFT Errata for Hexagram #3

p. 78: Hafflings are listed to be "... skilled with missile and thrown weapons ...", but only include an automatic "Thrown Weapons talent"; Nothing for missile weapons.
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Old 10-07-2019, 06:20 PM   #43
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Default Re: TFT Errata for Hexagram #3

pg. 148 -- "The wizard can strike with it to do magical damage without casting a spell himself or otherwise expending strength."

pg. 18 -- "Regardless of what the staff looks like – rod, wand, quarterstaff, etc. – it is an occult weapon that does one die of damage (front hexes only) when the wizard points with it. The wizard spends 1 ST and makes a regular die roll to hit."

Seems inconsistent "without ... otherwise expending strength" or "spends 1 ST".

Also, do staffs do any damage when "striking" with them, or only pointing with them.
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Old 10-07-2019, 06:23 PM   #44
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Default Re: TFT Errata for Hexagram #3

Also a small one on fencer in case it is useful:

pg. 40: Fencer (3): Equivalent of Weapon Expertise, specically for the fencing weapons: rapier, saber, and main-gauche.... Two weapons: The Fencer has the Two Weapons talent, as de ned below, for fencing weapons only.

pg. 41: Two Weapons (2): ... If you are a Fencer (p. 40), you automatically have this talent – but you must use either two rapiers, or a rapier and main-gauche, as your two weapons, since these are the two-weapon techniques taught to fencers....

Looks like the "Two Weapons" text was old text that left out the addition of "saber" to the fencing weapons.
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Old 10-07-2019, 09:04 PM   #45
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Default Re: TFT Errata for Hexagram #3

There are two comments on ITL 148 that work together to define the staff as a magical weapon (a plus zero magical club, sword, dagger or whatever), even without using the occult blasts.

"The wizard can strike with it to do magical damage without casting a spell himself or otherwise expending strength."

and

"A wand. Advantages: light, stylish, can be concealed. Disadvantage: does no damage of its own if you strike with it."

So a staff in any form does the usual physical damage of the type, but as magical damage against foes who can only be injured by magical weapons. So your choices are to spend either two weeks enchanting up a +1 sword or just 5 fatigue to cast the Staff spell on it. (Best of all it takes Dissolve Enchantment at 50 ST (ITL 31) to remove Staff while the enchanted club can be blunted with Remove Thrown Spell (ITL 166) for only 2 ST.)

Text at Melee page 13 and ITL page 111 is "The left-hand dagger, or main-gauche" so is this any dagger in the left hand or just the main-gauche? Does an off-hand dagger which isn't a main-gauche stop one hit or does it just allow a -4 DX secondary attack?

ITL page 41 says "Any character can fight with two weapons at once – if one of the weapons is a dagger, main-gauche, or spike shield". Does this only allow for option (a) listed below, or can you use (b) and (c) as well? Also, what is the rule to attack with spike shield on the same turn as the primary weapon?

Also on Staff as a magical item.

Does Iron inhibit rolls to use a magic item for example say a steel sword that cast lightning bolts?

Does the occult strike of a staff act like a spell or like the activation of a magic item?
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Last edited by hcobb; 10-19-2019 at 02:58 PM.
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Old 10-30-2019, 04:14 PM   #46
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Default Re: TFT Errata for Hexagram #3

This may be a contradiction:

ITL p. 172 Entry on Huldre Forest states "Travel on the Bright River and the high-road to its north are reasonably safe."

ITL p.173 Entry on Tro states "The high road from Tro to Dranning is always busy, and well-guarded where it passes near the swamp."

On the map they appear as separate roads, unless they are viewed as a sort of "Duchy of Dran bypass".

Duly noted: it is never The High Road, but always the high road (lower case).
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Old 10-30-2019, 05:26 PM   #47
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Default Re: TFT Errata for Hexagram #3

I took high road to be a raised road in the Roman fashion that wouldn't be flooded.

Secondary roads ought to be no slower, so long as the weather is clear.
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Old 11-06-2019, 01:14 PM   #48
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Default Re: TFT Errata for Hexagram #3

I always took "high road" there to mean the main roads.

Seems to me secondary roads have many specific ways that they could be slower to travel than main roads, and I think classifying roads by how fast they enable travel makes sense and works well.


I found a new erratum:

In the magic item table, auto-correct seems to have renamed "Insubstantiality" to "Insubstantiability" ... LOL

I think Steve should add a description for that new spell... Sounds useful for legal trial situations. ;-)
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Old 11-15-2019, 09:38 PM   #49
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Default Re: TFT Errata for Hexagram #3

Melee rules page 21: "A giant must be in the front hexes of two [one-hex] foes to be “engaged.”"
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Old 11-17-2019, 06:59 AM   #50
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Default Re: TFT Errata for Hexagram #3

Locking this down. The zine was sent to print a few weeks ago.

Steve will post a new thread when he is ready to tackle another wave of possible errata.
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