Player Guide Errata & Typos
I wanted to see if there will be a useful forum to note typos or other errata. Leave suggestions or clarifications to other threads.
To this end, I suggest each post be titled by Page # and Location reference (i.e. table or column/paragraph) followed by the typo/error.
For example:
Page 2/Playtesters: Don Moppin should be Mappin, right?
Page 181/Archaic Weapons Table Entry: crossbow entry listed twice
Will this be useful for anyone... Decipher? Perhaps incorporable for a second printing of the PG or even the Limited Edition.
Charles
Re: Player Guide Errata & Typos
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Originally posted by ImperialOne
I wanted to see if there will be a useful forum to note typos or other errata. Leave suggestions or clarifications to other threads.
Errata always useful! Want me to upload my massive list? :D
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Page 2/Playtesters: Don Moppin should be Mappin, right?
Damn him! Always getting all the credit! ;)
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Page 181/Archaic Weapons Table Entry: crossbow entry listed twice
As George pointed out that's the special repeating crossbow... :)
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Perhaps incorporable for a second printing of the PG or even the Limited Edition.
Second printings--the LE pages have already been printed, TMK.
Superfluous Astericks... a Typo?
One of the things that I have done is skip ahead and look at the damage effects, especially phaser settings >8. I vaguely remember a thread on this board of TrekRPGnet in which it is indicated the Kill/Disinitegrate effect at settings >8, which I verified on Page 183.
However, the "Kill*" damage effect listed for phaser settings 9 and up (on Pg 183) have that asterick next to it, lumping it into the same reference to the Appendix on "Stun Effects" on Page 251 (Table A.14: Stun Effects). Yet, IIRC based on the spirit of the aforementioned thread, the Kill result doesn't allow for any save (as opposed to the stun settings).
Will someone of Command Rank authority clarify this for me... am I correct?
If so, do you think this falls under the category of "Typo" (superfluous asterick)... or needs further clarification (perhaps in the PG's second printing).
:cool:
Re: Superfluous Astericks... a Typo?
Quote:
Originally posted by ImperialOne
However, the "Kill*" damage effect listed for phaser settings 9 and up (on Pg 183) have that asterick next to it, lumping it into the same reference to the Appendix on "Stun Effects" on Page 251 (Table A.14: Stun Effects). Yet, IIRC based on the spirit of the aforementioned thread, the Kill result doesn't allow for any save (as opposed to the stun settings).
Well, on page 251, under "Stun, Kill, an Disintegration Effects", it clearly states that "when set to accomplish these effects, the weapon does not inflict damage normally, but instead initiates a reaction test to determine the final outcome of the attack." Unfortunately, the remaining text in the section (and the accompanying table) deal only with Stun damage. So what type of reaction test, and what the TN would be are still up in the air until I can get an official answer from TPTB. But it is being looked into.
Found it in the What is Old is New Again
Ross' notes on how hand phasers work from 3/26/2002:
Perhaps this will give us some insight until TPTB enlighten us.
Ross speaketh:
Hand Phasers
How do hand phasers work?
One of the first things Owen Seyler and I agreed upon when working on the technology chapter was that the old Icon System way of handling phaser damage was clunky and dumb. It was hard to keep track of stun damage vs. real damage and what's the point of 120d6 damage?
So, here's how it works. The stun settings stun you for a variable number of rounds depending on the setting. No damage is caused to the character. They just fall down unconscious. Think of it as a wand of sleep spells. =)
For the middle settings, the phaser causes variable points of damage based on the setting. Works just like in the Icon System.
For the higher, disintegrate settings, you get hit, you die. Doesn't matter what your wound points are. Doesn't matter if it's vaporize setting 13 or 14. There is no rolling damage. Think of it as a wand of instant death. Whether you glow blue and disappear or glow green and disappear is purely a story consideration. =)
And for Enterprise you can just eliminate those pesky "middle settings" on your phasers. "This ones 'stun' and this ones 'kill'"
......
Charles
More skill test modifier stuff
Ross, you already clarified the error on table 6.5 Academic Test Modifiers. How 'bout 6.4 and 6.6:
p.102/Table 6.4 Social Test Modifiers
It is my guess that "Test Result" should be "Test Modifier" and that all the modifiers should have their signs reversed, with "TN" added. True?
p.103/Table 6.6 Psionic Test Modifiers
Same as above for the Range Modifers column?
Question: on p.136, the Psionic edge says that "Your starting level in this attribute is 4." OK, no prob. However, over on p.146/Assigning Reactions it states "Lovek's Intellect 10 gives him a +2 modifier, compared to the 0 modifier from Perception. He chooses Intellect as the governing attribute and begins with Psi 2." What did I miss?
Minor errata: p.71/Table 3.10 Ops Officer Skills - the Engineer officer's professional skills....
Liking the book so far...
-- Daniel