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Thread: Player Guide Errata & Typos

  1. #121
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    Uh, yeah (sorry, we are in the CODA thread).

    Ferocity is basically a triggerable beserkable ability that Klingons have. Granting them +1 Health (similar to toughness in ICON, but tempoerary) and +2 to thier Armed and Unarmed combat tests. They also have to spend a courage point to snap out of it.

    Honor is another ability. There isn't much a mechanic to it, just that there are benfits in social situations with Klingons if you are honorable and have a good reputation. It is similar to ICON's Code of Honor trait.

    In game play these two traits will tend to promote "klingon personality". Of course, both traits wouldn't go over well in Vulcan culture.


    Now while these abilities didn't exist as such in ICON, similar effects did. For instance, Wolf had to deal with both the Klingon and Starfleet codes of honor due to his mixed heritage and that led to a lot of difficulties.


    A lot of the drawbacks to certain species and mixed species are necessarily in the numbers but in roleplaying. Even "prue-blooded" Klingons are going to have problems advancing in a campaign, due to the greater degree of violence in Klingon culture.

    Game rules (like CODA's new ferocity trait, and ICON and CODA's Bloodlust trait, common to Klingons) wil help to ensure that one the fighting starts it isn't going to stop until bodies hit the floor.

  2. #122
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    Just saw two copies of the PG on eBay...The vultures are approaching.

    Don't worry I still intend to buy through my LGS.

  3. #123
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    Mistakes

    errors happen, 'tis a fact of life. I remember, back when I was a GURPS playtester, an incident on one of the books when, after we had finished all our playtesting and comments, someone sending the wrong computer disk to the typesetters and they actually published an earlier draft of the book than they had intended to...we had a good laugh over that one. I think it was one of those AADA Road Atlases..this was a long time ago.

    My friend Greg and I used to spend many a pleasant hour counting the typos in FASA's Traveller modules for fun

    Admittedly, some of the errata means I have to revise a couple characters a small bit, but it's not a big deal. I'm having too much fun with this game, even before the NG comes out, to really complain too much

    Allen

  4. #124
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    Ooo, here's a good typo.

    Front cover: Player's Guide should probably be Players' Guide..

    Unless we are supposed to let anyone else see out books.

    LUG got it right. Must of been Bruce Maxwells job.

  5. #125
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    Nah, they probably made it "Player's Guide" to encourage all the players in a group to get a copy of their own. If they had named it "Players' Guide," them pesky players would think they could all share one copy.

    Ah, the editor's life....

  6. #126
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    Originally posted by E W Dawson
    In all honesty, I know nothing about what goes into a project like this. While my opinion of this whole issue is mostly uninformed, I still can not help but think that all of this errata is simply due to lazy editing.
    Considerably more than you might think. As a freelance writer, and as a playtester, and as an occasional freelance proofreader (though nothing as yet for Decipher or Trek; all my work has been for FASA/FanPro and the Shadowrun line), I've learned that there's a whole hell of a lot that goes into getting a book into print, and quite frequently deadlines will make it tough to catch all the typos. We (the writers and proofreaders) are human, and we miss a lot of things sometimes.

    But I find that attributing things like this to laziness seems vaguely insulting, and since I do a lot of this, I find it seems to insult me. And I don't like that very much.

    [edit] Okay, that came out snarkier than I'd probably intended. It's been that kind of day....
    Last edited by PGoodman13; 05-06-2002 at 11:59 AM.

  7. #127
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    In my experience, it seems that no matter how much a I proofread something, there is always at least one type that remains undetected until 5 seconds after I start to print the document.

  8. #128
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    Originally posted by Phantom
    Balanced? You could have a character with the strength and constitution of a Klingon and the intellect of a Vulcan. That seems like some pretty big bonuses to me, for few points and no real disadvantages.
    I saw it done in Icon - powerful piece of work, which the player swore was for the role-playing opportunities, and to be fair, he mostly played it as such...

    Then pon farr arrived...

    Very, very nasty situation. I remember the security officer dropping both of them (the Vulcan-Klingon and the victim) with a wide-angle heavy stun, on a "pick up the pieces later" policy. The C.O. let him off the charge of assault on a senior officer during the hearings.
    Jon

    "There are worlds out there where the sky is burning, where the sea is asleep and the rivers dream; people made of smoke and cities made of song.
    Somewhere there's danger, somewhere there's injustice, and somewhere else the tea is getting cold. Come on, Ace, we've got work to do."
    THE DOCTOR, "Survival" (Doctor Who)

  9. #129
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    p159, Assassin's prerequisites lists "notoriety trait", is it supposed to be the infamy trait?
    Last edited by Lee T; 05-08-2002 at 10:22 PM.
    Hoping You'll understand all of this

  10. #130
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    On page 91, the first professional development package for mystics should be <a href="http://www.dictionary.com/search?q=ascetic">ascetic</a> not <a href="http://www.dictionary.com/search?q=aesthetic">aesthetic</a>. I can't see followers of Kolinahr being very good art critics.

  11. #131
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    Couple of questions:

    1) I don't understand the Starship Officer's "Capable" Professional Ability. According to the Additional Actions rules of pp. 244-245, each extra action after the first two suffers a cumulative -5 penalty; thus, Capable appears useless as all it allows is for each extra action to be performed at -5, as long as it concerns a professional skill (and indicates that the normal penalty for additional actions is -10). Could someone help clarify this PA for me?

    2) When switching between SOEPs, does a character continue to use the favoured reaction and attributes of the first SOEP they enter, or do the FR & FA of the new SOEP replace them.

    For example, if a character created as a Starfleet Security Officer (FR=Quickness, FA=Agility+player's choice) then moves into the Starfleet Command Officer EP, does his favoured reaction become Willpower, etc? The other Elite Professions do not have FRs and FAs, so this issue does not arise when moving into a non-Starfleet EP.

    Thankyou in advance for any clarifications that anyone can extend.

  12. #132
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    1) Jury is still out on that one. We're waiting for an official answer from Ross. As a narrator, I would say it cuts the penalty in half (round up). But that's just me.

    2) Well, considering that the SOEP's are the only elite professions with a Favored Attribute or Reaction listing, I would say you stick with the Favored Attributes you first took when creating the character. Once chosen, they remain the same for that character.
    Former Decipher RPG Net Rep

    "Doug, at the keyboard, his fingers bleeding" (with thanks to Moriarti)

    In D&D3E, Abyssal is not the language of evil vacuum cleaners.

  13. #133
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    Originally posted by Doug Burke
    2) Well, considering that the SOEP's are the only elite professions with a Favored Attribute or Reaction listing, I would say you stick with the Favored Attributes you first took when creating the character. Once chosen, they remain the same for that character.
    Make a whole new thread about something and no one comes to play, jump into a long and involved one and you get answers in minutes....

    When you get your official ruling from Ross on item 1 above, Doug, would you be sure to ask him about this item as well? It makes some difference to a character I'm fixing to start working on, and I want to make sure I don't screw something up (at least not more than I probably already have ).

    Thanks in advance.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  14. #134
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    The Starship Officer profession is the only one that defers the choice of favored attributes to the Elite Professions associated with it. The reason being they didn't want to have a ton of different basic professions related to being a starship officer. I would say that once you choose your favored attributes, you're stuck with 'em; otherwise, min-maxers will take a ton of different careers so as to eventually have all their attributes favored. That does seem to be the intent of the rule.

    Allen

  15. #135
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    Actually I was quite surprised that the other elites professions doesn't have favored attributes. I thought that changing professions, just has it changes fields of expertise through new skills, could change areas of training (and thus change favored attributes).
    Hoping You'll understand all of this

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