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RQG Core Book Corrections Thread - PDF 11 Oct 2018

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Today we have released an updated PDF of the RuneQuest Core Rules, the RuneQuest Bestiary, and the Adventures Book and Resources Book from the Gamemaster Screen Pack. This incorporates any corrections made based on the previous "tribal edit" thread.

These updated PDFs are available to download from your Chaosium account or your DTRPG account.

This is a new thread to catch any typos or errors spotted in the RuneQuest Core Rules Book. Please note them here, quoting the page number, the error, and the suggested correction.

PLEASE ONLY USE THE PDF OF 11 OCTOBER 2018 AS THE REVIEW DOCUMENT

There are separate correction threads for the updated PDFs of the Bestiary and GM Screen Pack.

Any approved corrections will go into subsequent updates of the PDFs and printing of the books.

nb If you have any general questions about the RuneQuest rules, ask Jason here: https://basicroleplaying.org/topic/8399-runequest-core-rules-questions

Many thanks.

 

Edited by MOB
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From the PDF I just downloaded from Chaosium:

Page 434 The Old Skill was Climbing, the new skill should be Climb

Page 337 - 338 Resurrect and Restore Health are not in alphabetical order

Page 96 Spirit Magic: Detect Life (1 pt.), Heal 1, Mobility (1 pt.), Speedart (1 pt.), Strength (2 pts.).

Page 182 The Spirit Combat skill is discussed on page 366.

Page 250 See Spirit Combat on page 366 for more information.

Page 281 A Rune Lord always resists magic and spirit combat with

-       Spirit combat uses a skill and not POW to resist with their species maximum POW

Page 357 When manifest on the Mundane World, the fetch usually

Page 413 regularly eat mockpork.)

Thanks to Scott Mayne  for this one:

Page 203, right-hand column: If the adventurer fumbles the withdrawal, the weapon breaks, no matter what its hit points were at the time. 

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2 minutes ago, HorusArisen said:

How can I tell if I have the latest document ?

I'm sure Jason will provide a better answer (though I am surprised there isn't an obvious version number or date at the start) but this will work.

Look at bottom of the right column on page 254.  If like this example, the 2nd last line of black text has "(minus the first)" you have the new version.

SpellStrikeRank.JPG

 

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File size is a good indicator:
For the one on Chaosium site: CHA4028_-_RuneQuest_-_Roleplaying_in_Glorantha.pdf (80.35 MB or 82279 KB)
And in Acrobat Reader, File > Properties (or CTRL D) indicates: Modified 10/10/2018

Edited by 7Tigers
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1 hour ago, Mechashef said:

I'm sure Jason will provide a better answer (though I am surprised there isn't an obvious version number or date at the start) but this will work.

Look at bottom of the right column on page 254.  If like this example, the 2nd last line of black text has "(minus the first)" you have the new version.

SpellStrikeRank.JPG

 

My hardback doesn't have the parenthetical text here. Did RQG go to the printer before all the tribal edits were compiled?

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1 hour ago, Crel said:

My hardback doesn't have the parenthetical text here. Did RQG go to the printer before all the tribal edits were compiled?

That parenthetical text was added only a few days ago, the new PDF today is the first release that contains it.

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And just to give some more pointers from the Orderium.

  • Give one version number for each product.
  • The version number should be something like "1.0" starting with the first printing, say, then increment by one for each of your releases, including going from "1.9" to "1.10" and so on. (Something that is PDF only could start with "0.0".)
  • When there is a new printing incorporating the latest changes, move on to "2.0" and so on. Don't change the leftmost number for trivial reasons. 
  • Don't release new versions too often, once a month at most, hopefully less than that over time. Too many releases is confusing, while too few means there can be lots of changes up in the air that people may still report on. 
  • Name relevant forum threads after the most recent version number, close older threads (but make sure the comments therein have been processed). If you are feeling very Orderly, you can close the thread with an overview of what has been fixed. If the forum supports numbered comments, you can easily write down which comments have been addressed. 
  • At the start of each such thread, tell everyone where to find the version number and how to update to the most recent version, and invoke the Great Old One to eat the heads of those who report on dead documents. 
  • Invite Gorgorma to feast on those who report more than one bug per comment, and curse the beds of those who do not deign to mention page numbers or sections/subsections/etc in their reports to be forever infested with miniature Krarshtkids.

In another world, you would use a bug tracker instead of a forum, since the tracker allows you organize and review problems and their solutions in a more Orderly manner. On the other hand, it can be admittedly difficult to make users or consumers report into a bug tracker. (And it's probably much too cumbersome for line editing and spelling error reports.)

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P224 Two Weapon Use - “Any adventurer using a weapon in each hand may use them for two attacks, two parries, or one attack and one parry. “

This sentence needs to be altered as it refers to the old rule in RQ2. The change to parry rules in RQG makes the reference to parries redundant.

Edited by Paid a bod yn dwp

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P206 - Critical Crush damage is not explained in the section on Crushing damage. This feels like an omission, and could lead to confusion, as the two previous sections on Impale and slashing damage both mention their critical effect.

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p418:

Quote

Making a POW Gain Roll
POW gain rolls are made at the end of a season, as with
other experience checks. To determine if POW increases,
add the adventurer’s maximum rollable POW not including
any Rune characteristic modifier (i.e., 18 for humans) plus
the minimum rolled POW (3 for humans). Then subtract
the adventurer’s current POW from that total.

This is out of step with p52:

Quote

Species maximum amongst the various races portrayed
is the maximum dice roll plus the number of dice. For
example, the species maximum for 3D6 is 21 (6+6+6+3).
If the characteristic concerned has an addition, such as
2D6+6, the remaining addition is considered as one die.

It makes a big difference for elves and baboons, who have 2D6+6 POW - p418 gives them 26, p52 gives them 21.

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Just a note... I added a "Second Printing, Version 1.02" to the core book's credits page, but unbeknownst to me, to fix a hyperlink error that was affecting many sections in the book, only pages after the table of contents were swapped in. The new file is the updated one, but the version number didn't make it in. We'll get it into the next update. 

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Page 59

Quote

The following magic techniques are used in sorcery (see
page 381) and are not commonly known to all adventurers:
Combine/Separate, Dispel, Command, Summon, and Tap.

Why are these listed under the Magic Skills Category Modifier? They are not skills, and are not affected in any way by the category.

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p210:

Quote

Slashing: Weapons used
for hacking or slashing.
These can be anything
from the brute power of the axe
to the relative finesse of the broadsword.

p208 table lists Broadsword as "CT".

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p.198 Special Parries (first and second bullets)

Quote
  • Against a critical attack, the parrying weapon 
    takes 1 hit point of damage and any excess
    damage goes to the defender’s adjacent hit location
    (likely the arm).
  • Against a special attack, the parrying weapon
    takes 1 hit point of damage if the rolled damage
    is higher than its current hit points. Any excess
    damage goes to the defender’s adjacent hit location
    (likely the arm), with no armor protection.

"...with no armor protection" is on the wrong result, it should be on the first bullet.

This was pointed out in the first corrections thread.

Edited by PhilHibbs

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Page 83

An enchanted iron item has half again 
the number of hit or armor points. Each
point of unenchanted ENC reduces the user's chance of
casting magic by –5%, with the same chance
that magic spells cast on them will have no
effect.

This will then be consistent with the GM Pack Adventures book. 

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p. 64, second column, Assistant Shaman occupation's Note entry: "see pages 73" should be either "see page 73" or "see pages 73–79".

p. 65, second column, Crafter occupation's Homeland entry: This says "All (except Prax)", but we're told on p. 118 that Praxians "learned to use [their herd creatures'] flesh, bone, skin, and sinew efficiently that their beasts might not die unnecessarily", which suggests that they might at least have tanners and leatherworkers, if not other kinds of crafter.

p. 66, first column, Entertainer occupation's Base Income entry: Add comma after "(instrument)" in "for Dance or Play (instrument) 80 L base income".

p. 70, first column, Philosopher occupation's Favored Passions entry: Add period after "Love (Wisdom)".

p. 71, first column, Thief occupation's Equipment entry: "secret thieves mark" should be "secret thieves' mark" (with possessive apostrophe).

p. 73, second column, Cult section's second paragraph: "The player should select the cult of a deity that the adventurer has at least one Rune with a rating of at least 50% in common with the deity" is fragmentary and awkward ("at least…at least…with…with"). Suggest changing to "Choose the cult of a deity with at least one Rune in which your adventurer has an affinity rating of 50% or better."

p. 79, first column, Personal Skill Bonuses section's first paragraph: "Adventurers have personal interests beyond that demanded by their occupation, cult, and culture." Change "that" to "those" to match plural "interests".

p. 81, first column, Handedness section: "All adventurers are assumed to be right-handed unless the player choses for them to be left-handed." Change "choses" to "chooses".

p. 83, Family Heirlooms table entry #18: The effects listed are only for iron, but the entry says, "An ingot of iron or some other pure Rune metal" (emphasis added). Perhaps provide a pointer to the appropriate section in the Gamemaster Screen Pack or Gamemaster Sourcebook?

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p. 53, second column, Homeland Characteristic Modifiers table: There is no entry for the Pol-Joni; I assume they have no characteristic modifiers, but they should still appear in the table.

p. 53, second column, Homeland Characteristic Modifiers table: The Old Tarsh and Lunar Tarsh entries are reversed (Lunar Tarsh appears first everywhere else in the book).

p. 62, second column, High Llama Rider Cultural Weapons: Change "2H Dagger-Axe" to "2H Dagger-axe" (lowercase "a" in "axe") for consistency with predominant usage.

p. 91, first column, Vishi Dunn Attacks table: Change "Dagger-Axe (2H)" to "Dagger-axe (2H)" (lowercase "a" in "axe") for consistency with predominant usage.

p. 199, Attack & Parry Results table's Critical attack vs. Normal Parry entry: The text says, "Defender's parrying weapon HP reduced by the damage rolled", but the Parrying a Critical Hit section on p. 200 says that the parrying weapon takes twice normal damage or no damage, depending on the type of the attacking weapon.

p. 199, Attack & Parry Results table's Special attack vs. Special Parry entry: Change "1HP damage" to "1 HP damage" for consistency with predominant usage.

p. 199, Attack & Parry Results table's Normal attack vs. Normal Parry entry: Change "1HP damage" to "1 HP damage" for consistency with predominant usage.

p. 200, first column, Subsequent Parries section's first and second paragraphs: "Any subsequent parry is at a cumulative –20% penalty for each additional parry" and "Subsequent parries are at a cumulative –20% penalty" are superfluous. Suggest dropping the second paragraph and recasting this portion of the first paragraph as "Each subsequent parry suffers a cumulative –20% penalty", omitting the redundant "for each additional parry".

p. 415, second column, Making an Experience Roll section's third paragraph: Text "A modified roll over 100 is always a success" indicates that a roll of exactly 100 on an experience roll is a failure, but p. 416, first column, Exceeding 100% in an Ability section's first paragraph says that "A result of 100 or higher is always successful." Suggest changing "A modified roll over 100…" on p. 415 to "A modified roll of 100 or more…".

p. 418, first column, Increasing POW Through Spell Use or Spirit Combat section's second paragraph: "If an adventurer obtains a success either attacking or parrying during spirit combat, POW can be increased or wth successful POW vs. POW resistance roll" is garbled and nonsensical; suggest changing to "An adventurer who obtains a success either attacking or parrying in spirit combat, or who makes a successful POW vs. POW resistance roll, receives a POW gain roll."

Index (passim): Not all page-number entries are hyperlinked. In the Melee Weapon entry on p. 442, for instance, the references to pp. 61, 65, 300, 302, and 305 are not hyperlinked (but the other page references listed in the same entry are hyperlinked).

Back cover, second column, fifth bullet point: There seems to be a word missing before "sorcery": "A guide to the Runes and other types of magic, from spirit magic, sorcery, to incredible Rune magic…". Suggest changing to "A guide to the Runes and other types of magic, from spirit magic, to sorcery, to incredible Rune magic…". (I also think it's a little weird to say "Runes and other types of magic" and then mention "Rune magic", but that's not an error per se.)

Edited by trystero

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Pg.83 chart for heirlooms. The entry for awakened small animal. the last sentence refers to the Bestiary. there are no references for either small animals or awakened animals in the Bestiary. this sentence should probably be removed. it would be nice also to have a reference somewhere for small animals since it says to use normal stats but those are not anywhere to be found.

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