Documenti di Didattica
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ERRATA (error in 7.0 th ed. 1st printing, 2nd printing or 7.5 th ed. as noted by page # X/Y/Z.)
Page 20/20/20: Character Sheet. SPD 6 should be SPD 16.
Page 38/-/-: Second paragraph. Attribute 1-19 should be 10-19. If a character had all attributes below 10, it would be a zero
level character.
Page 47/-/47: The STR requirements for Athame should be 1.
Page 47-48: Daggers -- The two numbers sepatated by a slash in the DEX column is for melee/thrown usage.
Page 52/-/-: The columns for "2 Hands?" and "Range" have been transposed on the bottom chart.
Page 52/-/-: Sling common should read: 2, 3, 10, 1, 1, N, 20 note: values differ in 7.5 ed.
Page 53/-/-: Sling staff should read: 3, 6, 12, 5, 20, Y, 50 note: values differ in 7.5 ed.
Page 53/-/-: Spiked throwing stick should read: 2+1, 6, 9, 5, 10, N, 10 note: values differ in 7.5 ed.
Page 57: Add a '***' to the entry for Lance (12') and this note:
"The first values are for unmounted use. The second value are for a mounted charge attack on the first turn. The
next turn, after charging, it becomes a clumsier melee weapon with the higher STR/DEX requirements and lower
damage."
Page 118/-/161: INT and DEX requirements should read "100" not "87".
Magic Chapter: Wink-Wing: This is a racial ability of Leprechauns, and was a 4th level spell in 5th ed., but it doesn't seem to be in
the 7th ed. spell list at all. It is printed in Codex Incantatem, included with 7.5th ed. Note that even that one have its
problems.
Wink-Wing (based on the 5th ed)
Level Four (INT and DEX 19)
WINK-WING
WIZ Cost: 14
Range: touch
Duration: Instantaneous
Power-Up?: Yes. Double [range].
Description: Allows you to transport yourself (only) up to 50' in direction of choice without crossing
intervening space.
[Use of the version above should eliminate problems with the one printed for 7.5th ed.]
Page 33/33/-: Question: The rules for "Improving Talens" are in conflict with the directions on page 39.
Clarification: "When you improve your base attributes, you improve any Talents associated with them. That's the
only way to improve them in 7.5" [to harmonize 7.0 with 7.5, ignore the last paragraph on page 33 and page 39.]
Page 38/38/38: Question: The text indicate that you're only allowed to add your level to a SR if it's based on your Level
Attributes. Elsewhere the rules say you can add your level to any SR you would otherwise fail.
Clarification: "K.I.S.S. You can always add your level into your saving roll. Always "
Page 72/72/97: Question: "Missile Combat" on p.72 is unclear. It says "If you make it, your points count no matter what." Does
that mean you afflict hits even if your sides HPT are less than the enemies? Other sections indicate otherwise.
Clarification: "Missiles and spells always do their damage if they hit. Thus, party a could actually lose the
combat round to party b, but do more actual damage than the winners."
Page 86/86/129: Question: It's not mentioned in the section about Types, but in the magic chapter it says a Rogue can't cast higher
level spells. What does that mean?
Clarification: "The rogue only learns a spell at the level that he is taught. Teach him a first level ttyf, and that's
what he knows. You'd have to teach him a separate 2nd level ttyf for him to cast at a higher level." [Power Up? is
thus not applicable to Rogues]
Page 87/87/130: Question: Which is the amount of WIZ that the target loses? The full cost or the lower cost from the caster's level
and staff "discount"? Simplifying it would mean the WIZ lost is the base cost of the spell, regardless of
reductions, right? I'll put that down as a confirmed rule clarification unless told otherwise.
Clarification: "otherwise." [easier for you means easier for your enemy, so a powerful wizard using reductions
wont punch as hard as he could]
ADDITIONS AND OMISSIONS (suggestions by the fans for some things missing in 7th ed.)
Two Weapons: In 4th ed. there was a rule for fighting with two weapons. It worked like this:
When using more than one weapon, add both STR requirements and both DEX requirements. If you
fulfill both you may use the weapon and add the dice and adds from both.
("That is the rule I usually use when it comes up" Ken St Andre)
First/Second Aid p.44: In the equipment list there are both first and second aid kits. Their use is not detailed and the cost
look odd.
Since both kits are for 5 use and Second Aid heals 5 hits, a suggestion is for the First-aid kit to heal
1 hit. The cost for the Second-aid kit is suggested at 1000 sp. Note: this makes the prices for
potions in the Monster & Magic booklet very pricy. If you want those prices to make sense, a
Second-aid kit costs 1000 gp.
Tools as weapons p.44: In the equipment list there are some tools which have dice for use as weapons. The wooden
mallet lack those.
This lack includes dice for unarmed combat. Some suggestions follow.
1. 2d6 for any weapon not specifically listed otherwise.
2. The Corgi edition of T&T recommends 1d6 + personal adds for humanoid unarmed combat.
3. Monsters with statistics receive their 'Strength multiplier' x d6 + combat adds.
Missing data for some weapons: Some suggestions for missing data (the compiler's guesstimates).
Estok (4'-5') 3, 12, 10, 80, 75, N
Swamp blade (2'-2 1/2') 3+4, 8, 10, 200, 40, N
No length for the Terbutje. Feel free to enlighten me.
Demi-lune (halfmoon) (12') 5+4, 12, 20, 100, 150, Y