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DIR Return to: 2015 Errata Suggestions
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#Post#: 935--------------------------------------------------
Sean's Errata Suggestions
DIR By: whitepaws
Date: June 23, 2015, 5:24 pm
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Page: 8
Suggestion: Change "Mages with Natural Armor can have up to 20
points." to "Mages with Natural Armor can have up to 25."
Reason: Mages can have up to 25 points of natural armor when
considering the highest level armor buff spell in the game. This
needs to be adjusted to accurately consider this if we are going
to say that the line concerns what level of armor a mage can
have from buff spells.
Page: 13 & 26
Suggestion: Meditation should be made unitalicized, reduced back
down to 3 CP across the board, and reduced back down to 10% of
Mana, Faith, or Stamina skills.
Reason: I find that Meditation was fine the way it was. It never
should have been messed with. The skill was meant mostly for
mages but also for warriors and monks to be able to recover
their power stat as well. 10% per hour was reasonable for the
skill and there was no need for the hike up to 20% which caused
it to be italicized. I will never understand why meditation, a
skill that if we look at it realistically any one should be able
to pick up and learn easily, should be italicized. It is a
common place skill that was italicized for mechanical reasons
and the skill never should have been. Reducing it back to what
it was originally in the book I find to be much more in line
with what the skill was trying to achieve.
Page: 14
Suggestion: Move the cost for Magic Mastery should go up by the
following - W: 55, R: 49, M: 33, PL: 44, MK: 48, RN: 49, TH: 38
Reason: New paths of magic are being added to the game, have
been added to the game already, and are being discussed to add
to the game. While the numbers I came up with can be talked
about at errata I find them fairly reasonable. Either way
because of the adding of new paths of magic the cost of Magic
Mastery needs to go up across the board.
Page: 36
Suggestion: In the skill description for Break Weapon remove:
"This skill will also work on claws and other natural weapons
causing them to do no damage until they are Regenerated." (If
felt needed for clarification Add: "This skill doesn't work on
natural weapons of any kind.")
Reason: There is no reason that Break Weapon should be able to
break natural weapons of any kind, especially for creatures of
limited or full massive size. There also are already two skills
for rendering natural weapons useless - Deaden and Sever/Maim.
Prior to this book it had always been ruled that Break Weapon
was for manufactured weapons only and I think that it should be
returned to that.
Page: 85
Suggestion: In Path of Charms, Invisibility should be split into
two spells. Lesser Invisibility will remain an italicized 4th
level spell that last for 24 hours but only work on items.
Greater Invisibility will be a new 9th level spell and also
italicized. It will work on people and creatures. This spell
will last for 1 hour and is broken by first attack or aggressive
action, though the person who is targeted may take passive
actions like opening doors or any other non-aggressive action
without breaking it. Items on the person are not visible but
once dropped become visible. Items that a person picks up are
visible unless placed inside a pocket or under clothing. No keen
senses can be used to detect someone under Greater Invisibility
though the skill Blind Fighting is still applicable as the
target is not magically silenced.
Page: 86
Suggestion: In Path of Charms, Sleep should be changed from a
6th level spell to a 9th level spell. In return Frighten should
be changed from a 9th level spell to a 6th level spell.
Reason: Sleep, from looking at the spell description, looks like
a more powerful spell than Frighten. It would also put Frighten
more in line with the CP cost for Resist Fear.
Page: 90
Suggestion: In Path of Nature, Conceal should be changed from a
14th level spell to a 4th level spell. The new 14th level spell
should be Tree Walk which shall read as follows:
"Tree Walk Instant 14 Mana
By the Forces of Nature I Tree Walk.
This spell will allow the caster to transport them from one tree
to another tree of the same type. The caster must be attuned
with the tree that they are traveling to as well as familiar
where exactly they are going. Attunement requires marking the
tree with a sigil (a player should work with plot on
establishing this In Character). While they can be familiar with
many trees they can only attune themselves to one tree for the
purpose of this spell. If the tree they are attuned with is
destroyed this spell automatically fails with the mana spent.
The caster and what they have on them is the only person that
can go through this created transport by hitting the targeted
tree with a spell packet. People who have been killed don't
count as objects the mages is carrying for the purposes of this
spell and wont be carried with them. The maximum range of the
spell is (ten/five/TBD) miles from the tree in question."
Reason: Conceal is weak for having to spend 14 mana on it. The
spell level on it should be dropped and a new 14th level spell
for Path of Nature created.
Shifter Changes
Suggestion: Add to the Natural Heal Wounds section that the
count is "Natural Heal Wounds" for each 1 body or 3 natural
armor healed to clarify what the count is.
Reason: There was some confusion as to what the count for
Natural Heal Wounds was and if there was one.
Suggestion: Remove all mentions of Massive or Limited massive
size to all shifters.
Suggestion: Clarify that swinging Poinson in Pithus for Ananasi
is only three per day like the Naga.
Suggestion: Add +1 Enhanced Strength for Corax in their Crinos
Form
Suggestion: Remove the Binding strike from Gurahl. Also change
the Enhanced Strength in Crinos to +2 and in Ursus to +1.
Suggestion: Give +1 Enhanced Strength for Kitsune in their
Crinos Form
Suggestion: Remove the Binding Strike from Mokole.
Suggestion: Removed the Binding Strike for Nagah. Clarify the
Poison strike in Vasuki is three times a day only.
Suggestion: Add +1 Enhanced Strength for Ratkin in Crinos Form.
Suggestion: Add +1 Enhanced Strength for Camazotz in Crinos
Form.
Suggestion: Clarify that Shifter speak is not a general language
for all shifters but that each shifting group has their own
language.
Suggestion: Clarify that shifting from middle form to the other
two is a three count.
Reasons for all above suggestions: Balancing out shifters and
removing parts of them that have been shown to be overpowered
for the game system.
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