Core Rulebook Errata/Rulings/FAQ
- Pages 38-43: Each of the archetypes has (Common) listed as a
specialty of Language: Westron. "Common" is another name for
Westron, not a specialty of that skill, and should be
eliminated where it occurs in this context.
- Page 38: Menelcar's Bearing is listed as 9, it should be 8.
- Page 38: Menelcar's Armed Combat is listed as +6. It should be +5.
- Page 38: Substitute Evasion for Swift Strike.
- Page 38: Drop the Edges Favour of Fortune and Strong-willed.
- Page 39: Grör's Wits is listed as 7. His Wits should be 4.
- Page 39: Grör's Nimbleness is listed as 9, it should be 8.
- Page 39: Grör's Willpower is listed as +0. His Willpower should be +1.
- Page 39: Grör should have Stout as a Racial Ability.
- Page 41: Broca Took should have Small Folk as a Racial Ability.
- Page 44: Attributes cannot be higher than 12 + Racial Modifiers
at any time, except for certain spells which may temporarily
increase an Attribute.
- Page 49: Q: Is there any way to increase your base Defence
after character creation?
A: No. The only way to permanently raise your Defence is by
increasing your Nimbleness Attribute Modifier.
- Page 52: Q: Do medium-sized character have five Wound Levels, or six?
A: Medium characters have five different 'wounded' levels and
one 'Healthy' level. Unfortunately, throughout the core
rulebook and Fell Beasts and Wondrous Magic, the 'Healthy'
level is sometimes referred to as a Wound Level and sometimes
not counted as a Wound Level. In many cases the meaning can be
understood by context, but for a complete list of which Wound
Levels are possessed by characters and creatures of various
sizes, refer to the page 6-7 FAQ entry for Fell Beasts and
Wondrous Magic.
- Chapter Three: There is an extra space before the hyphen in
"Middle-earth" in the right facing page headers. It should be
eliminated.
- Chapter Three: Q: Do I have to take the prerequisites for any
bonus edges given as Race Abilities?
A: If a racial ability (Abilities, p.60) gives you an Edge, you
get the Edge regardless of whether you have the prerequisites
or not.
- Page 55, Example: the skill Lore: Realm (Gondor) is used. The
roll is 8, +6 (skill ranks), +1 (wits), +1 (renown), +1 (misc.)
= 17. There should also be a +2 specialty bonus included in
the calculation.
- Page 60: Q: So, when making a character, do I get both the
Racial Package AND six Racial Picks?
A: No. One or the other. Not both. See page 60.
- Page 61: Most Dwarves also speak Westron. (And it should be
listed under "Speech.")
- Page 62: The Dwarf racial skill list should include
"Unarmed Combat". [Updated 03/11/2003]
- Page 62: The "Craftsman" edge listed in the Dwarf Edge options
should instead read "Craftmaster" and refers to the Edge
on p.144.
- Page 65: The "Craftsman" edge listed in the Dwarf Edge options
should instead read "Craftmaster" and refers to the Edge
on p.144. The "Sense Of Direction" edge listed under the
Elf Edges options should read "Travel-sense" and refers to the
Edge on p.151.
- Page 65-66: Q: Are elven enchanted items also automatically
masterwork items or not?
A: No. As the rules state: 'They automatically have the
craftsman special ability Enchantment. They only need a Craft
skill at 6+ to use it. In other words, they can enchant items
without the items being masterwork items. However, if the item
is a masterwork item (as it certainly could be if the Elf is a
craftsman too), it gains the benefits from being a masterwork
item too. Of course, the rules also state: 'The Narrator has
the final authority on what an Elf can do with this ability.'"
- Page 69: The "Craftsman" edge listed in the Hobbit Edge options
should instead read "Craftmaster" and refers to the Edge
on p.144.
- Page 72: The Man racial skill list should include
"Unarmed Combat". [Updated 03/11/2003]
- Page 72: Q: Are the effects listed on table 3.1 cumulative?
A: No. Age Effects are NOT cumulative. They are a set of
modifiers applied to your base attributes and such for the
entire time you are in that particular age category.
- Page 72: Table 3.1 lists +1 Savvy as an effect of old age. This
should be Wisdom.
- Page 73: In Table 3.2, the Wild Man 'Youth’ age category should
read '9-14’ not '10-14’.
- Chapter Four: Q: Can a character of one Order choose the Order
Abilities from another Order?
A: No. Only by joining the other Order may he do so. See
"Belonging to Multiple Orders," page 79.
- Chapter Four: Q: How do I figure out what my Favored Attributes
and Reaction are?
A: You choose them, although each order provides you with
useful suggestions.
- Chapter Four: Q: Do I get ranks automatically in all my Order
Skills?
A: No. Order skills are simply less costly to improve. During
character creation, each character gets 20 picks from his
orders skill list, or you can simply take the skills listed
under one of the packages for that order.
- Chapters Four and Six: Q: Do Order Abilities and Edges that
enhance Courage stack?
A: Yes, they do. For example, a Knight who had both Bold and
Horselord would get +7 from each Courage Point spent (+3 base,
+2 from Bold, +2 from Horselord) when making Ride tests.
- Page 78: Q: When an Order Ability has a Requisite Skill
(for example, Swift Strike Requires Armed Combat 8+) is this
value the total modifier or ranks only?
A: All such Requisite listing are for Ranks only. Thus, a
Warrior with a +2 Nimbleness modifier and Armed Combat 6 could
not take Swift Strike. [Updated 03/11/2003]
- Page 79: Q: If my character has three Orders and wants to
advance in the one he dropped, does he have to pay the five
Advancement Picks for getting a new Order to do so?
A: Yes. Otherwise he wouldn't have really dropped the Order.
- Page 80: The Barbarian list of Order Skills should include
"Unarmed Combat (Nim)".
- Page 81: Southron Nomad and Losson Tribesman should have access
to Travel-Sense instead of Sense of Direction.
- Page 81: Add Hardy to the Edge list of the Mountain Folk package.
- Page 83: The edge list for the Stonemason package are in the
wrong font. [Updated 03/11/2003]
- Page 84: Q: What’s a Tharni?
A: A Tharni is equivalent to 1 silver penny. It is a Gondorian
term. Due to licensing issues, however, Decipher is not allowed
to use the Gondorian terms for monetary units.
- Page 84: You must have 8+ skill ranks in the relevant Craft
skill when making a masterwork item. Fewer skill ranks are
insufficient. For example, a craftsman with the Masterwork
order ability and the skills Craft: Tailor +10, Smithcraft +8,
and Stonecraft +5 could make masterwork clothing and
masterwork arms, but not masterwork fortifications.
[Update: 04/14/2003]
- Page 86: The Loremaster list of Order Skills should include
"Perform (Brg)".
- Page 87: Vala Virtue should refer to Page 163.
- Page 91: Q: Why does Wizard’s Heart have Sanctum as a Requisite
and not Spellcasting?
A: Wizard’s Heart is supposed to represent a "drawing on your
sanctum’s power", and thus requires Sanctum. As a side-note,
Sanctum does require Spellcasting, so in effect, Spellcasting
is a requisite for Wizard’s Heart.
- Page 92: The Mariner list of Order Skills should include
"Unarmed Combat (Nim)".
- Page 92: Basic Mariner and Fisherman should have access to
Travel-Sense instead of Sense of Direction.
- Page 95: The Minstrel list of Order Skills should include
"Perform (Brg)" and "Ranged Combat (Nim)"
- Page 95: Strike the following sentence from the Gladden
ability: 'Thus, you must perform for at least one hours for
this ability to have any effect.' It is not accurate.
[Updated 03/11/2003]
- Page 100: The Rogue list of Order Skills should include
"Inquire (Brg)" and "Unarmed Combat (Nim)".
- Page 102: The Warrior list of Order Skills should include
"Unarmed Combat (Nim)".
- Page 103: Swift Strike cannot be used for Ranged Combat
actions.
- Page 103: The page's penultimate sentence contains a close
parenthesis and slash that do not belong.
[Updated 04/14/2003]
- Page 104: Q: When I join an Elite Order, do I get an Order
Ability for free?
A: No. The sentence on p.104 is correct. When you use an
advancement to join an elite order, you do not gain a free pick
from that order's special abilities.
- Page 103: Q: How does Favoured Weapon work?
A: When you take Favoured Weapon, you select a single weapon,
such as longsword. You advance the Armed Combat skill related
to that weapon at one pick for two ranks. You suffer a -4
penalty when using all other weapons governed by that skill.
You do not, however, suffer a -4 penalty when using weapons
governed by other skills within the Armed Combat skill group.
For example, if you had Favoured Weapon: Longsword, you would
advance Armed Combat: Blades at one pick for two ranks. You
would suffer a -4 penalty when using daggers, shortswords, and
other non-longsword weapons governed by Armed Combat: Blades.
You would suffer no penalty for using weapons like clubs,
spears, whips, and so forth, because they are governed by Armed
Combat skills other than Armed Combat: Blades.
[Updated 06/16/2003]
- Page 105: You must have at least one rank in either Smithcraft
or Craft: Bow/Arrows to be able to use the Bowyer Ability.
- Page 106: The Captain list of Order Skills should include
"Unarmed Combat (Nim)".
- Page 108: The Knight list of Order Skills should include
"Unarmed Combat (Nim)".
- Page 109: The Ranger list of Order Skills should include
"Unarmed Combat (Nim)".
- Page 110: The Spy list of Order Skills should include
"Unarmed Combat (Nim)".
- Page 113: The Free Picks are handled as advancement picks with
regard to the cost (and not on a one-to-one basis). The
limitations on what can be improved remain the same (Primary
Attributes, Skills and Edges).
- Page 112: The character creation example should show that using
the Free Picks, Menelcar only raises his Bearing and that
Grör only raises his Nimbleness to 8.
- Chapter Five, page headers: should read "Ringing Anvils and
Rhymes of Lore".
- Page 116: The maximum number of ranks for any given skill
(which is 6 during creation or 12 after) refers only to actual
skill ranks, not to any modifiers from Race, Order, Edges or
Flaws.
- Page 116: The first specialty is only free during character
creation (includes racial picks and free picks). You can buy a
second specialty for a skill during character creation using
any pick that would normally give you a Skill Rank. After
character creation, you can use advancement picks to get
additional specialties for existing or new skills, as per the
costs in Table 11.1, p.278.
- Page 119: Games and Survival are not Skill Groups.
- Page 122: Armed Combat's 'Special' section should refer to
Table 9.14: Combat Actions and Manoeuvres on page 226 (rather
than referring generally to pages 227-40). It should also
specify that only actions corresponding to the test type 'Armed
Combat' can be chosen for this bonus. [Updated 03/11/2003]
- Page 124: Guise can have specialties. Sample specialties for
Guise include Specific Culture (Gondorians, Elves of Mirkwood,
etc.) and Specific Profession (Laborers, Learned Folk,
etc.). [Updated 03/11/2003]
- Page 126: Insight and Inspire can have specialties. Sample
specialties for both include Specific Culture (Dwarves of
Erebor, Riders of Rohan, etc.) and Specific Profession
(Fighting Folk, Craft-workers, etc.). [Updated 03/11/2003]
- Page 143: It is possible to improve the edge Ally. Each
additional pick provides one additional ally.
[Updated 03/11/2003]
- Page 143: Q: Does the Ambidextrous edge give you more attacks
in a round when you fight with two weapons?
A: No. Ambidextrous only lessens (or removes with two picks)
the penalties associated with attacking with your off
hand. Two-Handed Fighting (p. 151) gives one free attack action
with your off hand, but the attack still incurs the normal
penalties unless taken in conjunction with Ambidexterity.
- Page 147: The Effect section of the Hardy trait (p.147), should
read "Reduce all injury penalties you suffer by 2. For example,
when Incapacitated, you perform tests at a -5 test result
penalty instead of the usual -7."
- Page 149: Q: Q: Does Quick-draw allow a character to reload a
missile weapon as a free action?
A: Yes. Quick-draw lets you "ready any personal weapon as a
free action," and to reload is to "ready another arrow" (per
Table 9.3 on page 215). [Updated: 04/14/2003]
- Page 152: Q: Do the effects of Warrior's Heart apply to
Weariness tests from spellcasting?
A: Yes, as long as the spellcaster is involved in battle and
the spell being cast is related to the battle.
[Updated: 06/16/2003]
- Page 153: The quote at the head of "Arrogant" should be
attributed to Eomer, not Jomer. [Updated: 06/16/2003]
- Page 154: The quote at the head of "Craven" should be
attributed to Eomer, not Jomer. [Updated: 06/16/2003]
- Chapter Seven: Q: Several spells have differences between the
Range listed in the stat block and the radius listed in the
descriptive text. Why is this?
A: Range is how far away from the caster the effect can be
centered, and radius is how far the effect extends from the
center. For example, a Magician with a Bearing of 13 could
cast Mist of Speed centered up to 130 miles away, and having a
radius of 1300 feet extending from that point.
- Page 162: The ground where Snowmane's body was buried grows
lush and green. The place nearby where the Lord of the Nazgul's
mount was buried remains black and burned.
- Page 163: Under "The Power of Words," just above the minor
heading "heightened courage," the paragraph should read as
follows:
"Narrators can use any appropriate effect from the following
list to simulate the power of words. They can also make up
others that seem fitting to them:
Heightened Courage: When a character invokes the name of
Elbereth or another Vala and spends a point of Courage on a
task, he receives a +4 bonus instead of the usual +3."
- Page 163: Under "Inspiration", the sentence should read "...for
Inspire or Willpower tests to resist Intimidate (Fear) and like
effects."
- Page 169: Spellcasting penalties from having multiple spells in
effect expire each day at dawn for spells cast in the previous
24 hours whose durations are longer than one hour per point of
Bearing. The exception is that penalties from Sorcery spells
with durations longer than one hour per point of Bearing expire
at dusk rather than at dawn. For clarity, spells with the
duration 'concentration' are not affected by this ruling.
Their penalties remain in effect until the spell runs its
course. [Updated: 06/16/2003]
- Page 172: The Duration listing for Animal Messenger, as well as
the Range and Duration listings for Beast Summoning should be
followed by a double asterisk (**).
- Page 172-173: Remove any leading asterisks in Table 7.1.
- Page 172: The Requisite listing for Fireshaping should read
"Kindle Fire".
- Page 174: Explanatory text should be added regarding the
"Requisite" column on Table 7.1.
- Page 176, first column, second paragraph: The second and third
sentences should be replaced with, "Spending a second pick to
improve Blinding Flash's area of effect allows the caster to
affect a ten foot radius. Subsequent picks double the radius,
so the third pick would allow a 20 foot radius, the fourth a 40
foot radius, and so on."
- Page 177, first column, first paragraph, first sentence: Is
printed in black ink on a black background. This text should
read "...words of kindly advice from one offering wise counsel
or inspirational speeches..."
- Page 180, third column, under "Fireshaping": Requisite listing
should read "Kindle Fire".
- Page 186: In the Shadow of Fear spell description, the text
should read, "This dreadful spell extends a caster's ability to
control others with terror."
- Page 186, Table 7.4: Weak Power should read "...with the Woven
Words ability..."
- Chapter Eight: Q: What about starting Money?
A: This should really be up to the Narrator and how he wants
his game to feel. If a guideline must be given, use 1d6 SP,
modified by order (Nobles +2, Barbarians -2, etc.) and location
(Gondor +1, Bree -1, etc.).
- Page 205: Table 8.2 should be modified to show the following
for each weapon's Damage/Parry Bonus:
- Axe, Battle: 2d6+4 / +1
- Axe, Great: 3d6+2 / +1
- Club: 1d6+1 / +1
- Dagger: 1d6+2 / -2
- Dagger, Long Knife: 1d6+3 / +0
- Dagger, Orc: 1d6+3 / +0
- Hammer: 2d6+1 / +0
- Mace: 2d6+1 / -1
- Mattock: 2d6+4 / +1
- Pikestaff: 2d6+1 / +0
- Shield (bash): 1d6+1 / +5 or +3
- Spear: 2d6+3 / +1
- Staff: 1d6+2 / +2
- Sword, Longsword: 2d6+5 / +1
- Sword, Longsword, Orc: 2d6+5 / +1
- Sword, Scimitar: 2d6+3 / +1
- Sword, Short Sword (Eket): 2d6+1 / +0
- Whip: 1d3+Grapple / -3
- Arrow, regular or Orc: 2d6
- Dagger, Thrown: 1d6+2
- Javelin: 2d6+4
- Spear, Thrown: 2d6+3
- Stone, Thrown: 1d6
Also note that the whip now has "+Grapple" added to its damage
rating. The following text should be added to the whip's
description on page 206.
"If you score a Superior Success or better you manage to
grab your opponent with the whip. Each round thereafter you
can use the weapon to hold your opponent defenseless, force him
to the ground, and so on by succeeding at an opposed Strength
attribute test (you get +4 to your test result). While held,
the opponent is easier to hit; modify attack tests made to hit
the opponent by +5."
- Page 205: Q: Why are there no flails/crossbows/plate
armor/etc. in the Equipment List?
A: More likely than not because they were not mentioned in the
novels or shown in the movies. We tried very hard to remain as
close to Tolkien’s descriptions of Middle-Earth as possible to
enhance the overall feel of the game.
- Page 205: Q: What does X+S mean on Table 8.2 "Ranged Combat
Weapons"?
A: X+S stands for Extreme "+" Step. For Extreme range, the
modifier is "+2 per increment past long range" and the weapon
ranges list the increment size as the final range category. For
example: +30 means that for every 30 yards past the 'L' range,
the TN of the Ranged Combat test is increased by a cumulative
+2 modifier.
- Page 206: Under 'Weapon Size’, it says: "Men and Noldorin Elves
can use Medium Troll-weapons if they have a Strength of 14 or
greater." This should be lowered to 12 (which means the penalty
for using such a large weapon cancels out their Attribute
Modifier).
- Page 207, third column, last paragraph: The test penalty for
attacking a character bearing a shield applies to ranged
attacks only. (The rest bonus to parry/block attemps is not
affected by this ruling.)
- Page 207: Q: Do the shield Parry/Block bonuses and to hit
penalties apply at all times?
A: No. The Parry/Block bonus only applies to close combat and
the penalty to hit the shield-user only applies to Ranged
Combat.
- Page 207: Q: Would the Armed Combat: Clubs (Shield) skill or
the appropriate Armed Combat Skill be used to gain the
Parry/Block bonus with a shield?
A: It’s the skill for the weapon you’re used to using in
conjunction with the shield. For example, if you have Armed
Combat: Blades (Longsword), you can use a shield effectively
with your longsword (receiving the shield bonus and using your
sword’s skill rank to Parry). If your sword breaks, however,
and you pick up an axe to use untrained, you suffer the normal
penalties but still receive the bonus provided by the
shield.
- Page 208, Table 8.3: The small shield provides only a -3
penalty to ranged attacks.
- Page 208: Q: The prices given for armor in Table 8.3 are for
corslets only. How much do hauberks cost?
A: Hauberks cost 125% of the price listed for a corslet.
- Page 209: Q: Is the price listed for Dwarven Toys in Table 8.4
correct?
A: The price listed is for the lowest of the Dwarven magical
toys, the equivalent of Christmas crackers (the British kind,
not Saltines). Truly amazing toys could cost 100 or even 1,000
times as much, depending on their intricacy and their
longevity. Even so, it is advised to change the cp to sp in the
price.
- Page 214, Table 9.1: The effect of Walk should be "Move 3-6
yards." The effect of Jog should be "Move 7-9 yards." The cost
of Run should be 2 actions, and the effect should be "Move up
to 27 yards." The effect of Sprint should be "Move up to 40
yards."
- Page 214: The descriptions of Walk, Jog, Run, and Sprint should
be modified to conform to the modifications to Table 9.1.
- Page 216: Q: I understand that actions past the standard
allowance (typically 2) incur a penalty to the test. What
happens if additional actions don't require tests, such as Aim
and Reload?
A: When "no test" actions are taken as additional additional
actions, they require tests where they otherwise would
not. Assume a base TN 5 and apply the listed penalties from
- Page 219: Characters of different sizes do not get the +/- 2
test modifier to Parry combat actions. If they did, the test
modifier based on the size difference would essentially be
doubled, since it would apply once to the attack test, and
again to the parry test.
- Page 218-220: Q: Why do some modifiers affect the TN and others
the test result?
A: The best rule of thumb when it comes to modifiers is that if
it is something originating from the character (like Attribute
modifiers), the modifier affects the test result. If it
originates from outside the character's influence
(distractions, poison potency, etc.), it modifies the TN.
- Page 219: Q: Can size modifiers ever be greater than +2 or
smaller than -2?
A: Yes. When considering creatures more than one size step away
from each other, physical test modifiers based on size are
greater than +/- 2. When a Small character attacks a Large
character, for example, that character receives a +4 bonus on
relevant tests, such as attack tests. Another example: A
creature of size Little (which is one size smaller than Small)
attacking a creature of size Mammoth (which is one size larger
than Large) receives a +8 bonus.
(Note that sizes ranging from Miniscule to Beyond Titanic will
be introduced in Fell Beasts and Wondrous Magic.)
- Page 223: The last sentence under "Repeated Attempts" should
read "Thus, the first re-try is at -2 to the roll, the second
at -4 to the roll, and so forth."
- Page 226: Table 9.14 is incorrect on three things:
'Armed Attack, two-weapon’ should read 'Armed Attack, two-handed’
'Armed Attack, power’ takes up 2 actions, not 1
'Armed Attack, two-handed’ takes up 2 actions, not 1
- Page 226: Q: Does the winner of initiative take all his actions
at once, or do they alternate in initiative order?
A: The character with the highest initiative has to state and
execute all his actions (some of them can be delays) before the
next character can act.
- Page 229: Q: Can you accidentally make yourself easier to hit
by dodging?
A: No. Since you only roll a dodge test once your opponent has
successfully hit you, and since your dodge test result only
replaces the base TN to hit you if it is successful, you can't
make yourself easier to hit by rolling poorly on a dodge
test. [Updated 03/11/2003]
- Page 231: Q: Do I get to roll another die of I get double sixes
while rolling damage?
A: When rolling for damage, you do not continue to roll again
if you roll double sixes because inflicting damage is not a
skill test, nor do you increase damage from a greater than
standard combat attack. Rather, it is advised to use the
guidelines for 'Extra Successes In Combat’ (p.231) for
better than standard attacks
- Page 232: Q: The test penalty effects caused by stun attacks
seem awfully high, considering that these are penalties that
appliy to characters who *succeed* in their Stamina tests.
A: If you prefer, reduce them to -1, -3, and -5 for complete,
superior, and extraordinary success, respectively.
- Page 232, Table 9.18: Damage Absorbed by Chainmail, mithril
should read "+10 to chainmail’s value".
- Page 232, Table 9.18: Remove the weight listings for shields
and amend the entry for small shields to reflect that a small
shield provides only a -3 penalty to ranged attacks.
- Page 231-232: Just hitting someone with the flat of your blade
or the pommel of your dagger is not going to stun them. You
have to hit them in specific locations (head or back of the
neck usually) to accomplish the desired effect. A called shot
to the head is a +12 TN (according to table 9.18)! That means
if you are attacking a target with a Defense of 10, you have to
get a test result of 23 to get a complete success, a 28 to get
a superior success, or a 33(!) to get an extraordinary
success.
- Page 233: The first header in Table 9.19 should refer to the
Attacker’s Test Result.
- Page 235, Table 9.22: Canter and Run should cost 2 actions.
- Page 235: Once a character gains Corruption equal to his
Bearing and becomes a non-player character, his Corruption
score is no longer tracked. Rather, his score becomes
"Corrupt." [Updated 03/11/2003]
- Page 235, Table 9.22: The effect of Canter should be "Move 24
yards." The cost of Run should be be 2 actions.
- Page 236: Q: Since a horse that is War-Trained gets an
additional action each round when ridden, could that action be
used in addition to a charge?
A: Charge is explicitly "action cost 2" (p. 228), so those with
additional actions may still use them to do other things either
before or after charging. The same applies to Swift Strike and
other abilities that allow an additional action in combat.
- Page 237, under "Fighting From Horseback": Add the following
text: "When making a mounted charge, the rider can substitute
the horse’s Strength for his own for the purposes of
determining damage and the TN for the target’s check to avoid
being knocked prone."
- Page 237: Q: What benefit is there to a mounted charge?
A: First off, the "Attacker in advantageous position" modifier,
for the full -3 TN (table 9.15, p. 230), would apply for any
mounted attacker against an unmounted defender. Secondly, when
making a mounted charge, there are additional bonuses derived
from being mounted (See the CRF entry regarding mounted charges
for more specific information).
- Page 237: The pony should have a Strength of 14 (+4).
[Updated: 06/16/2003]
- Page 237: The horse should have a Strength of 16 (+5).
[Updated: 06/16/2003]
- Page 237: The warhorse should have a Strength of 18 (+6).
[Updated: 06/16/2003]
- Page 237: Mearas should have a Strength of 19 (+6).
[Updated: 06/16/2003]
- Page 237: The Elven-steed should have a Strength of 19 (+6).
[Updated: 06/16/2003]
- Page 240: Under Strength (p. 240, 3rd paragraph, 3rd sentence)
it should read:
"If the unit succeeds with an attack, it inflicts a number of
points of damage on the opposing unit equal to the attacker's
Strength plus the attacker's Size, less the defender's
Toughness."
Note that this takes the defender's Size out of the
equation. Size contributes directly to the amount of damage a
unit can take or dish out, but not how much damage it can
absorb without effect.
- Page 240: Q: How do you track damage in Unit Combat?
A: Damage should be applied to the size characteristic, which
is 1/10th the actual size of the unit.
- Page 244: Q: In the Dwarf and Hobbit descriptions, it says they
each have five and four health levels each. But on the
character sheet, there are six. What gives?
A: The five (or four) Wound Levels do not include the Healthy
level. So Hobbits would have five levels including Healthy and
Dwarves, Elves, and Men would have six. Also note that Hobbits
lose the Near Death Wound level, going from Incapacitated to
Killed.
- Page 244: Q: If Hobbits and other small creatures have fewer
Wound Levels, do larger creatures have more?
A: Accurate Sizing rules should be offered in Fell Beasts &
Wondrous Magic. Until then, it is suggested you use the
following modifiers for Wound Levels:
* Small (.51 to 1.5 yds) -1 level
* Medium (1.6 to 2.5 yds) +0 levels
* Large (2.6 to 5 yds) +1 levels (2 Healthy)
* Mammoth (5.1 to 10 yds) +2 levels (3 Healthy)
- Page 245: The headers on Table 9.33 should be "Distance
Fallen", "Damage" and "Acrobatics TN" and a line below the
table was removed that read "A successful Acrobatics test
reduces the damage sustained by half."
- Page 246: The Potency section should read as follows: "This is
a measure of the poison’s toxicity. It modifies the TN of the
Stamina reaction test to resist the poison’s effects."
- Page 246: On Table 9.35, the fact that stages are random does
not mean a poison varies in the number of onset stages it has,
but rather means you should choose which type of roll you wish
to make and then roll it to determine the number of
stages.
- Page 246: In the sample poisons, all potency and treatment
modifiers should be positive modifiers to the TN, not negative
modifiers to the Test (as they currently are).
- Page 249: After engaging in activity for over the Base Time,
you must use the Interval Time. If you rest enough to regain
one Weariness level, it "resets the timer" and you may be
active for the Base Time before making another Weariness test.
(
Forum Message)
[Updated: 05/15/2003]
- Page 249, Table 9.39: Replace Exhaustion's effect with "-10 to
all tests, collapse".
- Page 250: The second sentence of the first paragraph under
"Recovering Weariness" should be amended to the following:
"Table 9.39 gives you the amount of time needed to recover to
the next lower Weariness Level."
- Page 250: A character who becomes Exhausted collapses
immediately into unconsciousness and can take no further action
until he regains at least one Weariness Level. To recover to
Spent, the collapsed character must make a TN 10 Stamina test
(to which the -10 penalty for being Exhausted applies). This
test can be attempted once each round in a combat situation,
once per minute outside combat, or at dramatically appropriate
moments designated by the Narrator. A companion may make a TN
10 Healing test to help an Exhausted character come
around. Marginal success on this Healing test reduces the
Exhausted character's Stamina test TN by 3, complete success
reduces it by 5, superior success reduces it by 10, and
extraordinary success results in the Exhausted character
recovering to Spent immediately.
- Page 252: The final 'l' in the sub-header 'Stealthy Travel'
should be a small capital. [Updated 03/11/2003]
- Page 252: The last line of the first column should read "-1 per
-1 test result penalty".
- Page 252: The third line under Size of Group should read
"101-1,000".
- Page 253: The distance between Minas Tirith and Pelargir should
be 43 leagues, rather than 432 leagues.
[Updated 03/11/2003]
- Page 270: Q: Do Orcs and other bad guys also use the Wound
Levels system as PCs do?
A: The quick answer is yes and no. Technically yes. But if you
read the "Combat Pacing" section on page 270, you will find
some guidelines on how to speed combat with a lot of "cannon
fodder" NPCs.
- Page 273-274: The missing paragraph should read as follows:
"Dol Guldur and Mirkwood: Even after the White Council drives
the Necromancer from Dol Guldur in TA 2941, Mirkwood remains a
dark and dangerous place, particularly in the south. Any player
characters venturing beneath its boughs are sure to find
adventure."
- Page 278: Remove the apostrophe from 'character's' in the first
sentence of the second paragraph under 'The Primary Objective.'
[Updated 03/11/2003]
- Page 278: The double quotes around the phrase 'get into
character' in the first paragraph under 'Exceptional
Roleplaying' should be single quotes. [Updated 03/11/2003]
- Page 278: The 1 point cost for 'Racial' skills in the
advancement table (Table 11.1, p.278) only applies to the
Native Languages and Lore picks (sidebar, p.60) that the
character chooses during character creation, not from the list
of 'Racial' picks listed under the Racial descriptions (Skills
and Traits, p.62, 65, 69, and 72).
- Page 278: Like reactions, if your Vitality changes later in the
game your health does not automatically change too. You can buy
more health using advancement picks.
- Page 278: There are limits to how much you can increase a skill
with one Advancement. Order Skills: 2 Ranks, Non-Order Skills:
1 Rank.
(NOTE: this does not mean you get 2 Ranks for a chosen Order
Skill when you spend an Advancement pick on it, merely that you
can only improve any given Order Skill by a maximum of 2 Ranks
per Advancement).
- Page 278: When spending experience for advancements, Attributes
cannot be raised higher than 12 + Racial Modifiers. Only
certain spells may temporarily increase an Attribute above
12. There are no such limits to Reactions.
- Page 278: Q: Can I save Advancement Picks for a later
Advancement?
A: No. It’s use them or lose them.
- Page 278: Q: Can I get a Specialty in a skill I have no ranks
in?
A: No. You must have at least one rank in a skill to be
eligible for a Specialty.
- Page 278: Q: If I raise my Nimbleness (for example) enough to
raise the modifier, does my Swiftness Reaction go up?
A: No. When you increase your Attributes later in the game
through advancements, your reactions are not automatically
adjusted. You must spend Advancement Picks to increase your
reactions separately.
- Page 279: Change "Episode" to "Chapter".
- Chapter Twelve: Q: Do the stats shown in Chapter 12 include
Attribute Modifiers?
A: No. Attribute modifiers are NOT already figured into the
skills listed for characters and creatures in Chapter Twelve
(p.282). You should also add in Strength for the purposes of
melee damage.
- Chapter Twelve: Q: In Chapter Twelve, many creatures -- Dunlendings
and Orcs, for example -- have the Armed Combat skill without
any specific skill in the Armed Combat skill group being
listed. Does this indicate proficiency in all areas of Armed
Combat?
A: No. It indicates that the particular Armed Combat skill
possessed will vary depending on the individual. The Narrator
is intended to choose a specific Armed Combat skill depending
on the specifics and circumstances.
- Page 287: The missing line at the very bottom of the page
should read:
"During his early years in Middle-Earth, he traveled
extensive-"
- Page 290: The order for the Dunlending described by this
write-up should be barbarian rather than warrior. The order
ability should be Preferred Weapon rather than 'Evasion or
Favoured Weapon.' [Updated 03/11/2003]
- Page 290: The order for the Orc described by this write-up
should be barbarian rather than warrior. The order ability
should be Preferred Weapon rather than 'Evasion or Favoured
Weapon (Scimitar).' [Updated 03/11/2003]
- Page 291: The Uruk should also have Vitality as a Favoured
Attribute.
- Page 291: Several skills are missing Specialties. These skills
(with Specialties) are: Conceal (Hide Weapon), Inquire
(Interrogate), Persuade (Fast Talk), Stealth (Shadow), Survival
(specific environment).
- Page 292: The order entry for Trolls should read 'Barbarian,
Rogue, or Warrior if any (this write-up assumes barbarian).'
The order ability should be Preferred Weapon rather than
Favoured Weapon. [Updated 03/11/2003]
- Page 292: The text for the Uruk should be changed to indicate
that they, like Orcs, prefer scimitars.
- Page 296: The hell-hawk should have a Strength of 20 (+7).
[Updated: 06/16/2003]
- Page 296: The Oliphaunt should have a Strength of 24 (+9).
[Updated: 06/16/2003]
- Page 297: The Warg should have a Strength of 12 (+3).
[Updated: 06/16/2003]
- Page 298: There is a typo on the character sheet. It should say
Swiftness, not Nimbleness modifier as regards Initiative.
Initiative is the same as a Swiftness test.