Professional Documents
Culture Documents
Magic Missile
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Lycanthrope:
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The Wereboar was originally from the Basic Set before the Charge
Attack was introduced, so
it should be given this special attack (the normal Boars on page 162
have it).
Add a '*' next to its HD, and adjust the XP value to be 275 to
account for this.
EXPERT
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Page 71-72, Water Vessels:
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Page 181, Gorgon:
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The Gorgon has two special attacks (Breath Weapon and Charge
Attack) but only one '*' by
its HD, so its XP value is incorrect for having two special attacks.
Other creatures with the
Charge Attack, such as the Elephant and Triceratops, originally did
not have their XP adjusted
for it in the Expert Rulebook, but were revised in the Rules
Cyclopedia to now have the
correct values. Following those examples, you should add the extra
'*' next to the Gorgon's
HD, and change its XP value to 1,750.
There are several other creatures which could be given the Charge
Attack as well; just
remember to adjust their HD and XP accordingly.
COMPANION
Statue
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Page 129, Paths to Immortality:
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Although the second paragraph states that you can attempt to gain
immortality after
reaching level 26 or greater, this section was copied from the
Player's Companion, p.2, and is
incorrect by the later revisions in the Master's set (the Companion
set only ran characters up
to level 25). You can find the revised rules in the Rules Cyclopedia,
p.222, where it states
that characters much reach level 30 to be a candidate for
immortality.
MASTER
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Page 125, Clerics and the Create Food Spell Table:
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Whale
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The average Intelligence scores for Whales were omitted from the
Intelligence listing in
the Master DM's Book, page 17, so it is uncertain where the values
given in the Rules
Cyclopedia came from. Frank Mentzer says they should actually be as
follows:
Blankout
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When using this ability, the Mystic is not just invisible; he's
completely undetectable.
Frank Mentzer has said that the Mystic should be considered utterly
silent, and the Master
DM's Book, page 33, notes that the Mystic cannot even be magically
detected.
There are two problems here.... The first is that the numbers
given for Hard Cover in the
table become too high. The second is that if you account only for
cover and not for the size
of the target, things get weird.
Here's an example to illustrate this. A 10' tall Ogre is standing
beside a 3' tall
Halfling. The Ogre is standing behind a 5' tall boulder, giving him
50% Hard Cover, while the
Halfling is standing on top of the boulder. Anyone trying to hit the
5' of exposed Ogre with
Missile Fire would be at -4 to hit, but anyone shooting at the 3' of
Halfling would have no
penalty to hit.... The part of the Ogre that is exposed is a much
larger target, but for some
reason is much harder to hit....
This can be fixed by first reducing the modifiers for Hard Cover.
The table here was
inherited from the Master Players' Book, p.17, which is in
disagreement with the original
rules for Cover in the Basic Players Manual, p.60, where it's stated
that cover adjustments
range from -1 to -4 (which represents Full Cover). Keeping close to
those numbers, I find the
best-written rules for handling cover are from the 1991 D&D Game
Rulebook, page 26:
Crocodile
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The XP value for the Giant Crocodile should be 1,650 (check the
table on page 128). The
Master DM's Book revised the progression for XP awards based on
monster HD to account for
higher-level monsters. Many of the monsters from earlier sets needed
their XP value
recalculated to fit in with the new system.
IMMORTAL
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Page 155, Spell Immunity:
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