Belac
09-12-2004, 07:01 PM
Okay, here's the thing. Every now and then, I read something in an RPG which looks so obviously wrong that I'm amazed that nobody ever caught it. Most of the time, I point these out because they're mistakes that professional, paid designer-writers make, but mistakes that only novices have any business making. Am I crazy for always pointing these things out?
Here are my latest examples, from D20 Future, which is all-around a pretty decent book, but has some really weird problems.
1) Plasma Rifle vs Pulse Rifle
These two weapons have the EXACT same stats, with some exceptions, and are almost the same weapon. They fire almost the same type of shots and the energy types both are completely identical as far as D20 Future is concerned. (Plasma and pulse have absolutely no game difference.) Okay, here's the problem.
Plasma Rifle (Progress Level 7)
Dmg 3d10, Critical 20, Damage Type: Fire, Range Increment: 80 feet, Rate of Fire: S/A, Magazine: 50 box, Size: Large, Weight: 8 lb., Purchase DC: 19, Restriction: Res (+2)
Pulse Rifle (Progress Level 8)
Dmg 3d10, Critical 20, Damage Type: Fire, Range Increment: 80 feet, Rate of Fire: S/A, Magazine: 50 box, Size: Large, Weight: 11 lb., Purchase DC: 21, Restriction: Res (+2)
So basically, when weapons get "better", they weigh more and cost more, but don't do anything else differently at all. (In fact, in a PL 8 campaign, a plasma rifle would only be Purchase DC 17). Am I the only one that thinks this is a little dumb?
But here's the big kicker.
2) Critical Hits
(pg 111)
"MULTIPLYING DAMAGE
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier."
No, that's not true at all. In D&D 3.0, D&D 3.5, and D20 Modern (which is what D20 Future is a supplement for), you can only roll multiple times and total the results, in the official rules anyway. This is pretty much common knowledge, but someone writing for the company that made the system got it wrong.
My problem isn't that they made mistakes, but rather that the average gamer could have quickly glanced through the book and found these if they'd bothered to proofread. Other games suffer from this, too. Mutants & Masterminds, for example, had a HUGE errata list, and none of the sample characters were correct. You'd think one or two minutes of checking the book for glaring errors would have fixed that. It's particularly bad when it's Wizards of the Coast, though. Many gamers (including me) would be willing to make the very basic rules checks and cursory readings for free, and Wizards of the Coast is the biggest RPG company there is, as far as I know, and theoretically employs editors and such.
It's not like these errors really break the game or anything, it just annoys me that they would have been so easy to detect. Am I crazy to think this?
Here are my latest examples, from D20 Future, which is all-around a pretty decent book, but has some really weird problems.
1) Plasma Rifle vs Pulse Rifle
These two weapons have the EXACT same stats, with some exceptions, and are almost the same weapon. They fire almost the same type of shots and the energy types both are completely identical as far as D20 Future is concerned. (Plasma and pulse have absolutely no game difference.) Okay, here's the problem.
Plasma Rifle (Progress Level 7)
Dmg 3d10, Critical 20, Damage Type: Fire, Range Increment: 80 feet, Rate of Fire: S/A, Magazine: 50 box, Size: Large, Weight: 8 lb., Purchase DC: 19, Restriction: Res (+2)
Pulse Rifle (Progress Level 8)
Dmg 3d10, Critical 20, Damage Type: Fire, Range Increment: 80 feet, Rate of Fire: S/A, Magazine: 50 box, Size: Large, Weight: 11 lb., Purchase DC: 21, Restriction: Res (+2)
So basically, when weapons get "better", they weigh more and cost more, but don't do anything else differently at all. (In fact, in a PL 8 campaign, a plasma rifle would only be Purchase DC 17). Am I the only one that thinks this is a little dumb?
But here's the big kicker.
2) Critical Hits
(pg 111)
"MULTIPLYING DAMAGE
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier."
No, that's not true at all. In D&D 3.0, D&D 3.5, and D20 Modern (which is what D20 Future is a supplement for), you can only roll multiple times and total the results, in the official rules anyway. This is pretty much common knowledge, but someone writing for the company that made the system got it wrong.
My problem isn't that they made mistakes, but rather that the average gamer could have quickly glanced through the book and found these if they'd bothered to proofread. Other games suffer from this, too. Mutants & Masterminds, for example, had a HUGE errata list, and none of the sample characters were correct. You'd think one or two minutes of checking the book for glaring errors would have fixed that. It's particularly bad when it's Wizards of the Coast, though. Many gamers (including me) would be willing to make the very basic rules checks and cursory readings for free, and Wizards of the Coast is the biggest RPG company there is, as far as I know, and theoretically employs editors and such.
It's not like these errors really break the game or anything, it just annoys me that they would have been so easy to detect. Am I crazy to think this?