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Savage Worlds Explorer’s Edition F.A.Q. & Errata

 
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Clint
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PostPosted: Thu Jun 21, 2007 4:22 pm    Post subject: Savage Worlds Explorer’s Edition F.A.Q. & Errata Reply with quote

Savage Worlds Explorer’s Edition F.A.Q.


Did “X” rule get clarified?

Hopefully! We tried to clarify anything that seemed to be a stumbling block to players… and yes, that includes a new description (and example) of how a Shaken Wild Card is affected by damage.

Has melee damage changed?

Yep. With this edition, fixed melee damage becomes the baseline rule. Damage is figured from the Strength die (and a die based on a weapon if used), but it is now a damage roll and not a Trait roll with a Wild Die.

Does the new melee damage affect other aspects of the rules?

Since Bennies can’t normally be spent to reroll damage, there is a new version of the Edge, No Mercy, in this edition that provides that option. The Full Defense maneuver is also included, allowing a potentially better defense against melee attacks.

Undead and Constructs no longer list “half damage from piercing attacks;” is that on purpose?

Yep. That ability was just too powerful, and it was already kind of covered by taking no extra damage from Called Shots.

What’s up with Incapacitation?

Easy, the old rule was just a bit confusing to some people, and there didn’t seem to be anyway to make it clearer. So we went with something that is hopefully simpler but still familiar to old players. Instead of the number of wounds taken determining what level of Incapacitation the Wild Card suffers, the Wild Card simply makes a Vigor roll when Incapacitated, and the result of that roll determines how he is affected by the Incapacitation.

This version also opens up the Injury Table more, allowing for “minor injuries” that only apply during the current combat. It also allows nonlethal Incapacitation to use the same list of effects with only a couple of alterations.

What happened to the Chase Rules?

The old rules are gone. As above, some people got them and some didn’t, so we went with an entirely new system that we think will be fast and fun, but easier for everyone to understand. That said, the old rules still work with the system, so fans of that system can still use it. The Chase Rules have always been an optional alternative to the normal vehicle rules anyway, so now there is a new alternative.

Is the rule for bonus XPs from leftover Bennies in there?

Nope. It's been dropped.

So, I can spend a Benny after I roll to recover and still get an action that round?

Yep!

Healing can be attempted multiple times regardless of failure as long as it it within the Golden Hour?

Yes, it can.

Multiple Shaken results from Backlash on AB: Magic now causes a wound?

Yep. This really only affects the Bolt power in the core rulebook as it's the only power where multiple Spellcasting dice can be rolled in one action.
_________________
Clint Black
Savage Worlds Core Rules Brand Manager

www.peginc.com


Last edited by Clint on Sat Sep 15, 2007 8:30 pm; edited 7 times in total
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Clint
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PostPosted: Thu Jul 12, 2007 2:27 pm    Post subject: Reply with quote

Explorer's Edition Errata (1st printing)
(Thanks to Tomahawk for organizing this!)


Chapter 1: Character Creation
==============================
p. 18: Pacifist hindrance - The second sentence should read "...and never allows the killing of prisoners and other defenseless victims."

p. 21: Berserk edge - The first sentence of the second paragraph should read, "While berserk, his Parry is reduced by 2, but he adds +2 to all Fighting and Strength rolls (including melee damage) and his Toughness."

p. 25: Sweep edge - Replace the last sentence with "A character may not use Sweep in the same round she uses Frenzy."

p. 39: Hindrances Summary - Hindrances after Ugly not listed (Vengeful, Vow, Wanted, Yellow, Young)

p. 41: Edges Summary - the requirment for the MacGyver Edge should have "Notice d8" (not d6).

Chapter 2: Gear
================
p. 46: Canister Shot does 2d6 to every target under the template (not 3d6).

p. 49: Pike - The cost of a pike is $400 (not $40).

p. 49: Bayonet - Notes should read Str+d6 (instead of Str+2) when affixed to a rifle.

p. 49: Brass Knuckles - change "See notes" to "A hero wearing brass knuckles is considered to be an Unarmed Attacker"

p. 49: Chainsaw - The damage of a chainsaw is 2d6+4 (not "2f6+4").

p. 50: Spear - The cost of a spear is $100 (not $250).

p. 51: Shotguns - The cost of a Sawed-Off DB shotgun is $150 (not $350).

Chapter 3: Game Rules
======================
p. 57: Opposed Rolls - The winner of an Opposed roll considers his opponent's total as his TN for purposes of determining any raises.

p. 63: Readying Weapons - The last sentence of the example should read, "If he managed to do so, he'd suffer a -4 penalty to both his Fighting and Shooting." In this example, Buck incurred the -4 penalty for performing three actions - drawing his weapons, Fighting, and Shooting.

p. 74: Damage Effects - The first sentence of the third pargraph should begin, "With a raise or better, Extras suffer a Wound, and wounded Extras are Incapacitated..."

Chapter 4: Arcane Backgrounds
==============================
p.82: Arcane Background (Psionics) - Add this sentence to the end of the Brainburn effects, "On a critical failure, the character lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound."

p. 91: Greater Healing - The descriptive text for Greater Healing should read:
Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points, and otherwise works exactly like the Healing power. It can also be used to neutralize poison and disease after the first 10 minutes has passed.
Greater Healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury—if it fails, the injury really is permanent.

p. 92: Obscure - The last sentence should read, "Attacks into, out of, or through the area of effect suffer the standard penalty for absolute blindness of -6".

p. 94: Telekinesis - The third sentence under Telekinetic Weapons should read, "A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis." Similarly, the last sentence under Dropping Things should read, "Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.

Chapter 5: Situational Rules
============================
p. 97: Horse, War - A war horse's kick does Str+d4 damage (not Str+1).

p. 117: Push and Steady - Push and Steady are Maneuvers, not Stunts as implied by their formatting. They are not subject to the rules on Stunts.

Chapter 7: Villains & Monsters
==============================
p. 150: Lion - Add Low Light Vision.

p. 153: Snake, Constrictor - Constrict damage should be Str+d6 (not Str+3)
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Clint Black
Savage Worlds Core Rules Brand Manager

www.peginc.com
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PostPosted: Mon Jul 12, 2010 9:16 am    Post subject: Reply with quote

Here is a direct link to the errata from the 2nd Printing of SWEX available from the Downloads section of the main website...

http://www.peginc.com/Downloads/Errata/PEG10010SWEX2PErrata.pdf
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Clint Black
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www.peginc.com
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Clint
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PostPosted: Mon Jul 12, 2010 4:07 pm    Post subject: Reply with quote

Explorer's Edition Errata (Third Printing)

Page 23: Dodge Edge - Change the third sentence to read, "Unless they are the victim of a surprise attack and taken completely unaware, attackers subtract 1 from ranged attack rolls when targeting them (even in close combat)."
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www.peginc.com
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