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Mattias_JH
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Alpha Feedback - Player's Guide Section 5 Resources

Tue 31 Aug 2021, 11:50

Hello!
Please use this thread to report any typos or errors in Section 5 - Resources in the Alpha PDF of the Ruins of Symbaroum Player's Guide. Guidelines to remember:
  • Before reporting an error, please check and see if it already has been reported, and if so, don't report it again.
  • If you want to discuss or feedback something that is not a clear error, don't do it here - instead, please start a new forum post the specific issue.
  • Please report your feedback no later than September 25, 2021. After this date, we are likely not able to make any further changes.
Thank you!
 
ShardCollector
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Joined: Sun 08 Aug 2021, 16:42

Re: Alpha Feedback - Player's Guide Section 5 Resources

Tue 31 Aug 2021, 15:53

Not exactly an error, but the spells list has spells in italics if they can be cast as rituals.
As I was looking through the spells I had difficulties spotting those spells from the list. I suggest either bolding them, or marking them with (R) after the spell name.
Thank you.
 
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SaintVidar
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Re: Alpha Feedback - Player's Guide Section 5 Resources

Wed 01 Sep 2021, 15:19

Spirit Walk has an unusual 5e requirement to end a spell. Normally in 5e a caster can just choose to end a spell at any moment without using a reaction. This seems unnecessary. Also, this has a Casting Time of 1 minute and a duration of 1 round. I'm not sure what the use case is here. Why would you want to spend 11 minutes casting for 6 seconds to poke your head into the spirit world? There's no combat application. Maybe that's intended, but what can be accomplished in one round where your action was used up casting the spell?
 
wejder666
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Re: Alpha Feedback - Player's Guide Section 5 Resources

Wed 01 Sep 2021, 19:10

Page 170: Missing description of a Full Plate Armor.
 
chumpinski
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Re: Alpha Feedback - Player's Guide Section 5 Resources

Tue 07 Sep 2021, 01:44

Pg 180: Alchemical Elixirs: first paragraph, last sentence " ..are often made b y specialized ..." BY has a space between B and Y
 
Spat
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Re: Alpha Feedback - Player's Guide Section 5 Resources

Tue 07 Sep 2021, 08:52

- Page 159, Resources : « partly because he knew more about the Underworld then the rest of them combined », I think it shoud be « than the rest of them ».
Page 160, Thaler, Shillings & Ortegs : « The thaler is the coin of the merchants and then often in the form of a paper », unclear, could be clearer with « and comes often in the form of… »
Page 161, missing picture at the top of the page ?
Page 167, Ensnaring : « When you make a critical hit with one of these weapons, if the target is a creature it is knocked prone » It doesn’t make sense as such as every target is « a creature ». Maybe « of size M or less » is missing, as it is not reasonable to prone a Huge giant with a flail. There should be a limitation also on the fact that the target is supposed to be humanoïd, with 2 legs.
Page 165, Throwing Wing : the description doesn’t specify any requirement for the return of the wing. Does it use your Interaction with an object to catch back the wing, which it should according to 5E rules ? In such case you cannot use another object or draw the Throwing Wing on the same round for example. It should be cleared.
Page 166, Untrained Use of Alchemical Weapons : « a natural 1 on an attack roll means that the weapon detonates in the hands of the user. If this happens the user takes damage automatically. Any creatures within the area effect of the device must make a DC 10 Dexterity saving throw » : I think the untrained will take the risk as as the main weapons, Firetubes and Pots, do not necessitate an attack roll but a Saving Throw. 1/20 x 0% = 0%. That’s quite incoherent.
Page 166, Breaching Pot : the description specifies you « must use a fuse ». Do this require an action to adjust the fuse, as obviously its duration for Siege of for Open Air will not be the same ? Respectively long enough to run away, and for the other short enough to catch the enemy. What are the possible durations and how to adjust it ? It should be specified.
Page 166, Firetube, Portable : the description about using it as a melee weapon should be here, not with Maul. Also, I think there should be a disadvantage to use it as a Maul, as it is twice heavier. It is indeed a cumbersome melee weapon, the heaviest in the list by far.
A general statement about Alchemical weapons : there is a lot of flavor in introducing these weapons. But first of all I find that the price of these extraordinary equipments is too low, almost similar to standard weapon, while we can imagine only the best craftsmen could produce items that resists the detonation, and also prepare the ammunitions.
As a consequence the Firetubes and Breaching Pot are overpowered and not realistic : being able to inflict damage over a large zone every 6 seconds, thanks to a quite cheap ammunition, is too powerful. Also, preparing the pot and the firetube took more time in our medieval history, not competing with bows in terms of rate of fire. It’s good to have the flavour, but it shouldn’t become unrealistic nor overpowered.
- Page 166, Throwing Grenades : Is the purpose of aiming at a creature with AC above 13 to inflict the Dex modifier damage ?
 
Skui
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Joined: Wed 11 Aug 2021, 19:46

Re: Alpha Feedback - Player's Guide Section 5 Resources

Tue 07 Sep 2021, 16:54

Under light armours; I think you are right that the appearance of Brigandine is probably misunderstood by many people to be Studded Leather Brigandine is in no way a light armour. only covering the Torso in Brigandine is about 5 to 5.5 KG in weight. (plenty f good content craters on YouTube have videos showing faithful modern replica pieces). For me it belongs in medium armour or is worn with a chain hauberk underneath and a helm in the heavy armour section.
If you want to put another light armour in to replace 'studded leather' you could have something like the Japanese 'manchira' with is a fabric armour with hexagons of metal sewen inside.

After reading the sub class introducing the elven spear dancer I went to the equipment section expecting to find a new spear entry. I know it's optimized play of me but for a warrior class that sacrifices shield use to use a 1d8 'simple' weapon seems odd to me I'm sure players will be looking at the lists and trying to convince their DM that the pike is the martial version of a spear. It does not seem right for the elves of the iron packed to the running around the dark forest with an 18 foot pike over their shoulder. Maybe add a war spear doing 1d10 and not being a thrown weapon. Could be more like the Anglo Saxon/Viking ones with longer mental langets protecting the wooden shaft.

as I write this it seems all nit picky of me but I thought I would write it any way

For heavy armour I was surprised not to see an entry for the sort of crusader 'Arn the Templar' type armour - full length cain, possibly even with legs, and larger slats of mental plates sewn in to the surcoat for added protection - could go in the AC 15 slot as splint mail. Just a natural evolution of your chain and plate entry at AC 14 (which I envision as 4 mirror armour or similar)

thanks for the great book so far!
Skui
 
Ugglefar
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Location: Sweden/USA

Re: Alpha Feedback - Player's Guide Section 5 Resources

Tue 07 Sep 2021, 18:55

After reading the sub class introducing the elven spear dancer I went to the equipment section expecting to find a new spear entry. I know it's optimized play of me but for a warrior class that sacrifices shield use to use a 1d8 'simple' weapon seems odd to me I'm sure players will be looking at the lists and trying to convince their DM that the pike is the martial version of a spear. It does not seem right for the elves of the iron packed to the running around the dark forest with an 18 foot pike over their shoulder. Maybe add a war spear doing 1d10 and not being a thrown weapon. Could be more like the Anglo Saxon/Viking ones with longer mental langets protecting the wooden shaft.

Perhaps you can use the stats for a glaive from the D&D rules, but make it piercing instead of slashing damage.
 
Spat
Posts: 50
Joined: Sat 04 Jan 2020, 13:32

Re: Alpha Feedback - Player's Guide Section 5 Resources

Tue 07 Sep 2021, 21:45

- Page 163, Weapons Table : the Thug and the Elixirs both talk about a Garrote, but the weapon is never described. Is it a simple, martial, improvised weapon ? What cost, weight, etc… Can you Garrote a Large or Huge creature ? Or an undead ?
Page 168, Immobile : how long does it take to prepare the weapon ? It could be useful to know it if the players want to set up the weapon before the arrival of the troll !
Page 170, Chain and Plate : Shouldn’t the AC of this specific armor be 15 and not 14 ? At 14 there is no point buying it as it is more expensive than double chain, for the same AC. The only niche would be for clumsy person, but that’s meta and the blacksmith will not spend his time making an armor that he cannot sell…
Page 173, asterisk explaining Grappling Axe : should be specified with the Grappling Axe description, not the hook.
Page 172, Equipment : you introduce new equipments that should have a mechanical effect, on skills for example, but it seems there is no description. Such as Bandages, Bear Trap, Climbing equipment, Fishing net, Lockpicks, Snare, Snow shoes, Weapon Maintenance kit.
Page 180, Alchemical Elixirs, 1st § : « while Ambrian decoctions are often made b y specialized craftsmen and artisans. » extra space in « made by specialized ».
Page 181, Antidote : what is the duration of the bonus ? 1 saving throw only it seems, but can this saving throw occur 24 hours later ? Can you consume it preventively, or only after being poisoned ?
Page 181, Antidote Candle : What is the radius of the effect ? And same question about duration ?
Page 181 , Alchemical Elixirs Table : Concentrated Magic and Choking Spores are inverted if you use alphabetical order.
Page 180 ; applying an elemental essence should require an action, else it is more powerful than a spell, for a cheap 1 thaler. A bargain.
In general terms, all these Elixirs are powerful, so I think it should need an action to activate, as a magical potion in 5E. Throwing a Thunder Ball, applying a War Paint would not be considered interaction in 5E.
Also the description should specify if you can cumulate different elixirs (or the same, such as War Paint, Elemental Essence), or if you get side effects…
Page 181 : Drone Dew : What means a person ? A humanoid ? An undead ?
Page 182, Flash Powder : What is the DC of the Constitution Save ? The table doesn’t show the †
Page 182, Ghost Candle : « The fumes from this candle make invisible things within a 30 feet radius visible. » Could maybe be clearer with « The fumes from this candle make visible all invisible things within a 30 feet radius. ». Does it work only for things or also for creatures (it is not the same in 5E) ?
Page 182, Herbal Cure : Is the number of herbal cure one can ingest unlimited ? (between 2 rests especially)
Page 182, Homing Arrow : technically in 5E you can fire an arrow through a creature’s space. It is described in the Cover Part PHB p.196. The part about « Clear path to the target » concerns Spells, PHB p. 204, and anyway it ends up the same : through a creatures’s space you suffer Cover effect.
So what is exactly the effect of this Homing Arrow ? Ignoring Cover ? The description doesn’t specify it per se.
Page 182, Homonculus : maybe the description could specify AC, hp, attacks if any, senses, etc…
Page 182, Poison : a bit confusing, one could understand it inflicts damage on a failed Save, and the condition on a successful Save. If not, what is the effect of the success save : no damage, no condition ? If you increase the DC for additional effect, does it also increase the Save DC ?
Page 182, Poison Candle : How long does the effect last in a room ? Can the assassin light it 24 hours before ? What is the effect of successful save ? Half or 0 damage ? If you increase the DC for additional effect, does it also increase the Save DC ?
Page 182, Spore Bomb : What will turn the creatures unconscious ? A garrote ? Does it affect undead, abominations, etc ?
Page 183, Thunder Ball : Does the Thunder Ball follow the Grenade rules, or it has to hit a creature ? Should be specified.
Page 183, Transforming Draught : « the user is twisted into a bestial half- creature ». Shouldn’t it be « the user is twisted into a half-bestial creature », it seems clearer.
Also the description should specify where one can find the Traits available.
Page 183, Wraith Dust : does it work like a Grenade, or you have to hit the creature AC ?
 
Spat
Posts: 50
Joined: Sat 04 Jan 2020, 13:32

Re: Alpha Feedback - Player's Guide Section 5 Resources

Wed 08 Sep 2021, 21:14

p.184, Healing Spider : « that heals 1d12 hit points over the course of a day ». "Over the course of a day" is quite difficult to track in game, could it be simpler like « if worn during a long rest » for example ?
p.185, Mind Prism : How does this work ? The wearer of the prism has disadvantage to perceive illusions or is he immune to the effect ? The creatures included in which range of the wearer have disadvantage ? Does the prism has to stay close to the illusion if the wearer moves? Will it affect creatures that are not close to the prism when activated ? Does this work for one particular illusion, all illusions you will perceive… Do you have to see the prism to suffer the effect ?
p.185, Mystical focus : for clearer understanding, the sentence could end with « without the components ». What about spells like Protection from Evil, that have their material components consumed, but without cost ? In 5E focuses do not work for such spells.
p.185, Plague Mask : is this item an exception amongst lesser artefacts as it seems to work permanently, and not once per long rest ?
p.185, Ruler’s Ring : the description talks about mind control. But the effect seems to work for whatever type of spells. Should you add « enchantment » or « spells giving the charmed condition » ?
p.185, Spark Stone : does it work only for fire damage, or any damage in case the pyromancer has a necrotic spell for example ?
p.186, Spell Seal : what happens with spells needing concentration ? The breaker of the seal has to concentrate or not ? What means « suffers temporary Corruption as usual » ? As the general rule for mystics (1d4+level of spell), as the rule for the breaker of the seal, for example a Self Taught (1d4+base level), as a favored spell in case the seal contain a favored spell, as the rule for spell scrolls ? There are many « usual » possibilities. It should be explained clearly.
p.186, Spell Scroll : what happens with spells needing concentration ?
p.186, Sun mask : what is the radius of the disadvantage effect ? All undeads seeing the mask, in 30ft, etc ? Does the disadvantage on the Banishing spell affects only abominations and undead (as the mask description seems to imply), or all creatures (as Banishment can affect other type of creatures) ?
p.186, Transcendental weapon : does « clear line of sight » means « not under total cover » as in 5E ? A ranged attack can be done in 5E even if the target has half cover (such as behind a creature) or 3/4 cover (behind an arrow slit), which is not what I would call a clear line of sight. Do you have a different rule in RoS ?
p.186, Traps : « When it comes to alchemical mines, the rules for Untrained Use of Alchemical Weapons (see page 166) apply. » As already said, this rule cannot work as the trap does not require an attack roll apparently, but inflicts directly the damage. I don’t see any mention of a d20 attack roll, nor saving throw, which is very powerful. Can you cumulate alchemical mines to inflict a devastating 18d6 damage for example ?

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