Player Aid:
The player aid document doesn't list the dwarven +5 BP bonus.
Core Rulebook:
p. 23
Or’ich has scalemail armor, but this item costs more than 100gp.
p. 25
Fodormur should have 38 BP - he's missing the dwarven +5 BP bonus.
He also has 2 backpacks, as one's included in his survival pack.
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Errata just keeps popping up. We need to keep track of all the new stuff found since the last errata was applied. I think its awesome that fans have such a watchful eye though. Wish I was able to make the changes myself somehow.
+1 Dire Weasel
Core Rulebook, p7 (as pointed out by Ascent)
"» Choose name, define gender, eyes, hair, quirks, etc."
Quirks needs to be renamed to "descriptors".
Core Rulebook, p22
"Languages – to learn a new language, spend 1 DP. To learn it well enough to sound like a native, spend another +1DP."
In one instance there is a space between the number 1 and DP. In the second instance there is no space. Not sure if this was done on purpose but I'm pointing it out for the sake of consistency.
Correction, "quirks" needs to be removed from step 8. There's already a step for descriptors.
The errata should include that the "+" is already covered by the words "spend another".
Core Rulebook, p13
"Effect: Weather effects brew over time determine by the GM."
Should be "determined"
Why should Quirks be removed? My understanding was that Descriptors would help with gaining DP and roleplaying and quirks were harmless, noticeable things about your character that people could see. Would you give someone DP every once and a while for roleplaying a nervous eye twitch or and shuffling a deck of cards obsessively, or give them DP for having "Nervous Eye Twitch" and "Obessive Compulsion to Shuffle Cards" every session?
I'm just wondering, not trying to cause a debate.
I asked about the difference between quirks and descriptors because they both seemed to be role-playing elements that described the behavior of the character. Bill said that quirks are Descriptors. They simply forgot to remove mention of them from the book.
Ooooh, I see. Well nevermind then. :P
For some reason, they sound something like aspects from FATE, but I could be mythtaken.
You will note the use of edges and flaws in early issues of the Star Frontiersman. Those are the basis for the descriptors.
Quirks are used in GURPS and serve the same purpose, except in GURPS quirks are purely negative.
Actually, they're just minor aspects of your character's personality, things that set you apart from others. They're not strictly speaking negative, even though they have a negative point value.
That's a play style kind of thing. I like seeing a character's quirks in play. Makes characters more three-dimensional and less boring.
thanks for all the error-catching. It amazes us how many mistakes are still in the book. You would think we didn't even pay for editing. You would think we didn't self-edit. You'd be wrong thinking either of those haha...
I guess that's the nature of things. The product has evolved quite a bit since the day Larry came over my house with a shoe box (or whatever that was!) and unfurled a folded up piece of paper and some home-made cards and showed me what he had in mind for a product. :-)
BBF uses "foe" and "opponent" interchangeably. This is bad form for a game. Because of the nature of precision mechanisms within the game, keywords should always be uniform, or else a difference can eventually develop that causes problems with the mechanics. Thus, they should either be all "opponent" or all "foe".
We also use target and enemy. This isn't a game like D&D Miniatures or 4e where wording on a card is important so everyone interrupts the same.
True. However, when a game is supposed to be lite and simple, consistency can help drive that home. If we do another update, maybe we can consider this, depending on what it would do to the page count and layout.
Opponent and foe are synonyms. Target and enemy are not; sometimes targets can be friends or walls or doors or whatever. It's worth us looking through and considering. Again, if we do another update (which is not outside the realm of possibility)