The Unofficial Dungeon & Dragons Rules Cyclopedia Errata -------------------------------------------------------- By Jason MacInnes ----------------- Errata Revision 4.0 -- March 15, 1997. What follows are rule corrections, clarifications, and suggested changes. In the hopes that TSR should take these or other peoples' corrections into account and produce a new revision, we'll just say this is for revision 1.0 of the Rules Cyclopedia first published in 1991. Contact Information ------------------- If you spot further errors, or see errors in the errata itself, please send comments to me at: Internet:jason.macinnes@sheridanc.on.ca Compuserve: 76345.3726@compuserve.com Thanks ------ Thanks go out to my players of the past several years. They've helped work out rule errors, and moan quietly when the changes have had negative effects on their characters. Ray: A true role-player in every sense of the word. Steve: The only man who can solve every problem with a violent solution. Tony: A man who has tried hard to be chaotic, but has never had the heart for it. Anna: An adventurer who's tried to hug every furry monster she's met. Thanks to the dozen players who I have DMed for over the past 12 years for making all the games a memorable experience. And of course: Gary Gygax and Dave Arneson for making a fantastic game! And Aaron Allston and Frank Mentzer for taking the game to new heights. The Corrections --------------- Please keep in mind that I love Aaron's Cyclopedia! For such a monstrous task, Aaron and the editors did an amazing job. All that follows are corrections, not criticisms. This book is fantastic and truly a must if you want to be a DM. For these rule corrections I've used the following sources: '81 Basic/Expert binder rules '83 Basic/Expert/Companion/Immortal boxed sets '94 Classic D&D boxed set The following errata is in the order that they appear in my Cyclopedia (I mean where I scribbled in the margins): For the Front blank pages, here's the average Inn menu from "Dungeon Module B2: The Keep on the Borderlands" by Gary Gygax, page 10: Ale 1 ep Small Beer 1 sp Wine 1 ep Honey Mead 1 gp Bark Tea 1 sp Bread 1 cp/slice Pudding 1 sp/bowl Soup 1 sp Stew 1 ep Roast fowl 1 gp Roast joint 2 gp Hot pie 1 ep Cheese 1 sp/wedge Fruit 1 sp For a complete list of inn lodging prices, stabling costs, and house renting fees refer to the "Dawn of the Emperors: Thyatis and Alphatia" boxed set. Page 9: ------ The open doors roll under the "Strength" column is fairly useless, since it's for stuck or jammed doors (also appearing on page 147). If you find yourself without a thief I suggest this new rule: Use the chart on page 137 that lists the hit point and armour values for doors and walls. Have the character hack/bash at the door until the HP value reaches zero. This is useful for dramatic flights from monsters! Page 11: ------- The Alignment language rule is the only rule in D&D that is completely, well, silly. May I suggest you score a big line through it. Permitting a thief's cant, however, is something I recommend. Page 12: ------- There's space at the bottom of this page, which bears the column about hit points, where we can place the MISSING natural healing rule by Gary Gygax: Each full day of complete rest (no fighting or traveling!) will restore 1 - 3 hit points. Roll 1d6: on a 1 or 2 they receive 1 hp back, on a 3 or 4 they get 2 hp, and on a 5 or 6 they get 3 hp. If those resting are interrupted during that day in any way, then no healing will take place. Or, from the 1994 Edition (or the 1944 edition, if you see the copyright at the back!): Instead roll 1d4 and give the player the total of die back in hit points (1-4). There's also a mistake on this page, in the third column under "Maximum Levels and Experience Points." Score a line through "and elves" that appears in the first paragraph. Elves can only attain a level of 10. Page 18: ------- For Paladins, the last line in the 4th requirement should read: "Therefore, a 16th or 17th level paladin can turn undead with the same ability of a 5th level cleric." (Paladins start at 9th level in D&D! The Avengers column on the opposite side of the page has the correct values if you want to compare them.) Page 20: ------- Magi: Item one for the magi suggests that they can assist land-owning magic users will spell/item research "as described in Chapter 3." That topic is actually covered in Chapter 16, starting on page 250. However, nowhere in Chapter 3, 13 or 16 does it mention how a magus decreases time or increases chance of success. Page 25: ------- The special abilities "Detection" description of Elves does not mention the exact rule (as the Dwarf area did on the previous page). Under the detection section in the third column note that it's a 1d6 roll, rolling a 1 or 2 for success. This rule is mentioned on page 147, but you'll find it more convenient if you scribble it here. Page 32: ------- In the third column, at the end of the second paragraph place an asterisk, then scribble this missing rule somewhere: If the caster loses initiative and takes damage or fails a saving through, the spell is interrupted and lost. Page 33: ------- Under the section "Learning New Spells", you may wish to note: Clerics receive new spells directly from the power they serve, so they will be able to learn any spell on the clerical spell list once they gain enough experience to cast spells of that level. The DM may, however, have their immortal restrict certain spells. Simple, but it's not explained clearly in these rules. Page 37: ------- Create Food Spell: Originally, clerics/magic-users didn't have as many levels or spells, so they acquired higher level spells earlier and were able to cast a greater number per day. The authors forgot, however, to update a few of the spell descriptions. So, the second sentence should now read: "For every level of the cleric above 10th, the spell..." Page 38: ------- Raise Dead: Again, this is an old rule not revised. The second paragraph should read: "A 10th level cleric can raise a body that has been dead for up to four days. For each level of the cleric above 10th add four days to this time. Thus, a 12th level cleric can raise bodies that have been dead for up to twelve days." Truesight: This error originates with the companion set. The duration should read either: "1 turn + 1 turn per level of the caster" or "1 round + 1 round per level for the caster." You can choose which you like better. Page 47: ------- Phantasmal Force: You may want to consider that this spell, in relation to its description and other spells, must be an immobile 20' cube. For example, you can create a flying monster, but it can't move outside the original 20' cube. Defining whether this is true or not will avoid arguments later. Page 49: ------- Confusion: Something to consider before the mage casts this spell, is that the effect slot states 2d8 creatures. But the description suggests it effects all creatures within the radius. Page 50: ------- Ice Storm/Wall of Ice: This spell, originally having only one effect, has two. This first line of the description states this, but then it states there are three effects. The effect "Icy blast" does not exist, and never did. So, the first line should read, "This spell may be cast in either of two ways: either as an ice storm, or wall of ice." Polymorph spells: The D&D rules are never actually clear as to whether such spells, or related potions, change just the body or include the possesions. You may want to make a ruling on this before a player argues differently. Page 51: ------- Animate Dead: Of little importance here, but everytime they use "Cleric" they obviously mean "Magic User." Dissolve: The spell's range, as first noted in its decription, is 120'. The second value mentioned later in its description, 240', is incorrect. Page 62: ------- Money: Okay, here the authors were trying to confuse you as much as possible. Scribble this down and you'll never get confused! Conversion # Platinum 5 dollars 5 Gold 1 dollar 1 Electrum 50 Cent Piece 2 Silver Dimes 10 Copper Pennies 100 Weapons table; missing weapons: ------------------------------ Item Damage Range Cost Enc. Notes Morning Star 1d6+1 - 5 30 M Flail 1d6 - 5 40 c, M For the sales of used equipment, just use half the listed price. Here's a few thoughts: nonmagical weapons must be sharpened after every adventure, nonmagical armour must be repaired, and bow strings must be replaced. Decide on your own values for these services; I suggest 1/4 or 1/2 price of the new item or less. Under the Weapons Special Effects table, note down that page 80 has the full tables -- you'll need them for reference during the game play. Page 67: ------- In the editions in the early 80's and the 94 edition, magical armour only weighed half the encumbrance of its normal counterpart, but this rule was omitted from the Cyclopedia. In the Armour Table, create a "Magic enc." column. Here are the values that appeared in the Companion boxed set. Magic Encumbrance Leather 100 Scale Mail 125 Chain Mail 150 Banded Mail 175 Plate Mail 200 Page 68: ------- The last sentence in the fourth paragraph of the third column is wrong. The griffin's MAXIMUM is 7000, its half is 3500. You can confirm this on page 181. Score out 7000 and 14000 and replace it with the correct values. But take note that the prior logic the author was working through is no longer valid with these new values. Page 69: ------- For the "Adventuring Gear" table, here's a missing item: Spell Book 200 cn (from page 43, last paragraph) Page 74: ------- Note that treasure encumbrance is handled in chapter 16, but if you want to use the simpler original '81 Expert edition rules you can write them down at the bottom of this page. Also included are missing values for other items: CN Gem 1 Jewelry 10 (if not worn) Potion 10 Rod 20 Scroll 1 Staff 40 Wand 10 Page 75: ------- The weapon mastery system COMPLETELY unbalances the game! When your players have plus 9 or more to hit, you know something is wrong! I HIGHLY suggest using the system with one change: don't let any player get a weapon mastery above "skilled." With this restriction the rules do work very well. You can then move some of the higher level options to apply to the skilled level. Page 85: ------- Assuming you don't read the book straight cover to cover, you might miss a few rules under the "Riding Skill" section. It mentions restrictions if you DON'T have the skill (they should have been mentioned elsewhere in combat and travel). Page 89: ------- Under the section "Long-Distance Travel and Rest" the missing forced march rule of the Expert boxed set (pg. 21) can be re-added. The rule is essentially: "A forced march can be undertaken to increase the party's movement rate by 50%, but the whole day after the march must be spent resting." Furthermore the original rules state that when pursuing and fleeing in the wilderness you may triple your normal movement rate for a "short" period of time; and it requires immediate rest afterward Under the section "Food in the wild": Decide on a rule for water requirements. You may make it highly realistic (average people need about 8-10 glasses of liquid a day), or something easy for your players to cart around like needing 2 glasses. Page 93: ------- As the last line of the "Encounter Distances" table, enter: Surprise 1d4 x 10 yards Page 102: -------- Okay, the first paragraph states that: "During a round, characters can do one thing..." and "A character cannot do two things in a single round, such as run 20 feet and then attack." Then in the next paragraph, "To reflect this limited movement, a character can move up to 5 feet while he is fighting." So, if you move MORE than that you can not attack. Okay? Good. Now let's look at page 103.... Page 103: -------- Look over at the third column section "Movement", under the sub heading "Encounter Speed." Put a line through the last sentence that reads "...and still make his attack this round." That rule is wrong, as we have just seen on page 102! Confusing? Simply, you can't move and attack at the same time unless you're within 5 feet of your opponent (you can only perform one action in a round). Page 104: -------- Smash: I suggest that when the "Smash" maneuver is performed the players are not allowed to use their weapon mastery (since this is brute force instead of skill). This will make the -5 penalty something for players to be concerned about (otherwise this will become their standard attack). Page 108: -------- For "Attack Roll Modifiers" in the first column, may I suggest that you note somewhere that if the characters are fighting in the dark or their adversary is invisible, then they are not permitted their weapon defense bonus from the chapter 5 optional weapon mastery rules. Just a logical rule modification. Page 110: -------- For the "Two Weapons Combat" rule, may I suggest that characters who wield two weapons can only attack 1 attacker until they get their fighter combat options. I also suggest that the second weapon (the offhand one), be a short sword or smaller. This will keep the game balanced. Page 111: -------- I don't know WHAT they were thinking, but here's a correction. Look at the optional "Striking Procedure Checklist", specifically section 3. The last part of the line should read, "...base damage of 1 plus any bonuses from a high strength." Both the Companion and Cyclopedia rules actually state a base damage of 0. However, if that's true, then people with an average strength can not fight at all (they never do damage!). Optionally, you could state, that only people with superior strength can use the striking rules; but the rules don't actually state that. You decide which you prefer. Look over on the third column, under "Striking and Two Weapons Combat." At the end of the first paragraph in this section add this, "... and the character must be at least skilled at boxing (next page) to do this." This will keep the rules balanced. Page 145: -------- Under the section "Climbing" add, "A character receives 1 point of damage for falls under 10'." It makes it a lot easier on your players' 1st and 2nd level characters. In the second column, the section titled "Damage to Magical Items" should read "Damage to Magical and Normal Items", which is what it's about. Page 150: -------- The following weapon mastery notes should be added for each of the respective sections: Blindness: Weapon mastery skills are completely negated Deafness: Weapon mastery attack bonus is negated, but damage remains the same. Invisibility: Weapon mastery is completely negated. Stunning, sections 1 and 4: Weapon mastery is negated. At the bottom of the page, the "Movement Rates" column of the chart should read "x 1/4" for the 24% - 49% line. Page 163: -------- Carrion Crawler: Cross out the words "except when" from the second line of the second paragraph. Someone rewrote the entry and left a few extra words in there. Centipede, Giant: You may want to consider a penalty to allow combat. Since the characters can move, but not attack, when paralyzied your players will argue this point, especially if their characters are adventuring alone. Try a penalty of -4 without weapon mastery bonuses. Page 182: -------- Haunt: In the "Save As" row it states "See below." That, in itself, is okay. The problem is that although it states the special rules, but it never actually states what they save as (this dates back to the original Companion set). Consulting the D&D Creature Catalog under "Banshee, Lesser", I think it's safe to say that the three Haunts save as fighters of equivalent level. That's F13, F14, and F12 respectively. Page 185: -------- Hellhound: As far as I can tell they've never had a range stated for their breath weapon. You may want to interpret this as meaning they can only use their breath weapon against adjacent targets. Or, taken from AD&D, they have a range of 30'. Page 200: -------- Rat, Giant: For some reason the Giant Rat's treasure type has been changed to "L". Originally it was "C"; which you may prefer if you perceive giant rats as pack rats. Page 212: -------- Wight: These creatures do 1d4 damage when they attack (taken from AD&D). Page 232: -------- Potions: ------- The thing about potions, see, is that they're supposed to have unique tastes so you can identify them if labels are missing. In concept this works, but as a DM it can be confusing to remember which potions players have tasted and which they haven't. Here is a taste/colour combo list inspired by the solo adventure O2: Blade of Vengeance. When a player gets an unknown potion, give them the taste and colour (they'll need both to determine what it is when the find another of its type in the future). Once they know what they potion does, they'll be able to identify the same potion easily again in the future. In this way they can compile a listings of those they know. Here's my list, or make up your own: Agility Green/Bland Animal Control Dusty red/Chocolate Antidote Blue/Bitter Blending Brown/Sweet Bug Repellent Black/Tangy Clairaudience Clear/Sour Clairvoyance Yellow/Sour Climbing Blue/Apples Defense Green/Milk Delusion Any/Any Diminution Red/Cheese Dragon Control Red/Prunes Dreamspeech Yellow/Bitter Elasticity Blue/Sour Elemental Form Brown/Spicy ESP Black/Spicy Etherality Red/Milk Fire Resistance Silvery/Chocolate Flying Yellow/Lemons Fortitude Red-Brown/Bananas Freedom Blue/Pears Gaseous Form Green/Dirt Giant Control Yellow/Limes Giant Strength Red Brown/Earthy Taste Growth Silvery/Sweet Healing Green/Oranges Heroism Purple/Grapes Human Control Purple/Limes Invisibility Silvery/Lemons Invulnerability Red/Garlic Levitation Milky white/Sour Longevity Blue/Tasteless Luck Milky white/Onion Merging Green/Celery Plant Control Red/Radish Poison Any/Any Polymorph Self Yellow/Bland Sight Red-brown/Hot Speech Brown/garlic Speed Silvery/Wheat germ Strength Violet, peppermint Super-Healing Black/Raspberry Swimming Blue/Chlorine Treasure Finding Yellow/Earth Undead Control Green/Strawberry Water Breathing Red/Dust Page 236: -------- Wand of Polymorphing: As the spell, the range is 60'. Page 238: -------- Telekinesis ring: The speed for the ring is 20' per round (from page 52) Page 239: -------- Bag of holding: What they should have said is that you should calculate the normal cn for the sacks contents, and note this down. Then multiply it by 0.06 to determine its actual weight. Easy to notice, but if you write it down here it'll save you time later. Page 242: -------- "Armor and Shields." As mentioned by my notes for page 67, the magic armour rules (half encumbrance) can be found in the '83 and '94 editions. Or you can use the Companion set magic encumbrance values I listed earlier. Page 245: -------- A line needs to be crossed out on this page. Look at the second last column under "Sword Intelligence..." on the third column. The sentence in parentheses should be scored out; it starts with "The read magic ability is discussed below..." Well, this line doesn't appear in the older additions. Why? Well, because it's wrong. Someone has confused "read magic" with "detect magic". Assume that read magic has the properties stated at the beginning of "Primary Powers" - that it may be used once per round and as often as desired. It might also be worth mentioning here the omission of the section entitled "Special Swords" that appeared in the '83 Expert rules. That section is, more or less, similar to the new section on "Weapon Bonus vs Opponent" that's on page 247. However, here's a rule you may find useful: If both the intelligence and ego scores of a sword are 12, then the sword will have the following additional power: A lawful sword will paralyze a chaotic opponent struck unless the victim makes a Saving Throw vs. Spells. A neutral sword adds +1 to all of the user's Saving Throws A chaotic sword will cause a lawful opponent struck to make a Saving Throw vs. Turn to Stone or be turned to stone. Page 266: -------- The "Ability Scores and Saving Throws" optional rules will unbalance the game, don't use them. I highly suggest the use of the "Keeping Characters Alive" rules exactly as they appear. Drop them when the characters reach "name" level if you wish. Page 293: -------- Look at the bottom of the chart under "Skills Proficiencies." The D&D and AD&D lines are mixed up. Add an "A" to the first line, and scratch out the "A" in front of the second area. Page 302 - 304: -------------- If you use my suggestions, here are the updated Index listings: Encumbrance 63,88,74 Falling 145 Forced march 89,121 Healing 12,83 Magical items 228, 239-242,252 Money 8,62,130,226, Front Cover (FC) Open doors 10,147 (locked) (Note: Pages 78, 79 and 106 are missing their page numbers) Tournaments: ----------- In the earlier versions of the errata I mentioned that the Tournament rules had been omitted from the Cyclopedia. I contacted TSR and was informed by Michael Huebbe (the Consumer Inquiries Manager, who can be reached through TSRConSvc@aol.com) that they had omitted these rules intentionally because of space requirements. Michael mentioned that photocopies of these missing rules can be sent out if they're required. Contact him through the aforementioned address. Jason MacInnes' Ultimate D&D DM Kit: ----------------------------------- D&D Rules Cyclopedia D&D Creature Catalog (DMR2) AD&D Monstrous Manual Gazetteer 1: Grand Duchy of Karameikos AD&D Mystara: Karameikos -- Kingdom of Adventure D&D Wraith of the Immortals Boxed Set Poor Wizard's Almanac AC1010 Well, I hope you've found this text file useful. Good luck with your adventures. :) Jason MacInnes.