New Player, Question on Erratta'd starting Skills

By Chernobyl2, in Dark Heresy Rules Questions

The Eratta Document (v3) lists "Literacy (Int)" as a starting skill for Arbitrators, yet later under Arbitrator Advances for the Trooper rank, it lists the advance for 100 XP.

Cleric, Adept, Imperial Psyker, and Tech Priest seemingly have the same issue. Can anyone explain this?

Chernobyl

As best as I can see its been left in so that the errata doesnt have to have extra entries saying it shouldnt be there (if that makes sense).

As this is the beginning of the skill it's therefore not really needed to be in the rank 1 groups.

My guess is they were included for completeness.

In some cases a new character will have the choice between a couple of differnt skills/talents during creation. So to make sure that a character had an opportunity to take both those skills offered, both (actually all available skills) were included in the errata'd skill list.

I used to dislike having to flip between the advancement charts and the character path selection pages (24-27) to get a complete list of starting and available skills. So its nice having them in the errata.

Yeah thats basically what it is, they added all the original starting package skills into the list so if you took one of the alternate starter packages you could still aquire the skills or if your GM made up one etc. Basically another victim of the original version of the book being rushed out the door before Black Industries died.

In theory an alternate background could change your starting skills. You need be able to get literacy before literacy +10. The 2.0 errata made nearly all starting skills possible advances for a given career.

Actually I'm fairly certain the case of a duplicated skill allowing the next "step up" doesn't apply to the starting skills. Those are listed just in case something causes you to get a different set of starting skills than normal, and you want to buy one of those skills.

Basically, if you take an alternate package, such as an Adept taking Bonded Emissary at rank 4, that grants say, Dodge for 100xp, then at rank 5 your normal path offers dodge again for 100 xp, you can buy that second dodge at rank five as Dodge +10. This does not apply to the rank 1 lists, IIRC.

The errata listed all starting skills and talents as advances for rank 1 in the relevant career.

The reason we did this was to allow for later access to any that you happened to miss through unusual or custom character generation, and to allow for any multi-career or changing-career rules that people may wish to come up with.

You do not get +10 on any skill until you purchase the skill from an advance table where it is actually listed as +10. You must first purchase the basic skill. Likewise, you must have +10 before you can purchase +20, and you may only do so when you buy it from a n advance table that specifically lists it as a +20 skill.

Savage said:

The errata listed all starting skills and talents as advances for rank 1 in the relevant career.

The reason we did this was to allow for later access to any that you happened to miss through unusual or custom character generation, and to allow for any multi-career or changing-career rules that people may wish to come up with.

You do not get +10 on any skill until you purchase the skill from an advance table where it is actually listed as +10. You must first purchase the basic skill. Likewise, you must have +10 before you can purchase +20, and you may only do so when you buy it from a n advance table that specifically lists it as a +20 skill.

In a nut shell... yup gui%C3%B1o.gif

thanks for clearing that up...now if I can just get an answer on the off hand parry question.... gui%C3%B1o.gif

Found "disconnect" beetween some talent groups. The "Good Reputation" talent requires you to have the appropriate "Peer" talent but there is no "Peer" Imperial Guard or Imperial Navy, just Military. Should this single Peer group satisfy both "good reputation" groups or should the Peer "military" be replaced with 2 "peer" Guard/Navy groups.

Also, if a change is made (the second option), the appropriate career tables would need to be erratta'd.

Chernobyl

Found yet another one.

The talent Step Aside requires the dodge skill. Dodge is a basic skill, so everyone "has it" - or is it that you need to be trained in the dodge skill?

Chern

Chernobyl said:

Found yet another one.

The talent Step Aside requires the dodge skill. Dodge is a basic skill, so everyone "has it" - or is it that you need to be trained in the dodge skill?

Chern

You need to be trained in the skill. Same goes for all pre-reqs.

Thanks Millandson, sounds good.

I have found yet another that does not appear to be addressed in the erratta.

Adeptus Arbites of Intelligencer Rank have an advance available for the "Resistance (Insanity)" Talent. There is no group "insanity" listed for the "resistance" talent.