ERRATA for older copies of MYFAROG 4E

This post was written 24/10/2022. It has been updated the 30th of October (p. 59, P. 158, P. 161, P. 162).

The corrections/changes listed below have already been made in the version of MYFAROG 4E that is currently available for sale on Amazon.

Many of the corrections in this list are old, so if your copy has a few pages updated/corrected, it does not mean it has all pages updated/corrected. The corrections are listed by page, not date.

The purpose of this post is to enable all those who have older copies of MYFAROG (4E) to make corrections in the book they already have, so that they don’t have to buy another book to get an improved version of the game.

P. 7 The maximum Hamingja you can now have is your character’s experience level + his Cha, but never less than 1. So charismatic characters can accumulate more Hamingja than others.

P. 8 The Hamingja cost for gaining an extra talent, to know an extra spell for Bards and Sorcerers, to be able to pick your character’s race and to modify your character’s size has been reduced to 1 for each. An NB has also been added, making it clear that you can spend your Hamingja points at any point during character creation! So e. g. if you roll for race and get one you don’t like, you can then decide to actually spend 1 Hamingja point to pick the race you want.

P. 13. Modifications for attributes have been changed slightly. 20-23 now gives you a +3 mod, but 24+ gives you +4.

P. 14 Dwarves now have the special ability to “know approximate direction and depth when underground”, instead of the “knows true north when underground”. Gnomes now have that ability too! Further, Light Elves can sense sorcery (but not Ettin phenomena) when within 60′ of it on a 1 (D6) for Half Elves, 1-2 for Grey Elves and Wood Elves and 1-3 for High Elves.

P. 15 High man maximum age is changed (from CON * 6) to CON * 12.

P. 16 Pre-requisites removed for the following Talents: Animal Friend, Careful, Shooter and Tracker.

P. 17 The Thrower talent gives +1 Missile when using thrown weapons, and that includes slings.

P. 19 The “Hyper-sexual” flaw has been removed. A roll of 39-41 will make a character Gullible and 42 Haemophilic. Further, female characters cannot become Haemophilic, and will instead get the flaw Gullible. Also, the Gluttonous flaw now gives you +1 Cold Resistance (on level 1, no changes for level 2 or 3). That extra fat will help keep you warm. See errata for page 36.

P. 20 The “Limp” flaw- You suffer from a -5 penalty to Tempo and -1 to Travel speed.

P. 27 Human and Half Elf females can now learn three skills (instead of two) from the listed skills and males two (instead of one).

P. 33 See the blog post called “Natural 1s and 20s in MYFAROG” under the “errata” category for more on that. In the task table for skills, the DD range is listed as going up to equal to or more than 25. The correct is equal to or more than 24.

P. 35 In encumbrance level, a Medium or Heavy load will now prevent a character from dashing and sprinting (for medium load) and also from running (for heavy load).

P. 36 There is now a -2 DD to Acting if the target has the flaw Gullible.

P. 57 Initiative modifications for weapons updated. All the weapons from the list of initiative modifiers on p. 69 have been included here on p. 57 as well. I. e. warhammer as a long-reaching weapon and Dane axe, longsword and halberd as very long-reaching weapons.

P. 59 Morale rules improved upon. You can now get a -2 , -3 or -4 to your morale tests if you are outnumbered (by 2:1, 3:1 or 4:1), and likewise a +2, +3 or +4 if your party outnumbers the enemy group. Orcs also get the size of the largest Orc as a bonus to their morale (but if the largest size is negative, this counts as a +0 mod). NPCs get a (by default) +1 mod for a Chief/Sheriff present. Mod for male family member present reduced to +1 and for female +2.

P. 60 Footnote added to morale table next to “Mod to all skills”. These modifications do not apply to Dodging, Perception and Tempo. So even if you are e. g. “Nervous” you do not get a -1 to any of these skills. Further, not only Dwarves and Warriors, but also Orcs, will be able to carry out a charge as a formation.

P. 62 Orcs too are now allowed to attack from the 2nd line in a formation. See footnote 6 under Special Attacks & Manoevres.

P. 68 Halberd now has footnotes 5/12/13 (instead of 5/9/12) and minimum Str is +1 (instead of +0). Minimum Str for Pike changed to +0 (from -1) and for War scythe to -1 (from -2).

P. 71 Slings are now listed as Thrown weapons. Naturally, you don’t throw the slings, but neither do you shoot with them, and in effect you just use them to throw projectiles farther and harder. They are listed as “thrown” because of the Thrower talent. See correction for p. 17 above!

P. 118 A cow now costs 1 g (instead of 12 s).

P. 124 Spell-casters can now cast each of their known spells Cha * 2 (instead of Cha) times (for Rangers and Bards) or Int * 2 (instead of Int) times for all others.

P. 133 The Rain spell now has a range of the whole region where the spell-caster is casting the spell.

P. 134 The Rose Rune spell only applies unless the spell-caster allows a creature to enter.

P. 135 The spell Awareness has a mod to all Perception skill tests for the duration of the spell. The spell Gjallarhorn will affect all enemies within 1440′ (for Mighty).

P. 152 NPC Spell Casters & Levels changed to: If an NPC is a spell caster and can only cast “Weak” spells his level (to determine the effect of the spell) is 4 and he can cast each spell 2 times. If he can cast “Normal” spells his level is 8 and he can cast each spell 4 times; if he can cast “Strong” spells his level is 10 and he can cast each spell 6 times; and if he can cast “Mighty” spells his level is 12 or more and he can cast each spell 6 times. NB! Same change has been done to the relevant “creatures” book.

P. 158 Gnolls have a Fortitude of +4 (or +6 for Leaders and +8 for Chiefs).

P. 160 Halfling has Missile OV of +2, +5 (for leader) and +9 (for sheriff). Changes also made in relevant “creatures” book.

P. 161 High Elf has Missile OV of +3, +6 (for leader) and +10 (for chief). Changes also made in relevant “creatures” book. Lizard-men have Fortitude +5 (or +7 for Leaders and +9 for Chiefs).

P. 162 Wood Elf has Missile OV of +3, +6 (for leader) and +10 (for chief). Changes also made in relevant “creatures” book. Orcs have a Fortitude equal to their own size +2 (or +4 for leaders/shamans and +6 for chiefs).

P. 191 Freyja can also cast all elf spells, but bards cannot (normally) learn those spells anyhow (they can still only normally learn those listed as known by Freyja under Water Spells.

P. 194 Formatting error corrected. “Shieva, Lada” font size is now same as for other names.

Natural 1s and 20s in MYFAROG

MYFAROG has been a work in progress since its first inception back in 2015. Some things worked better than others, and many things have been vastly improved upon over the years. Originally, I really wanted to use 3D6 for skill resolutions, and therefore stuck to it for a long time. Too long, I think, because it never really worked as intended. Modifiers mattered too much, and results became too predictable. When I finally gave up on the 3D6 and started using a D20 (basically a percentile die [D100] in 5% increments), for the 4th edition of the game, all the problems with the 3D6 were solved (and I felt stupid for not doing so earlier), but some new problems arose.

With 3D6 a natural 3 worked fine as an automatic failure, because it occurs only 0.46% of the times you roll the dice. Likewise, a natural 18 worked fine as an automatic success, for the same reason. With a D20 though, the natural 1 and 20 each occur 5% of the time, and you have the same chance to get a 1 or 20 as you have to get any result between 1 and 20.

Now, going from a 0.46% chance to auto-fail or auto-succeed to a 5% chance changes the game dramatically, and not in a good way. Those natural 1s and 20s occur during play all the time.

After some time, suffering from this flaw, this has (finally, in October 2022) been solved for the MYFAROG system and let me explain how. Yeah, I want to tell, because I am really proud of this solution.

Instead of an auto-fail or auto-success on a natural 1 or 20 respectively, you now get a result called “Critical Failure Risk” when you cast a 1 and an “At worst Success Chance” if you cast a natural 20.

Page 33, MYFAROG. Changes are underlined in green:

What is a Critical Failure Risk and a Success Chance? Page 33, MYFAROG:

What this means in effect is that a character with little skill (e. g. +0) have little chance to succeed at absurdly difficult tasks (where you have to roll a 20 to succeed), but the more skilled characters actually have a chance to succeed, and the more skilled they are, the higher the chance for success. The 5% chance to auto-succeed (or achieve a semi-success) (by casting a natural 20) has been reduced to between 8.3% of 5% (= a 0.42% chance) (for characters with +0 or less in skill proficiency) up to 91.2% of 5% (= a 4.6% chance) (for characters with +10 in skill proficiency).

You see, in MYFAROG your skill proficiency can normally (without racial modifications or sorcerous or high-quality items at your disposal) not get any higher than +10. You can get +3 for your attribute modification, +5 if it is a Character Role skill, and +2 for Talents. A character with the ability to get +11 or +12 proficiency in a skill with have 5% chance to succeed or semi-succeed even at tasks more than absurdly difficult to perform.

A highly skilled character is thus less likely to fail critically (not least when performing a task he otherwise is very likely to succeed with). Which of course makes sense.

NB! This is an updated rule in MYFAROG and is present in the version that is for sale on Amazon. If you have an older edition, where this rule has not been included, you can update your book directly, by using the information you get in this blog post!