Crafty Games Forum

Products => Fantasy Craft => Topic started by: Crafty_Pat on July 08, 2010, 07:22:52 PM

Title: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 08, 2010, 07:22:52 PM
As you have probably noticed if you've bought any of our products and signed up for automatic updates, we've released the Fantasy Craft Second Printing PDF and updated pretty much the entire Fantasy Craft library to go with it. Please consider this your home for official questions related to the Second Printing and other updated files.

Here's a handy list of all the files that have been updated...


We've also released an independent guidance and errata file for owners of the First Printing book, which you can find over on our Downloads page (http://www.crafty-games.com/downloads).

Here's a couple new features to look for when you crack 'em open...


The fillable character sheet and Fantasy Craft Iconics have been pulled for a bit. Minions are preparing an updated version of the former, which is required to port over the updated stats for the latter. Also, we'll be adding iconic stat sheets to eliminate the need for referencing the book for character options during demos. There's no immediate ETA but it shouldn't be too long. Stay tuned.

Have fun, and Stay Crafty!
Alex and Pat
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 08, 2010, 11:02:05 PM
Any chance of a change log for the CtA products, or is that included in the errata document?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 08, 2010, 11:35:05 PM
Any chance of a change log for the CtA products, or is that included in the errata document?

In three cases the guard weapon upgrade was changed to grip, as guard upgrade doesn't exist anymore (the guard quality remains - just the upgrade's gone), and Remove Curse became Lift Curse in the Monk. Plus the layering upgrade made to each file.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on July 09, 2010, 12:29:46 AM
Pretty hefty round of changes. I think some people in my gaming group are going to find one or more to cry about...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 12:36:06 AM
Pretty hefty round of changes. I think some people in my gaming group are going to find one or more to cry about...

Hopefully you'll also find that on the whole the game runs smoother, faster, and cleaner.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on July 09, 2010, 12:46:34 AM
I've only read the Errata document [don't have time to download and go through the full book yet] but I've got a question - Undead type no longer lists critical hit immunity, but the path of death has no update.   It would appear that the 4th steps benefit does nothing anymore?

EDIT: Just for the record, I like the vast majority of the changes straight off.  A few will take a minute to digest, but it all looks much better balanced all round.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 12:54:07 AM
I've only read the Errata document [don't have time to download and go through the full book yet] but I've got a question - Undead type no longer lists critical hit immunity, but the path of death has no update.   It would appear that the 4th steps benefit does nothing anymore?

There it is! I was wondering if we'd find our first issue before I crashed out for the night. The Step does something, of course, as it still lets you animate the dead, but yes, the first half of the Step is borked. We'll get it fixed. First thing to add to the list for a Second Printing errata doc.

Quote
EDIT: Just for the record, I like the vast majority of the changes straight off.  A few will take a minute to digest, but it all looks much better balanced all round.

Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on July 09, 2010, 12:56:56 AM
I've only read the Errata document [don't have time to download and go through the full book yet] but I've got a question - Undead type no longer lists critical hit immunity, but the path of death has no update.   It would appear that the 4th steps benefit does nothing anymore?

There it is! I was wondering if we'd find our first issue before I crashed out for the night. The Step does something, of course, as it still lets you animate the dead, but yes, the first half of the Step is borked. We'll get it fixed. First thing to add to the list for a Second Printing errata doc.

Could work if you put in Turn Undead, seems to be about the same power level.  I forgot about the extra animate in that step [my book is with the printed errata in my bag ready to go to a game].

EDIT: A question [more of a confirmation] - all characters, of all sizes, will always do 1d4 + X damage with unarmed attacks?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: mach1.9pants on July 09, 2010, 01:14:53 AM
I have been out of the loop for a bit, when is the actual 2nd printing available? I click on the 'buy in print'and that website doesn't even list crafty games as one of the options.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on July 09, 2010, 01:41:53 AM
Hum, I like most of the changes. Some were surprising at first but seem to work just fine. I only have one question. Some qualities now imply that attacks may deal two types of damage (lethal and stress for razor, any and lethal for Achille's Heel). What happened to the "one attack - one damage type" concept, and how does this work now?  :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 02:09:21 AM
EDIT: A question [more of a confirmation] - all characters, of all sizes, will always do 1d4 + X damage with unarmed attacks?

With the Unarmed proficiency, and unless another rule says otherwise, yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 02:11:44 AM
I have been out of the loop for a bit, when is the actual 2nd printing available? I click on the 'buy in print'and that website doesn't even list crafty games as one of the options.

That would be because it's still in the pipe. The print book will first turn up at GenCon Indy this year and will street a few weeks later. I'll talk to Studio 2 about maybe getting it set up for pre-orders through their site but even if that doesn't turn out to be possible we should have our online store up and running (relatively) soon and will feature the pre-order there.

Apologies for the confusing state of our site, BTW. We're in transition while we get our store up and running.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 02:16:31 AM
Hum, I like most of the changes. Some were surprising at first but seem to work just fine. I only have one question. Some qualities now imply that attacks may deal two types of damage (lethal and stress for razor, any and lethal for Achille's Heel). What happened to the "one attack - one damage type" concept, and how does this work now?  :)

On occasion you'll see rules that say, "when you inflict this damage type, you also inflict an equal amount of this other type" (or 1/2 as much, or whatever). Each is a separate instance of damage. You can still only inflict 1 type of damage with each instance - it's just that some instances also trigger new instances (sorta like some attacks also trigger free attacks).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on July 09, 2010, 05:23:47 AM
On occasion you'll see rules that say, "when you inflict this damage type, you also inflict an equal amount of this other type" (or 1/2 as much, or whatever). Each is a separate instance of damage. You can still only inflict 1 type of damage with each instance - it's just that some instances also trigger new instances (sorta like some attacks also trigger free attacks).
Oooh, good to know. Thanks for the fast and clear answer.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: blackheart on July 09, 2010, 05:34:53 AM
Just made the downloads and while I haven't had a chance to do a real sit-down, I do like what I see so far. Good work guys, and keep it up!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: mathey on July 09, 2010, 05:44:53 AM
Looks good!

I'll need more time to find all the specifics, but I appreciate the effort you guys put into your stuff.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on July 09, 2010, 06:45:15 AM
Quote
Pummel has a special application outside combat. The subdual damage from the first ó and only the first ó Pummel action against each character made out of combat in each scene is applied normally, except that the target suffers 1 grade of fatigued per 5 by which he fails this save (see page 211).

I don't understand this second clause of the pummel action. Is this supposed to be for surprise attacks or something?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on July 09, 2010, 06:49:56 AM
Yep, now you can stun a Special NPC in one hit with enough damage! The new sap description seems to corroborate this use.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on July 09, 2010, 06:55:21 AM
Might I add that I absolutely love what you've done with the Spider Noble feat.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on July 09, 2010, 08:42:39 AM
Might I add that I absolutely love what you've done with the Spider Noble feat.

I'm actually less happy with it... I like old school driders who are outcasts of their kind, and Drow Noble is an actual creature in AD&D and Pathfinder. So now there's really nowhere to go for non-spidery nobles.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: SilvercatMoonpaw on July 09, 2010, 09:09:02 AM
I don't know where else to ask this:

For the Captain's virtue of command what's the difference between a class ability and a class feature?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 09, 2010, 09:11:43 AM
Is there any way we can get a listing of the changes made to PDFs besides the Second Printing- or is it mostly the nifty layers?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on July 09, 2010, 09:13:11 AM
Does the FoN's elemental blasts count as natural attacks? It seems to me they would, as it meshes so well with the knockback quality they get.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Desertpuma on July 09, 2010, 10:10:32 AM
The fillable character sheet and Fantasy Craft Iconics have been pulled for a bit. Minions are preparing an updated version of the former, which is required to port over the updated stats for the latter. Also, we'll be adding iconic stat sheets to eliminate the need for referencing the book for character options during demos. There's no immediate ETA but it shouldn't be too long. Stay tuned.

How soon?... I'd like to get cracking on some conversions I had made from older PCs into FC.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on July 09, 2010, 11:39:53 AM
What happened to Waterroot in the New Leaf feat?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Desertpuma on July 09, 2010, 11:42:03 AM
I am liking the new changes so far ... Path of Magic is viable without being based around Spell Points... the Iconic parts being removed from Origins is nice too.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on July 09, 2010, 12:12:47 PM
Will Lore of the Stars be making a return in Sellcraft? Perhaps with the other Lore feats?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on July 09, 2010, 05:33:15 PM
I don't know where else to ask this:

For the Captain's virtue of command what's the difference between a class ability and a class feature?

See pages 28 and 29. To sum it up, class abilities are the stuff that's listed under Class Abilities on a class writeup, while class features are the other stuff, like saves, vitality, bab, caster level and such.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 07:43:28 PM
Just made the downloads and while I haven't had a chance to do a real sit-down, I do like what I see so far. Good work guys, and keep it up!

Looks good!

I'll need more time to find all the specifics, but I appreciate the effort you guys put into your stuff.

I am liking the new changes so far ... Path of Magic is viable without being based around Spell Points... the Iconic parts being removed from Origins is nice too.

Thanks guys! We really appreciate the kind words. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 07:43:37 PM
Might I add that I absolutely love what you've done with the Spider Noble feat.

Thanks! Alex and I spent a couple afternoons going through the Species feats with a fine-toothed comb, folding in comments and answers to your questions and looking for imbalances, but also to try to really dig in and figure out how to improve them across the board. Glad you're liking the result.

I'm actually less happy with it... I like old school driders who are outcasts of their kind,

This is still covered by Spider Nation.

Quote
and Drow Noble is an actual creature in AD&D and Pathfinder. So now there's really nowhere to go for non-spidery nobles.

Not sure if I'm understanding your comment here, but wouldn't non-spidery nobles be better covered by other feats anyway?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 07:43:49 PM
Quote
Pummel has a special application outside combat. The subdual damage from the first ó and only the first ó Pummel action against each character made out of combat in each scene is applied normally, except that the target suffers 1 grade of fatigued per 5 by which he fails this save (see page 211).

I don't understand this second clause of the pummel action. Is this supposed to be for surprise attacks or something?

Yep, now you can stun a Special NPC in one hit with enough damage! The new sap description seems to corroborate this use.

Indeed. These two were developed together to (hopefully) address desires for a more direct route to that iconic shot you're always seeing in movies and video games. ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 07:44:00 PM
Is there any way we can get a listing of the changes made to PDFs besides the Second Printing- or is it mostly the nifty layers?

In every case we've folded in all the errata and added the layers. There are no other changes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 07:44:08 PM
Does the FoN's elemental blasts count as natural attacks? It seems to me they would, as it meshes so well with the knockback quality they get.

No. Those attacks don't conform to any other existing attack type. They're so far unique and only follow the rules in that ability coupled with the universal rules for attacking.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 07:44:17 PM
The fillable character sheet and Fantasy Craft Iconics have been pulled for a bit. Minions are preparing an updated version of the former, which is required to port over the updated stats for the latter. Also, we'll be adding iconic stat sheets to eliminate the need for referencing the book for character options during demos. There's no immediate ETA but it shouldn't be too long. Stay tuned.

How soon?... I'd like to get cracking on some conversions I had made from older PCs into FC.

No ETA yet. We're hoping in the next couple weeks but it's very much dependent on outside helpers at the moment.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 07:44:24 PM
What happened to Waterroot in the New Leaf feat?

It became Tangleroot.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 07:44:35 PM
Will Lore of the Stars be making a return in Sellcraft? Perhaps with the other Lore feats?

Possibly. We're looking at options. It may return as a more general Spellcasting feat, or as one of a small family of Spellcasting feats.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 09, 2010, 08:40:12 PM
Eight posts in two minutes. Well done Pat.

That said, after having sat down, gone over the errata and applied it to all of my homebrew stuff, I can honestly say I like all the changes, including the dropping of iconic classes (which is the only non-species change I'm not going to use). Biggest things I like are:
Unborn Enlightened Skill (Because my unborn have it)
Reduced Renown Prices - This will definitely speed progression for those who want it, and allow some spare reputation even for those who don't want to get left behind all their Duke and Duchess party members
Boost to the Assassin Core Ability - I was literally planning on doing something like this but figured "nah I'll wait till the errata comes out in a couple days" Nice for the assassin who takes a full BAB expert class.
Martial Arts/Master's Art - Needed it. Courtiers and Keepers in my game just can't help themselves from taking pre-errata Martial Arts, why do all the nobles know kung fu?
And the handling of the Stress Damage weapons- with exception to the poor, poor shuriken, which will have a harder time seeing use (though still easily viable with sneak attack). Still, the stress damage was causing issues for some people, and between the Whip feats, Fencing Feats, and Excruciating, anything that once did stress damage can still pull it off.

These are just the few things that stick out to me- I've read over the errata document a few times now and nothing I've come across has put me off whatsoever and that's a big deal with how significant some of these changes are. In fact, the only thing making me slightly disgruntled is now I have to wait for the print version (and tell my local game store to STOCK FANTASY CRAFT, a whole shelf to Pathfinder, a whole shelf to BESM d20, what is happening here (I have nothing against either of those systems))
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 09, 2010, 08:53:27 PM
Now I have got a question, though. Is it intentional that there is no longer a written way for Beast characters to use non-natural weapons at all?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 09, 2010, 09:16:44 PM
Again, thanks for the words of support. It's great to see folks embrace the changes.

Eight posts in two minutes. Well done Pat.

Heh. Actually about 20 - I queued them up so I could get a full view of the field before responding. :)

Quote
In fact, the only thing making me slightly disgruntled is now I have to wait for the print version (and tell my local game store to STOCK FANTASY CRAFT, a whole shelf to Pathfinder, a whole shelf to BESM d20, what is happening here (I have nothing against either of those systems))

Please, please do tell your store you want them to stock the game - and the supplements. It's the very best way to support us. And if they tell you they can't get it, come back to us and let us know so we can put them in touch with our distributors.

Now I have got a question, though. Is it intentional that there is no longer a written way for Beast characters to use non-natural weapons at all?

Yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on July 09, 2010, 11:59:57 PM
Might I add that I absolutely love what you've done with the Spider Noble feat.

I'm actually less happy with it... I like old school driders who are outcasts of their kind, and Drow Noble is an actual creature in AD&D and Pathfinder. So now there's really nowhere to go for non-spidery nobles.

That actually never made any sense to me - why would their god make outcasts more like her?  Any game I ran, and most of my buddies games, had Driders as her chosen - those who she made closer to her as examples of the best of their kind.

My group had a quick skim through the errata last night before we started playing [we decided to wait till next session to use the changes so we didn't delay the game] and all were pretty positively recieved - only our groups swamp clutch saurian martial artist complained, and that's because he took a power hit [on all fronts], but he still admited that all the changes were far more balanced.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 10, 2010, 12:05:26 AM
Might I add that I absolutely love what you've done with the Spider Noble feat.

I'm actually less happy with it... I like old school driders who are outcasts of their kind, and Drow Noble is an actual creature in AD&D and Pathfinder. So now there's really nowhere to go for non-spidery nobles.

That actually never made any sense to me - why would their god make outcasts more like her?  Any game I ran, and most of my buddies games, had Driders as her chosen - those who she made closer to her as examples of the best of their kind.

That's always how I ran them as well - and while I can't speak for Alex on the matter he agreed the change was an improvement.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on July 10, 2010, 12:09:01 AM
Might I add that I absolutely love what you've done with the Spider Noble feat.

I'm actually less happy with it... I like old school driders who are outcasts of their kind, and Drow Noble is an actual creature in AD&D and Pathfinder. So now there's really nowhere to go for non-spidery nobles.

That actually never made any sense to me - why would their god make outcasts more like her? 

Her appearance is the result of a curse. Since the driders were originally drow who were chosen for exaltation, but failed a test, it makes a lot of sense. On the one hand, they reflect what she admires in drow. On the other hand, they serve as a living reminder of the price of failure. The resulting monsters, who as you will recall were once drow of great ability, now hang onto the fringes of civilization as a credible threat, fulfilling her ideal of survival of the fittest. The drow are oh so very civilized, but also savage. The drider shows the drow their monstrous face, behind that mask of intrigue, beauty, and wit they wear. The drider is a monster who reveals the face of the divine; Lolth is, should be, terrible in her glory. The loyalty she demands is absolute; even in failure and exile, the drider cannot be other than what she says it is.

It feels right to me. Much more than the spidery goddess of the sipdery spider elves who wear spiders and keep spiders as pets.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Njall on July 10, 2010, 04:25:10 AM
With the new changes to the guard quality, it seems that the Zweihander is strictly inferior to the Claymore for anyone with Greatsword Basics.
Is this intended or should the feat increase any existing guard bonus like Shield Supremacy does, instead of just granting a guard bonus?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 10, 2010, 05:25:55 AM
With the new changes to the guard quality, it seems that the Zweihander is strictly inferior to the Claymore for anyone with Greatsword Basics.
Is this intended or should the feat increase any existing guard bonus like Shield Supremacy does, instead of just granting a guard bonus?

I'm pretty sure it does already increase any existing guard bonus, just like if a weapon has Keen 4 and gains Keen 4, it has Keen 8, I don't think that has really changed at all.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Njall on July 10, 2010, 06:14:41 AM
With the new changes to the guard quality, it seems that the Zweihander is strictly inferior to the Claymore for anyone with Greatsword Basics.
Is this intended or should the feat increase any existing guard bonus like Shield Supremacy does, instead of just granting a guard bonus?

I'm pretty sure it does already increase any existing guard bonus, just like if a weapon has Keen 4 and gains Keen 4, it has Keen 8, I don't think that has really changed at all.

Well, the feat reads "When you wield a greatsword, it gains guard +2".
Guard was an untyped bonus before the errata, so the wording wasn't really a problem; however, since now Guard provides a gear bonus, and since gear bonuses don't stack with each other, the bonus provided by the feat should supersede the bonus from the weapon itself; at least, that's how I read it, if I'm wrong, let me know.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on July 10, 2010, 06:25:42 AM
With the new changes to the guard quality, it seems that the Zweihander is strictly inferior to the Claymore for anyone with Greatsword Basics.
Is this intended or should the feat increase any existing guard bonus like Shield Supremacy does, instead of just granting a guard bonus?

I'm pretty sure it does already increase any existing guard bonus, just like if a weapon has Keen 4 and gains Keen 4, it has Keen 8, I don't think that has really changed at all.

Well, the feat reads "When you wield a greatsword, it gains guard +2".
Guard was an untyped bonus before the errata, so the wording wasn't really a problem; however, since now Guard provides a gear bonus, and since gear bonuses don't stack with each other, the bonus provided by the feat should supersede the bonus from the weapon itself; at least, that's how I read it, if I'm wrong, let me know.

I'm sure there's a general rule in the book that the higest of a given type apply - so if you have 2 guard bonuses the highest will apply.  Personally I going with "When you weild a greatsword, it gains guard +2, or its existing guard value increases by +2."
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on July 10, 2010, 07:16:25 AM
Banned Actions still seems to exist in its pre errata state in the NPC qualities section.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 10, 2010, 02:14:26 PM
With the new changes to the guard quality, it seems that the Zweihander is strictly inferior to the Claymore for anyone with Greatsword Basics.
Is this intended or should the feat increase any existing guard bonus like Shield Supremacy does, instead of just granting a guard bonus?

I'm pretty sure it does already increase any existing guard bonus, just like if a weapon has Keen 4 and gains Keen 4, it has Keen 8, I don't think that has really changed at all.

Well, the feat reads "When you wield a greatsword, it gains guard +2".
Guard was an untyped bonus before the errata, so the wording wasn't really a problem; however, since now Guard provides a gear bonus, and since gear bonuses don't stack with each other, the bonus provided by the feat should supersede the bonus from the weapon itself; at least, that's how I read it, if I'm wrong, let me know.

The change is intentional and your reading is correct. Not all weapons work equally well for all characters with all training. (We ask that you please keep this thread free of weapon-related debate - questions are fine, but actual debate of which weapons should work in which ways is a topic best handled in its own License to Improvise thread. Thanks!)

Personally I going with "When you weild a greatsword, it gains guard +2, or its existing guard value increases by +2."

That's a perfectly workable house rule - and one we endorse for anyone who needs the change. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 10, 2010, 02:16:17 PM
Banned Actions still seems to exist in its pre errata state in the NPC qualities section.

Also intentional - it's perfectly reasonable that an NPC should be banned from certain actions, especially when a  GM is making the conscious choice to add the quality independently of the rest of the build.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 10, 2010, 06:46:30 PM
A note on the updated Call to Arms docs: The Mist-Dancer and Infernalist both mention that Path of Magic is a possible route to the class (in the 'Building the' section). Given the changes to that Path, it's not an option any more.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Nova on July 10, 2010, 07:18:45 PM
Rune Knight is also one of those which can ONLY be accessed through Mage 1 or Sage 4, as blessed:Path of Magic, or Priest no longer function for that purpose.

'Warcasting I' also took a bit of a hit which I am not certain was intentional: It is no longer equivalent to a specialty or class ability, but only to a craftsmanship weapon upgrade (which on a cheap enough weapon can be less expensive than an actual mage's pouch: 3s if you don't mind having a sling on hand!)

I'm bloody glad the repeating crossbow's qualities were changed so its now usable though! Slightly improved range, and no longer load... Indirect adds an interesting function to it too.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 10, 2010, 08:12:01 PM
How does the Wicked Dance stance from Knife Basics (can't take move actions, but can take 5' steps) interact with Ghost Basics (move twice your speed when making a Hide check) and the Mist-Dancer's Spellshroud ability (spend an AP to make a Hide check as a free action when you cast a spell)?

I.e. Can a character with all of the above who is already in Wicked Dance stance cast a 0-level spell (e.g. Featherfall, free action) spend an AP, and move twice their speed without breaking the stance?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 10, 2010, 08:57:38 PM
Another Mist-Dancer question:
Shadow's Hand: What is the benefit of making a Conceal Action check "anywhere within Close Quarters and line of sight, as if you were adjacent to your target"?

As far as I can tell, Conceal Action is used to do something like subtly pick a lock, disable a cart-wheel, or cast a spell. You're concealing your own action, so I can't think of an instance where you'd be concealing an action at range (unless it's intended to allow you to conceal an ally's action. if so, perhaps that could be spelled out better).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 10, 2010, 09:06:04 PM
Another Mist-Dancer question:
Shadow's Hand: What is the benefit of making a Conceal Action check "anywhere within Close Quarters and line of sight, as if you were adjacent to your target"?

As far as I can tell, Conceal Action is used to do something like subtly pick a lock, disable a cart-wheel, or cast a spell. You're concealing your own action, so I can't think of an instance where you'd be concealing an action at range (unless it's intended to allow you to conceal an ally's action. if so, perhaps that could be spelled out better).

The way I read it implied you could do something and conceal it as if you were adjacent, I think the intent was to allow you to pick pockets, open locks, and so forth out 30ft
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 10, 2010, 10:15:17 PM
How does the Wicked Dance stance from Knife Basics (can't take move actions, but can take 5' steps) interact with Ghost Basics (move twice your speed when making a Hide check) and the Mist-Dancer's Spellshroud ability (spend an AP to make a Hide check as a free action when you cast a spell)?

Point of order: this is exactly the kind of thing your GM should be answering, as I can see multiple perfectly valid answers for each combination. Given my GMing style, I might in fact use more than one of them in the same game, and even in the same session, based on circumstances and the narrative at hand. That said...

Quote
I.e. Can a character with all of the above who is already in Wicked Dance stance cast a 0-level spell (e.g. Featherfall, free action) spend an AP, and move twice their speed without breaking the stance?

Technically, that reading is correct. Remember, however, that free actions are specifically and universally limited to GM fiat. I might allow that once for fun, twice to help the story along, but the second I smelled abuse the character would suddenly be operating on a healthy diet of zero free actions. ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 10, 2010, 10:17:22 PM
A note on the updated Call to Arms docs: The Mist-Dancer and Infernalist both mention that Path of Magic is a possible route to the class (in the 'Building the' section). Given the changes to that Path, it's not an option any more.

Good catch! I'll hang on to that one for the next update.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 10, 2010, 10:17:45 PM
'Warcasting I' also took a bit of a hit which I am not certain was intentional: It is no longer equivalent to a specialty or class ability, but only to a craftsmanship weapon upgrade (which on a cheap enough weapon can be less expensive than an actual mage's pouch: 3s if you don't mind having a sling on hand!)

I suspect it's still in the right range. Not having to sheath your weapon or switch hands to cast a spell is no small thing.

Quote
I'm bloody glad the repeating crossbow's qualities were changed so its now usable though! Slightly improved range, and no longer load... Indirect adds an interesting function to it too.

Thank Alex. The bow upgrades were his handiwork.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 10, 2010, 10:20:03 PM
Another Mist-Dancer question:
Shadow's Hand: What is the benefit of making a Conceal Action check "anywhere within Close Quarters and line of sight, as if you were adjacent to your target"?

As far as I can tell, Conceal Action is used to do something like subtly pick a lock, disable a cart-wheel, or cast a spell. You're concealing your own action, so I can't think of an instance where you'd be concealing an action at range (unless it's intended to allow you to conceal an ally's action. if so, perhaps that could be spelled out better).

The way I read it implied you could do something and conceal it as if you were adjacent, I think the intent was to allow you to pick pockets, open locks, and so forth out 30ft

Exactly, so long as you can still see what you're doing (thus, Line of Sight).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 10, 2010, 10:29:49 PM
Another Mist-Dancer question:
Shadow's Hand: What is the benefit of making a Conceal Action check "anywhere within Close Quarters and line of sight, as if you were adjacent to your target"?

As far as I can tell, Conceal Action is used to do something like subtly pick a lock, disable a cart-wheel, or cast a spell. You're concealing your own action, so I can't think of an instance where you'd be concealing an action at range (unless it's intended to allow you to conceal an ally's action. if so, perhaps that could be spelled out better).

The way I read it implied you could do something and conceal it as if you were adjacent, I think the intent was to allow you to pick pockets, open locks, and so forth out 30ft

Exactly, so long as you can still see what you're doing (thus, Line of Sight).

Hmm... I see now. There's no explicit action for picking pockets, it's just an action of 'I take that out of his pocket' with a Conceal Action check to cover it up.

So does the Mistdancer gain possession of the pickpocketed items (I presume so, since they can stash things at a distance)? Do their tools apply to the Disable attempt (once they hit level 7)?

Edit: For clarification, I find it very confusing that the ability doesn't actually let you do anything that isn't a skill check at a distance. If, for example, it also said that you could take a Handle Item action at close range with line of sight, that would make the Conceal Action part much more understandable.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 10, 2010, 10:34:57 PM
How does the Wicked Dance stance from Knife Basics (can't take move actions, but can take 5' steps) interact with Ghost Basics (move twice your speed when making a Hide check) and the Mist-Dancer's Spellshroud ability (spend an AP to make a Hide check as a free action when you cast a spell)?

Point of order: this is exactly the kind of thing your GM should be answering, as I can see multiple perfectly valid answers for each combination. Given my GMing style, I might in fact use more than one of them in the same game, and even in the same session, based on circumstances and the narrative at hand. That said...

Quote
I.e. Can a character with all of the above who is already in Wicked Dance stance cast a 0-level spell (e.g. Featherfall, free action) spend an AP, and move twice their speed without breaking the stance?

Technically, that reading is correct. Remember, however, that free actions are specifically and universally limited to GM fiat. I might allow that once for fun, twice to help the story along, but the second I smelled abuse the character would suddenly be operating on a healthy diet of zero free actions. ;)

If we took out the cheesy use of Feather Fall, and replaced it with a real spell (such as a full-round action one), how are the rules meant to be interpreted? Since there aren't any 'move' actions in the game (although there is a 'standard move actions' and several other 'movement actions'), I'm having trouble interpreting what a character in Wicked Dance (or one of the other 5' only stances) can and can't do. For example, does the Handle Item action (a movement action) break the stance?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 10, 2010, 10:43:18 PM
Hmm... I see now. There's no explicit action for picking pockets, it's just an action of 'I take that out of his pocket' with a Conceal Action check to cover it up.

Yup.

Quote
So does the Mistdancer gain possession of the pickpocketed items (I presume so, since they can stash things at a distance)?

Well, Stashing is the opposite action (say, hiding something in a person's pocket), but the same holds true. If you pick a pocket or stash an item from a distance using shadow's hand, the item is gained or stashed at range.

Quote
Do their tools apply to the Disable attempt (once they hit level 7)?

It's still the same action - it's just happening at range. So yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 10, 2010, 10:49:15 PM
How does the Wicked Dance stance from Knife Basics (can't take move actions, but can take 5' steps) interact with Ghost Basics (move twice your speed when making a Hide check) and the Mist-Dancer's Spellshroud ability (spend an AP to make a Hide check as a free action when you cast a spell)?

Point of order: this is exactly the kind of thing your GM should be answering, as I can see multiple perfectly valid answers for each combination. Given my GMing style, I might in fact use more than one of them in the same game, and even in the same session, based on circumstances and the narrative at hand. That said...

Quote
I.e. Can a character with all of the above who is already in Wicked Dance stance cast a 0-level spell (e.g. Featherfall, free action) spend an AP, and move twice their speed without breaking the stance?

Technically, that reading is correct. Remember, however, that free actions are specifically and universally limited to GM fiat. I might allow that once for fun, twice to help the story along, but the second I smelled abuse the character would suddenly be operating on a healthy diet of zero free actions. ;)

If we took out the cheesy use of Feather Fall, and replaced it with a real spell (such as a full-round action one), how are the rules meant to be interpreted? Since there aren't any 'move' actions in the game (although there is a 'standard move actions' and several other 'movement actions'), I'm having trouble interpreting what a character in Wicked Dance (or one of the other 5' only stances) can and can't do. For example, does the Handle Item action (a movement action) break the stance?

There are Movement actions in the game (see page 218) and they're specifically what the wicked dance stance is prohibiting. Of course, one of the reasons we leave these things a bit open to GM interpretation is that a GM can and should feel empowered to extend that reach if, say, a combo arises in his game that's detrimental to play. For example, I might rule that anything involving significant movement of any kind would break the stance, even if otherwise protected by magic or other abilities. The game's flexible like that.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 11, 2010, 01:51:02 AM
Does the Class Enhancement essence work like Virtues of Command, in that it boosts existing class abilities that are based on class level, or does it solely grant the next level's class ability?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: dulio12385 on July 11, 2010, 02:32:49 AM
This may seem like a dumb question but I'd like to ask it anyways. When you pay Reputation to purchase a magic item, say a magic suit of armor, do you still have to pay separately for the sp cost of item itself along with its upgrades? Do I get the item with all the upgrades (like Fitted or Lightweight, etc) for free along with it or am I just paying for the enchantments of the item itself?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 11, 2010, 05:02:00 AM
Do Command spells make the target act immediately (without taking an action), or on their next initiative count?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on July 11, 2010, 06:33:30 AM
This may seem like a dumb question but I'd like to ask it anyways. When you pay Reputation to purchase a magic item, say a magic suit of armor, do you still have to pay separately for the sp cost of item itself along with its upgrades? Do I get the item with all the upgrades (like Fitted or Lightweight, etc) for free along with it or am I just paying for the enchantments of the item itself?

It's spelt out in the example: once something's magicked up, all you're payng is the rep. Any associated monetry cost is strictly speaking GM fiat but is generally understood to be written off (likely to the standard upkeep that eats away your cash every time you level)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on July 11, 2010, 06:38:21 AM
Though if you're having it built, your GM is perfectly within his rights to make you pay the silver cost of the armor prior to paying the rep cost for the enchantment. It could go either way, depending on the circumstances in which you acquire the armor.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 11, 2010, 03:12:44 PM
Does the Class Enhancement essence work like Virtues of Command, in that it boosts existing class abilities that are based on class level, or does it solely grant the next level's class ability?

I would rule that it does both.

Do Command spells make the target act immediately (without taking an action), or on their next initiative count?

In most cases a character acts when he can act (i.e. his current or next Initiative Count). I could see some situations where I'd rule otherwise, however.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gatac on July 12, 2010, 05:12:59 AM
This sentence from the Combat Section, page 203:

"Unless a character intentionally enters a combat after it begins, he begins the fight flat-footed."

What exactly is that saying? I think it means that when combat starts, everybody in it is flat-footed to begin with, but if you join a running combat after it's started, you're not flat-footed. I'm about 95% sure that's what it means but I'd like to be 100% sure. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 12, 2010, 11:23:54 AM
This sentence from the Combat Section, page 203:

"Unless a character intentionally enters a combat after it begins, he begins the fight flat-footed."

What exactly is that saying? I think it means that when combat starts, everybody in it is flat-footed to begin with, but if you join a running combat after it's started, you're not flat-footed. I'm about 95% sure that's what it means but I'd like to be 100% sure. :)

Two situations...

- Adventurer spots a bar fight and decides to join. He's not flat-footed because he's entering intentionally.

- Adventurer is sitting down to dinner and a fight that's been brewing outside for a round or two spills through a window and over his table (this actually happened to one of my co-designers in the real world - three times). He is flat-footed, as he wasn't expecting to enter the fight.

Make sense?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on July 12, 2010, 01:35:00 PM
What trumps, a higher result (19+x1=y1) or a threat/critical success (20+x2=y2)?

where x1 > x2 & y1 > y2
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 12, 2010, 01:45:46 PM
*sproing*
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 12, 2010, 01:54:02 PM
What trumps, a higher result (19+x1=y1) or a threat/critical success (20+x2=y2)?

where x1 > x2 & y1 > y2

Wouldn't this be the higher result? A threat is nothing special (unactivated, on it's own, without any other abilities or feats)  in FC, and can only be activated as a critical success if it wins the opposed roll/beats the DC. So then the argument is reduced to is 21 > or < 20, it's a lot more obvious. Or was this a joke question I failed?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on July 12, 2010, 03:42:38 PM
Top right on page 65. A natural 20 has to actually produce the higher total in order to be activated as a critical success.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on July 12, 2010, 05:02:29 PM
thanks
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Atr on July 13, 2010, 11:39:44 AM
Just a few questions about contacts:
which threat level should they have? The same as the players, or the other npc?
Are contact standard or special characters?
and,
Quote
contacts may help with Downtime checks but may not make Downtime checks of their own
This means that a player can use his contact crafting feats to improve his own crafting checks during a downtime?

By the way, I like a lot the changes :) very good work.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 13, 2010, 12:27:57 PM
Just a few questions about contacts:
which threat level should they have? The same as the players, or the other npc?

"Threat Level" always refers to that of the adventure unless specifically noted.

Quote
Are contact standard or special characters?

The very first line of Contacts is "Contacts are fully developed special NPCs who share a personal history and strong bond with a single player character." (emphasis mine) :)

Quote
and,
Quote
contacts may help with Downtime checks but may not make Downtime checks of their own
This means that a player can use his contact crafting feats to improve his own crafting checks during a downtime?

No...it means contacts can assist in skill checks or provide use of class abilities. At no point can a character let another character use his feats unless he has an ability which specifically allows him to do so.

Quote
By the way, I like a lot the changes :) very good work.

Thanks! We appreciate it.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on July 13, 2010, 12:43:01 PM
What the contacts section really needs? Examples. I've had the book for two months shy of a year and I'm still not quite sure how they work.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on July 13, 2010, 01:57:41 PM
http://www.crafty-games.com/forum/index.php?topic=3418.msg56325#msg56325

Check out Groot's contact (Rootwalkers loosing Iron Will makes me sad) for an example fo what you can do. Basically, Nicolai is the ghost of someone who was lynched from one of his branches, and as such Groot can summon him on occasion.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on July 13, 2010, 03:13:57 PM
In some ways I miss the SC contacts system. I think it could make a great magic system to represent someone who bargins with spirits, angels, demons, or gods. It needs some tweaking, but the skill check becomes the ritual, and the granted skill, feat or other benefit is the spell.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 13, 2010, 03:54:43 PM
What the contacts section really needs? Examples. I've had the book for two months shy of a year and I'm still not quite sure how they work.

We'll keep that in mind as we work through that section in Spycraft Third.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Atr on July 14, 2010, 04:40:56 AM
Just a few questions about contacts:
which threat level should they have? The same as the players, or the other npc?

"Threat Level" always refers to that of the adventure unless specifically noted.

So a contact's level is affected by menace?

Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Lucky Dog on July 14, 2010, 06:08:45 AM
A stupid question here.

Priest class. They dont get to choose any spells right? All the get is what is given them from their class?


Also an expert class that says +1 caster level. how does that work for Priests? Is it just for new Paths?
All my work to date is a Giant Soldger.


Thanks
LD
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on July 14, 2010, 06:13:18 AM
A stupid question here.

Priest class. They don't get to choose any spells right? All the get is what is given them from their class?

The priest isn't spell focused like the mage. The class itself gives a character access to paths, which may or may not give him spells.

Also an expert class that says +1 caster level. how does that work for Priests? Is it just for new Paths?

Each and every level taken in priest counts as a casting level, regardless of the paths mechanic entirely.

All my work to date is a Giant Soldger.

You mean soldier.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 14, 2010, 06:28:00 AM
Just a few questions about contacts:
which threat level should they have? The same as the players, or the other npc?

"Threat Level" always refers to that of the adventure unless specifically noted.

So a contact's level is affected by menace?

I would rule yes. That can work for or against the PCs, but puts them on equal footing with other NPCs running around.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 14, 2010, 06:33:28 AM
A stupid question here.

Priest class. They dont get to choose any spells right? All the get is what is given them from their class?

It's important to note that while you can have Priests who provide healing and whatnot, they function very differently from the D&D Cleric. Since they are not arcance casters, they do not have the Spellcasting skill and they do not learn or cast spells. That is why they have paths, which sometimes grant spells. This is further illuminated at the very beginning of Chapter 3 (Divine Casters).

Quote
Also an expert class that says +1 caster level. how does that work for Priests? Is it just for new Paths?

Since Priests gain paths which sometimes grant spells, they need Caster Levels to make those spells work. It conveniently makes them better spellcasters should they later choose to pursue arcane spellcasting, but it's mainly there to increase the power of the magic they get through Paths.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Lucky Dog on July 14, 2010, 03:49:05 PM
Thanks everyone.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 15, 2010, 03:07:16 PM
As promised, the character sheets have been updated to Second Printing, along with new form-fillables by Michal E. Cross. You can find them over on the Downloads page (http://www.crafty-games.com/downloads).

Updated Iconics are still in the works.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on July 15, 2010, 03:09:05 PM
What's new in the Second edition character sheets?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on July 15, 2010, 03:24:37 PM
What's new in the Second edition character sheets?

On page 2 it has the new combat modifiers for size and page 3 has altered carrying capacity.  That's all that I could spot.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 15, 2010, 03:25:01 PM
What's new in the Second edition character sheets?

They're completely updated to incorporate all Second Printing errata (like the Size mods, for example), and they're also overhauled to correct a number of small spacing and spelling errors. Plus, Michal E. Cross has done a wonderful job setting them up as form-fillable, with several upgrades over the previous iterations there as well.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 15, 2010, 04:03:03 PM
Unlike the previous form-fillable sheet, when I click on a field in this version I get a notice that I cannot save a filled-in copy of the sheet. Is there a way to fix this? It somewhat eliminates the purpose of the sheet if you have to spend 30 minutes filling it out each time something gets changed.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 15, 2010, 08:27:53 PM
Unlike the previous form-fillable sheet, when I click on a field in this version I get a notice that I cannot save a filled-in copy of the sheet. Is there a way to fix this? It somewhat eliminates the purpose of the sheet if you have to spend 30 minutes filling it out each time something gets changed.

What software are you using to open the file?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 15, 2010, 09:51:10 PM
Acrobat reader (9.3, the same version I was using to open the previous file)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ComicJam on July 16, 2010, 12:23:19 AM
Ah, yes. Sorry about that. I think I know the problem and I'm looking into it and fixing now.

Cheers,
Michal
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 16, 2010, 01:59:16 AM
While you're at it, any chance you could add in a fillable box for Distract on page 2? Also, if there's any way to reduce the font size in the fillable fields for feat/class abilities/etc, it would be really handy (I'm always having to decide what to cut so everything fits).

On a related topic, the hover-over text for the Downloads button from the main page reads 'Spycraft Downloads', which might need an update at some point.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ComicJam on July 16, 2010, 10:44:02 AM
While you're at it, any chance you could add in a fillable box for Distract on page 2? Also, if there's any way to reduce the font size in the fillable fields for feat/class abilities/etc, it would be really handy (I'm always having to decide what to cut so everything fits).

We'll have to see what the big man says.

Cheers! :D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 16, 2010, 08:33:36 PM
While you're at it, any chance you could add in a fillable box for Distract on page 2?

I've sent along an updated sheet to ComicJam with new spaces for Anticipate and Distract.

Quote
Also, if there's any way to reduce the font size in the fillable fields for feat/class abilities/etc, it would be really handy (I'm always having to decide what to cut so everything fits).

We're looking at it, but I'm not sure there's much we can do. To gain any appreciable length there we'd have to go pretty darned small - probably too small...

Also, and for French- and Spanish-speaking players, I'm working with folks to get new translations up as well. With any luck we'll pull together form-fillables of those as well!

Quote
On a related topic, the hover-over text for the Downloads button from the main page reads 'Spycraft Downloads', which might need an update at some point.

There are a stack of minor website updates coming when we get the webstore up. I'll add this to the list.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: nfelddav on July 17, 2010, 01:24:40 AM
First off, i wanted to say that I absolutely love the Fantasy Craft system. That said, I have a couple questions I've run into while playing or GMing.


The Levitate spell: am I missing something? The caster can move a hostile target vertically, out of combat, and the target has no way to get down. When the rest of the combat is over, the caster can move the target an arbitrary distance vertically... and then dismiss the spell. This sounds like save or die to me, hardly "harmless."


Blindsight: The description states that the character sees all hidden characters up to 10 increments of 10*wisdom without restriction. Hidden is effectively anyone the character can't see. So a character with blindsight "sees" everyone within a quarter mile, independent of intervening terrain, or walls?


And one question from the errata:
"Adventurerís Luck (page 94): This featís Benefit applies only once per roll."
I can't imagine what this means. Does this mean that the party only rolls twice for one roll in a given set of rolls? Or is this meant to prevent some absurd interpretation generating an infinite number of rolls? Or something else I haven't thought of?


And one remark: I find your solution to the Achilles Heel problems quite beautiful. 


Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on July 17, 2010, 05:45:45 AM
And one question from the errata:
"Adventurerís Luck (page 94): This featís Benefit applies only once per roll."
I can't imagine what this means. Does this mean that the party only rolls twice for one roll in a given set of rolls? Or is this meant to prevent some absurd interpretation generating an infinite number of rolls? Or something else I haven't thought of?

It's more clear in the errata, at least, where it has the "no matter how many characters possess this feat." It's to prevent a party filled with characters who each have adventurer's luck from getting an absurd amount of treasure. No matter how many people present have that feat, you only get a maximum of one additional role.

The Levitate spell: am I missing something? The caster can move a hostile target vertically, out of combat, and the target has no way to get down. When the rest of the combat is over, the caster can move the target an arbitrary distance vertically... and then dismiss the spell. This sounds like save or die to me, hardly "harmless."

Are you taking into account the distance limitations?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 17, 2010, 08:27:37 AM
I've got a series of questions all kinda related to the same thing, this hasn't come up in any of my games or anything, I just wanted to see what the official ruling is.

Lets start with a hypothetical Soldier, Level 9 with Cleave Basics, Mastery, and Supremacy and Greatsword Basics, Mastery, and Supremacy, Contempt, Darting Weapon, and Flashing Weapon and the Soldier Weapon Specialist abilities Most Deadly and Decisive Attack (not all of this will come into play). We'll say he's using a Claymore, threat range 19-20 (18-20 vs standard characters).

The Solder attacks a Standard Character with Tough I, rolls a natural 18 on the die and hits- can he activate the critical for 0 action dice as if he has spent 2 (killing the standard character)? (-1 from Cleave Supremacy, -1 from Most Deadly)

Now what if he used the Greatsword trick Spiral Cutter with 5 standard characters in range- would only one critical activate, or could you normally have spent 5 separate action dice to activate the threat on each of the five targets?

Since I don't know how that one will rule, we'll get rid of Tough and say that he kills all 5 of those Standard Characters with damage alone, but he's got +1 reach with that Claymore and so there are more standards within a 5ft's step so now, how does killing those 5 interact with Cleave B/M/S? It's only one attack, so it makes sense it would only give one extra, but with the wording I could see argument for it giving him multiple.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on July 17, 2010, 08:48:10 AM
I've got a series of questions all kinda related to the same thing, this hasn't come up in any of my games or anything, I just wanted to see what the official ruling is.

Not official, but I'll give you my take on it [I'm curious what the official ruling would be too].

Quote
The Solder attacks a Standard Character with Tough I, rolls a natural 18 on the die and hits- can he activate the critical for 0 action dice as if he has spent 2 (killing the standard character)? (-1 from Cleave Supremacy, -1 from Most Deadly)

Yup - both abilities are -1 AD cost, minimum zero - you're just activating a 2 die crit for -2 dice.

Quote
Now what if he used the Greatsword trick Spiral Cutter with 5 standard characters in range- would only one critical activate, or could you normally have spent 5 separate action dice to activate the threat on each of the five targets?

With abilities that effect multiple targets, I believe the rule is you can activate the crit against multiple targets by spending more action dice.  With his -2 cost, he could crit each target once for 3 action dice, or kill them for a total of 8 [youch!].

Quote
Since I don't know how that one will rule, we'll get rid of Tough and say that he kills all 5 of those Standard Characters with damage alone, but he's got +1 reach with that Claymore and so there are more standards within a 5ft's step so now, how does killing those 5 interact with Cleave B/M/S? It's only one attack, so it makes sense it would only give one extra, but with the wording I could see argument for it giving him multiple.

This I would rule entirely based on circumstance and abuse level.  If the player used spiral cutter and killed 5 guys [say a huge mob of enemies was charging towards him] and wanted to 5ft step into the mob and keep swinging I would totally let him.  The visual is fantastic, and I can't see it coming up too often.

On the other hand, if the player carried around a sack of rats [or other small creatures] and wanted to spiral cutter cleave into my BBEG 15 times as a full round action, I'd likely bitch slap him and tell him no.

Ironically, I actually used the sack of rats + AOE + great cleave trick exactly once back in 3.0, before my GM said no more.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 17, 2010, 09:01:39 AM

With abilities that effect multiple targets, I believe the rule is you can activate the crit against multiple targets by spending more action dice.  With his -2 cost, he could crit each target once for 3 action dice, or kill them for a total of 8 [youch!].

I actually hadn't thought about this one this way- I had figured one of the possibilities would that that each would be it's own separate critical to activate, meaning each standard affected would start, effectively, with a 2 action die critical to the face and any extra action dice would be spent later.

Since this DOES come up with spells, I believe (activating one threat several times to inflict wound points on multiple targets), that is something that would be nice to see clarified, if I have Casting Supremacy and have the opportunity to activate a threat against 2 targets, is it 1 fewer action die for each target (total 0 for 1 action die critical against each) or for the overall critical (total 1 for 1 action die critical against each)?


This I would rule entirely based on circumstance and abuse level.  If the player used spiral cutter and killed 5 guys [say a huge mob of enemies was charging towards him] and wanted to 5ft step into the mob and keep swinging I would totally let him.  The visual is fantastic, and I can't see it coming up too often.

On the other hand, if the player carried around a sack of rats [or other small creatures] and wanted to spiral cutter cleave into my BBEG 15 times as a full round action, I'd likely bitch slap him and tell him no.

Ironically, I actually used the sack of rats + AOE + great cleave trick exactly once back in 3.0, before my GM said no more.

And this one I hadn't put into bag-of-rats format, yeah, definitely wouldn't allow that sort of abuse.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 17, 2010, 11:13:51 AM
First off, i wanted to say that I absolutely love the Fantasy Craft system. That said, I have a couple questions I've run into while playing or GMing.

Thanks nfelddav, and welcome to the boards!

Quote
The Levitate spell: am I missing something? The caster can move a hostile target vertically, out of combat, and the target has no way to get down. When the rest of the combat is over, the caster can move the target an arbitrary distance vertically... and then dismiss the spell. This sounds like save or die to me, hardly "harmless."

To be a little cheeky, it's not actually the spell that kills you...it's the fall afterwards ;) But Levitate does actually combat applications which can be used to nullify an enemy without ranged attacks. However, moving that character requires 1 half action, and can only be done once per round - so it's putting the caster at a disadvantage (and, incidentally, preventing him from casting other full-round spells). Also note the target character can propel himself at 1/2 speed along a surface - so he can move himself back down, or to a outcropping or chandalier he can grab onto, or whatever. If the a character with 30 ft speed really wants to get down, he can spend both his half actions moving at 1/2 speed to get down, meaning he will move a net of 10 ft. close to the ground (so long as he has something to grab on to). There's enough ways for a levitated character to make his way down that we don't see a particular problem with it. 
Quote
Blindsight: The description states that the character sees all hidden characters up to 10 increments of 10*wisdom without restriction. Hidden is effectively anyone the character can't see. So a character with blindsight "sees" everyone within a quarter mile, independent of intervening terrain, or walls?

Effectively, yes. Blindsight is awesome.

Quote
And one question from the errata:
"Adventurerís Luck (page 94): This featís Benefit applies only once per roll."
I can't imagine what this means. Does this mean that the party only rolls twice for one roll in a given set of rolls? Or is this meant to prevent some absurd interpretation generating an infinite number of rolls? Or something else I haven't thought of?

Like others have noted, this was mainly to prevent multiple characters in a party from trying to apply it to the same roll.


And one remark: I find your solution to the Achilles Heel problems quite beautiful. 



[/quote]
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: nfelddav on July 17, 2010, 12:39:15 PM
Quote
To be a little cheeky, it's not actually the spell that kills you...it's the fall afterwards ;) But Levitate does actually combat applications which can be used to nullify an enemy without ranged attacks. However, moving that character requires 1 half action, and can only be done once per round - so it's putting the caster at a disadvantage (and, incidentally, preventing him from casting other full-round spells). Also note the target character can propel himself at 1/2 speed along a surface - so he can move himself back down, or to a outcropping or chandalier he can grab onto, or whatever. If the a character with 30 ft speed really wants to get down, he can spend both his half actions moving at 1/2 speed to get down, meaning he will move a net of 10 ft. close to the ground (so long as he has something to grab on to). There's enough ways for a levitated character to make his way down that we don't see a particular problem with it. 

Okay, I think it was the harmless tag that threw me, though I guess that doesn't mean anything but usually beneficial



Quote
Effectively, yes. Blindsight is awesome.

Yes it is.


Quote
Like others have noted, this was mainly to prevent multiple characters in a party from trying to apply it to the same roll.

Ah, that makes sense. I figured it was trying to prevent some sort of exploitation.



Thanks for the answers!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 17, 2010, 12:45:18 PM
I've got a series of questions all kinda related to the same thing, this hasn't come up in any of my games or anything, I just wanted to see what the official ruling is.

Lets start with a hypothetical Soldier, Level 9 with Cleave Basics, Mastery, and Supremacy and Greatsword Basics, Mastery, and Supremacy, Contempt, Darting Weapon, and Flashing Weapon and the Soldier Weapon Specialist abilities Most Deadly and Decisive Attack (not all of this will come into play). We'll say he's using a Claymore, threat range 19-20 (18-20 vs standard characters).

The Solder attacks a Standard Character with Tough I, rolls a natural 18 on the die and hits- can he activate the critical for 0 action dice as if he has spent 2 (killing the standard character)? (-1 from Cleave Supremacy, -1 from Most Deadly)

Now what if he used the Greatsword trick Spiral Cutter with 5 standard characters in range- would only one critical activate, or could you normally have spent 5 separate action dice to activate the threat on each of the five targets?

Since I don't know how that one will rule, we'll get rid of Tough and say that he kills all 5 of those Standard Characters with damage alone, but he's got +1 reach with that Claymore and so there are more standards within a 5ft's step so now, how does killing those 5 interact with Cleave B/M/S? It's only one attack, so it makes sense it would only give one extra, but with the wording I could see argument for it giving him multiple.

Turnip's got this one covered. Trust his post.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 17, 2010, 02:39:21 PM
Turnip's got this one covered. Trust his post.

Sounds about like I expected, though I did want just one more clarification- when you activate a threat against multiple individual opponents, a fair example being the one above where there are five viable targets for criticals, are action dice spent considered to be going towards the same critical, or is each it's own critical?

In that example, I've got five targets and would normally need to spend at least five action dice to activate every critical, if they're all standard characters with the previous set up, do I spend 3 or 0? Likewise, if I don't have the Cleave feats/Most Deadly and am targeted by Tough Luck, do I need to spend 10 or 6? Just to keep going, if I'm a Rune Knight, assuming I spend five action dice (or five spell points, perhaps, with Gouging Rune), does my Blooding Rune go off once, granting 2 spell points, or five times, granting 10?

Don't mean to sound nit-picky or anything, this sort of attack is kind of a hybrid when it comes to criticals/threats, both one and many, just checking things out.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 17, 2010, 03:35:36 PM
Sounds about like I expected, though I did want just one more clarification- when you activate a threat against multiple individual opponents, a fair example being the one above where there are five viable targets for criticals, are action dice spent considered to be going towards the same critical, or is each it's own critical?

This is specifically spelled out in the Threats and Critical Hits section....

Quote
This cost is paid separately for each hit, even when multiple hits are scored with a single attack or action.

Emphasis the book's.

You always pay by the individual hit, never less.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 17, 2010, 03:38:54 PM
So, as you're paying for each instance, you get the discount individually for each instance?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 17, 2010, 06:14:02 PM
So, as you're paying for each instance, you get the discount individually for each instance?

The discount applies to the attack, not the hit. That's the point.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 17, 2010, 07:01:08 PM
So, as you're paying for each instance, you get the discount individually for each instance?

The discount applies to the attack, not the hit. That's the point.

Cool, so, any action dice used to activate a single threat- regardless of the number of targets needing to be paid for- are all considered to be in the same "pool" for abilities that reduce cost- sounds more than reasonable to me, it's just something that wasn't crystal clear in the rules (though it's there and apparent now) and has never come up in my games. Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Atr on July 18, 2010, 05:29:51 AM
Also, and for French- and Spanish-speaking players, I'm working with folks to get new translations up as well. With any luck we'll pull together form-fillables of those as well!

I'm from Spain, I could help with the translation if you need.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 18, 2010, 06:45:14 AM
Also, and for French- and Spanish-speaking players, I'm working with folks to get new translations up as well. With any luck we'll pull together form-fillables of those as well!

I'm from Spain, I could help with the translation if you need.

Hey ATR, thanks for the offer! Please drop Pat a line by PM or pat@craft-games.com to let him know you'd like to help :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prestonp on July 20, 2010, 01:53:24 AM
Can you used Blessed to give a first level Priest access to the second step of a given alignment?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on July 20, 2010, 01:59:10 AM
Blessed specifically only grants the 1st step of a Path
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on July 20, 2010, 02:34:29 AM
As does Acolyte (1st-level Priest ability). So the answer is no, but the combination can obviously used to gain the first step in two seperate Paths.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on July 20, 2010, 10:18:07 PM
Okay, I think it was the harmless tag that threw me, though I guess that doesn't mean anything but usually beneficial

Harmless is just a reminder that characters can and usually do forego their saving throw against the effect. They are, of course, not obligated to.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on July 22, 2010, 12:16:22 PM
Her appearance is the result of a curse. Since the driders were originally drow who were chosen for exaltation, but failed a test, it makes a lot of sense. On the one hand, they reflect what she admires in drow. On the other hand, they serve as a living reminder of the price of failure. The resulting monsters, who as you will recall were once drow of great ability, now hang onto the fringes of civilization as a credible threat, fulfilling her ideal of survival of the fittest. The drow are oh so very civilized, but also savage. The drider shows the drow their monstrous face, behind that mask of intrigue, beauty, and wit they wear. The drider is a monster who reveals the face of the divine; Lolth is, should be, terrible in her glory. The loyalty she demands is absolute; even in failure and exile, the drider cannot be other than what she says it is.

It feels right to me. Much more than the spidery goddess of the sipdery spider elves who wear spiders and keep spiders as pets.

This just hit me while I was trying to get to sleep [so the language might be a little iffy]:

Spider Outcast
Those who fail the spider queen know the true meaning of suffering.
Prerequisites: Spider Nation
Benefits: As current Spider Noble feat

Spider Noble
Insert flavour text.
Prerequisites: Spider Nation
Benefits: The higher of your Intelligence or Charisma increases by 1.  Also, you gain Spell Resistance equal to your Resolve (Wis) score.

Just outta curiousity, how's that sit with you pawsplay?

[Sorry for the interuption to the thread, we now return to your regularly scheduled Q&A...damn insomnia...]
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 22, 2010, 01:30:49 PM
Her appearance is the result of a curse. Since the driders were originally drow who were chosen for exaltation, but failed a test, it makes a lot of sense. On the one hand, they reflect what she admires in drow. On the other hand, they serve as a living reminder of the price of failure. The resulting monsters, who as you will recall were once drow of great ability, now hang onto the fringes of civilization as a credible threat, fulfilling her ideal of survival of the fittest. The drow are oh so very civilized, but also savage. The drider shows the drow their monstrous face, behind that mask of intrigue, beauty, and wit they wear. The drider is a monster who reveals the face of the divine; Lolth is, should be, terrible in her glory. The loyalty she demands is absolute; even in failure and exile, the drider cannot be other than what she says it is.

It feels right to me. Much more than the spidery goddess of the sipdery spider elves who wear spiders and keep spiders as pets.

This just hit me while I was trying to get to sleep [so the language might be a little iffy]:

Spider Outcast
Those who fail the spider queen know the true meaning of suffering.
Prerequisites: Spider Nation
Benefits: As current Spider Noble feat

Spider Noble
Insert flavour text.
Prerequisites: Spider Nation
Benefits: The higher of your Intelligence or Charisma increases by 1.  Also, you gain Spell Resistance equal to your Resolve (Wis) score.

Just outta curiousity, how's that sit with you pawsplay?

[Sorry for the interuption to the thread, we now return to your regularly scheduled Q&A...damn insomnia...]

The existing Abide in Darkness feat does what this Spider Noble does, but more effectively :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on July 23, 2010, 01:38:39 AM
The existing Abide in Darkness feat does what this Spider Noble does, but more effectively :)

Shoot, you're right.  That's what I get for thinking about Fantasty Craft at 5am after 2 days without sleep.  Yes, I know that probably isn't exactly normal...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: adrick on July 23, 2010, 05:41:46 AM
2  sets of questions
1st
when you are sprawled and use reposition can you only become prone, or can you stand up instead/as well?

example a character has been sprawled and its now their turn can they stand up with reposition (taking an action removes flat footed) and attack at no penalty?

2nd
what does invisibility do, 
It just says if you move 10ft you become hidden.  Are you just perfectly hidden barring story concerns of smell or what not?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 23, 2010, 06:44:48 AM
2  sets of questions
1st
when you are sprawled and use reposition can you only become prone, or can you stand up instead/as well?

example a character has been sprawled and its now their turn can they stand up with reposition (taking an action removes flat footed) and attack at no penalty?

Yes - if you Reposition at all, either to go prone or stand up, you lose sprawled.

Quote
2nd
what does invisibility do, 
It just says if you move 10ft you become hidden.  Are you just perfectly hidden barring story concerns of smell or what not?

Invisibility is NOT a better version of hidden - rather, it is a condition that allows you to automatically become hidden (if you are not) by moving 10 or more feet. Hidden is the relevant rule for detection and the like. Hidden has been further clarified in the Second Printing PDF and the First Printing errata. (http://www.crafty-games.com/files/File/Fantasy_Craft_FP-Guidance+Errata-01JUL2010.pdf)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: adrick on July 23, 2010, 07:27:36 AM
Thanks that what i thought for sprawled just wanted to make sure i was reading correctly.

For invisibility.

Oh I see.
So an invisible character is effectively hidden but not until they move 1st? ( you attack the spot they were standing oops there still standing their haha hurts doesn't it frodo)
Then
Hidden characters are found with a full round search check or by the hidden character taking an obvious action.
But then even if found out the benefit to the invisible character is they can move 10+ feet and regain the hidden state(if its his last action).

By default, does only the person making the check benefit from succeeding or can they point them out to allies?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on July 25, 2010, 07:24:36 AM
Once you're hidden, you're hidden until somebody discovers you. Once discovered, if you move again you're hidden again. Being discovered while hidden is a function of Search (or Notice) versus Sneak (or Blend if circumstances warrant).

By default, I'd say only the successful search-checker gets to pinpoint the hidden target. His ability to point out the hidden guy would depend on the circumstances. Throwing mud on the target to mark it? Sure. Saying "He's over there!"? He'd better be really specific--like more specific than you can be in a six-second combat round.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on July 25, 2010, 01:10:45 PM
By default, it reads as if anyone can now target him.

"Any character aware of a hidden characterís presence may make an opposed full-round Search check vs. the hidden characterís Blend or Sneak (GMís choice) and with success the target character loses the hidden condition." - Emphasis mine

If the target loses the hidden condition, they've become fair game again.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 25, 2010, 03:14:54 PM
By default, it reads as if anyone can now target him.

"Any character aware of a hidden characterís presence may make an opposed full-round Search check vs. the hidden characterís Blend or Sneak (GMís choice) and with success the target character loses the hidden condition." - Emphasis mine

If the target loses the hidden condition, they've become fair game again.

Bill's right on this one. Shouting out "he's in those trees" is probably enough to make him un-hidden...at least temporarily.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 29, 2010, 02:12:59 PM
Quick question I just noticed about the Monk- Diamond Soul gives Spell Resistance equal to 10 + your Wisdom Score, I've read this class plenty of times before and must have just glanced over, my mind converting that to Spell Defense- surely that's the intent?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 29, 2010, 02:28:15 PM
Quick question I just noticed about the Monk- Diamond Soul gives Spell Resistance equal to 10 + your Wisdom Score, I've read this class plenty of times before and must have just glanced over, my mind converting that to Spell Defense- surely that's the intent?

You're correct. It should be Spell Defense. Will correct in the Adventure Companion :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 01, 2010, 02:53:32 AM
Truly Massive,
I have noticed this feat from the first printing has been cut. I liked the concept so would like to quiz you.
Was it cut because it was unbalanced in play? (if so any suggestions to fix).
Was it dropped because in a hobby dominated by crampt dungeons it produced characters who could participate in many adventure (in which case no prob all my adventures are mostly out of doors)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on August 01, 2010, 03:22:00 AM
Truly Massive,
I have noticed this feat from the first printing has been cut. I liked the concept so would like to quiz you.
Was it cut because it was unbalanced in play? (if so any suggestions to fix).
Was it dropped because in a hobby dominated by crampt dungeons it produced characters who could participate in many adventure (in which case no prob all my adventures are mostly out of doors)


I think in light of the changes to size [less benefits for grappling, tripping, etc], as well as the changes to both gear scale and Martial Arts that there won't be any significant balance issues from keeping the feat.  I think most of the issues have to do with PC's just being unable to fit in difference places an adventure might happen.  Just my personal opinion mind you.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: EloiseCartwright on August 01, 2010, 03:57:16 AM
While it's been noted that there were balance issues, I've not noticed it to be too bad.
However I can see why it was elected to remove it anyway, Huge PC's are a bit outside anything other than a pretty specialised fantasy setting.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on August 01, 2010, 07:46:44 AM
While it's been noted that there were balance issues, I've not noticed it to be too bad.
However I can see why it was elected to remove it anyway, Huge PC's are a bit outside anything other than a pretty specialised fantasy setting.

Exactly - our games have had a huge Drake, a huge Giant, and a huge Rootwalker [3 seperate settings, and different players].  The only actual problems we faced where that the Drake often couldn't go where the party had to, rather then actual balance issues - and this was when grapple and trip was +4 / size, instead of the current +2.

I say give it a go Catodon, as long as your players know that if it creates balance issues they'll have to pick another feat I can't see anyone kicking up to big a stink.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Dhampire on August 03, 2010, 06:17:03 AM
Is there supposed to be a Beast upgrade for weapons, as there is for armor?

The description for Beasts still includes "It can only use armor, handheld gear, and non-natural weapons
specifically modified for its use," so I would suppose there would be a way to it, but other than hand-waving it or applying the Beast upgrade listed with Armor, I don't see how to do it.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 03, 2010, 07:21:40 AM
Is there supposed to be a Beast upgrade for weapons, as there is for armor?

The description for Beasts still includes "It can only use armor, handheld gear, and non-natural weapons
specifically modified for its use," so I would suppose there would be a way to it, but other than hand-waving it or applying the Beast upgrade listed with Armor, I don't see how to do it.

There is not a Beast upgrade for weapons at this time. Beast is a big drawback in terms of Origin design, but the Drake already has claws and a bite and a breath weapon...why would he even bother with weapons?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Dhampire on August 03, 2010, 07:39:10 AM
why would he even bother with weapons?
Because a shield helps deflect blows.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on August 03, 2010, 08:40:44 AM
Another Tuesday morning, and another question.

In our particular party of Level 5 Heroes, my Scout has taken Coordinated Attack, and courtesy of the Scout core ability, our whole party now has that feat.  We used it for the first time last night and it almost felt abusive.  Everyone in the party being able to "instruct" another party member to make a standard attack action as a Full Round action is REALLY useful - be that telling the Archer to keep shooting, the giant crusher to keep crushing, or the flanking sneaky git to keep sneak attacking.

Seems it is a quick and easy combat substitution for more "social" characters.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 03, 2010, 08:44:08 AM
The quickest, easiest combat schtick for social characters is the Threaten action.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on August 03, 2010, 09:04:09 AM
Another Tuesday morning, and another question.

In our particular party of Level 5 Heroes, my Scout has taken Coordinated Attack, and courtesy of the Scout core ability, our whole party now has that feat.  We used it for the first time last night and it almost felt abusive.  Everyone in the party being able to "instruct" another party member to make a standard attack action as a Full Round action is REALLY useful - be that telling the Archer to keep shooting, the giant crusher to keep crushing, or the flanking sneaky git to keep sneak attacking.

Seems it is a quick and easy combat substitution for more "social" characters.

Sure, but whomever is using the feat ability can't also attack (having to take the full action), so the scenario's a net loss.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: EloiseCartwright on August 03, 2010, 09:05:55 AM
Just as a note, I was actually reading the building a character section in Call to Arms: Mist Dancer, it suggest that Path of Magic or Sage Cross Training could be used to fulfill it's Spellcasting Ranks 4+ requirement.

This is no longer the case. I've not been through the others to check if there are any other references like this as yet.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on August 03, 2010, 10:03:21 AM
Just as a note, I was actually reading the building a character section in Call to Arms: Mist Dancer, it suggest that Path of Magic or Sage Cross Training could be used to fulfill it's Spellcasting Ranks 4+ requirement.

Could you post the specific text in question?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on August 03, 2010, 10:35:42 AM
Another Tuesday morning, and another question.

In our particular party of Level 5 Heroes, my Scout has taken Coordinated Attack, and courtesy of the Scout core ability, our whole party now has that feat.  We used it for the first time last night and it almost felt abusive.  Everyone in the party being able to "instruct" another party member to make a standard attack action as a Full Round action is REALLY useful - be that telling the Archer to keep shooting, the giant crusher to keep crushing, or the flanking sneaky git to keep sneak attacking.

Seems it is a quick and easy combat substitution for more "social" characters.

Sure, but whomever is using the feat ability can't also attack (having to take the full action), so the scenario's a net loss.

I agree with the net loss portion, but the observation was after our foe turned tail and ran (with a 60' movement), as the Archer I was the only one with range, so I was able to walk fire in with the long bow, got a crit on the third shot, and did 17 wounds, killing it (Deadeye core ability rocks)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on August 03, 2010, 12:53:55 PM
why would he even bother with weapons?
Because a shield helps deflect blows.

Or magic weapons, unless there is some way to enchant natural weapons.

I'm curious if you Crafty folks have considered a supplement or two that focus on playing beast type characters? Perhaps with some natural weapon feat chains similar to those of the regular weapons (ie, Claw Basics, Bite Mastery) to add a bit of varied options to such characters :)

I really appreciate he inclusion of the Drake as a core race. Our group particularly has been looking for a game with good dragon(like) race built in, and this seems to be the best. We'd just like a few more options for when we'll eventually do an all-drake campaign.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Fortinbras on August 03, 2010, 02:16:27 PM
Or magic weapons, unless there is some way to enchant natural weapons.

A magic item's function isn't tied to its form; you can apply Essences and Charms that improve attacks to any items, not just weapons, in which case they apply to all attacks of a given type (unarmed/natural, melee, ranged).

Then you just have to live down the ignominy of being a dragon decked out in gaudy magic jewellery.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: EloiseCartwright on August 03, 2010, 02:20:56 PM
Perhaps a series of magic stones that he can swollow and keep in his stomach, though maybe part of the balancing of magic items is that they can be disarmed?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on August 03, 2010, 02:53:07 PM
Or magic weapons, unless there is some way to enchant natural weapons.

A magic item's function isn't tied to its form; you can apply Essences and Charms that improve attacks to any items, not just weapons, in which case they apply to all attacks of a given type (unarmed/natural, melee, ranged).

Then you just have to live down the ignominy of being a dragon decked out in gaudy magic jewellery.

Far better that than to bear the ignominy of being a dragon without such articles.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 03, 2010, 04:16:07 PM
Yeah folks, I mean seriously. A dragon decked out in gold a jewels and gegaws? Absolutely.

Dragons are all about the bling.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on August 03, 2010, 04:19:28 PM
Was not aware you could do that with magic items, that does help. However, I still think the rest of my post still stands.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Blankbeard on August 03, 2010, 04:22:09 PM
why would he even bother with weapons?
Because a shield helps deflect blows.

Or magic weapons, unless there is some way to enchant natural weapons.

I'm curious if you Crafty folks have considered a supplement or two that focus on playing beast type characters? Perhaps with some natural weapon feat chains similar to those of the regular weapons (ie, Claw Basics, Bite Mastery) to add a bit of varied options to such characters :)

I really appreciate he inclusion of the Drake as a core race. Our group particularly has been looking for a game with good dragon(like) race built in, and this seems to be the best. We'd just like a few more options for when we'll eventually do an all-drake campaign.

Don't forget tricks to liven up natural attacks.  Also if you don't have it, The Martial Artist is great for natural weapons. (http://rpg.drivethrustuff.com/product_info.php?products_id=68793&filters=0_0_0_0_0&manufacturers_id=341 here for 2 bucks if you don't have it)  At 10th level they can apply melee tricks to unarmed attacks, including natural attacks.  The Monk and the Force of Nature both make interesting options for natural attack users. 

Not that feats for natural attacks aren't a great idea, I just wanted to point out some of the ways you can enhance them now.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on August 04, 2010, 03:25:37 AM
And the vast array of species feats can already ensure that no two drakes are the same.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on August 04, 2010, 08:09:16 AM
Great, now I'm imagining an all-flying party at first level... (Priest with path of beasts on a flying beasty; lancer on another flying beasty; [whatever] with both angelic, diabolical, draconic or fae feats; drake [whatever]; and/or a captain with a drake PL).

Feel free to dissuade me by telling me which parts of this wouldn't actually work under the rules...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 04, 2010, 08:11:55 AM
Great, now I'm imagining an all-flying party at first level... (Priest with path of beasts on a flying beasty; lancer on another flying beasty; [whatever] with both angelic, diabolical, draconic or fae feats; drake [whatever]; and/or a captain with a drake PL).

Feel free to dissuade me by telling me which parts of this wouldn't actually work under the rules...

The flying mounts, like any NPC, requires GM approval.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on August 04, 2010, 08:15:02 AM
You can't get any species legacy feat at first level unless you take the sorcerer specialty.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on August 04, 2010, 09:03:06 AM
why would he even bother with weapons?
Because a shield helps deflect blows.

Or magic weapons, unless there is some way to enchant natural weapons.

I'm curious if you Crafty folks have considered a supplement or two that focus on playing beast type characters? Perhaps with some natural weapon feat chains similar to those of the regular weapons (ie, Claw Basics, Bite Mastery) to add a bit of varied options to such characters :)

I really appreciate he inclusion of the Drake as a core race. Our group particularly has been looking for a game with good dragon(like) race built in, and this seems to be the best. We'd just like a few more options for when we'll eventually do an all-drake campaign.

Don't forget tricks to liven up natural attacks.  Also if you don't have it, The Martial Artist is great for natural weapons. (http://rpg.drivethrustuff.com/product_info.php?products_id=68793&filters=0_0_0_0_0&manufacturers_id=341 here for 2 bucks if you don't have it)  At 10th level they can apply melee tricks to unarmed attacks, including natural attacks.  The Monk and the Force of Nature both make interesting options for natural attack users. 

Not that feats for natural attacks aren't a great idea, I just wanted to point out some of the ways you can enhance them now.

Apparently martial arts working with natural attacks is one of those *only if your DM allows it deals*. I dunno, that kind of put me off them, (natural attacks that is).

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on August 04, 2010, 09:04:59 AM
The flying mounts, like any NPC, requires GM approval.

Not a big problem, since I was wondering whether it would be fun to GM... although what sort of schtick I might suggest for such a group, I have no idea (maybe start by being thrown together through circumstances, e.g. through the destruction of an airborne vessel that only their own flying abilities enable them to survive; or by being hired for a quest that particularly requires the ability to fly).

You can't get any species legacy feat at first level unless you take the sorcerer specialty.

Good point: best replace that with a sorcerer with a species legacy feat, then.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on August 04, 2010, 09:13:06 AM
The flying mounts, like any NPC, requires GM approval.

Not a big problem, since I was wondering whether it would be fun to GM... although what sort of schtick I might suggest for such a group, I have no idea (maybe start by being thrown together through circumstances, e.g. through the destruction of an airborne vessel that only their own flying abilities enable them to survive; or by being hired for a quest that particularly requires the ability to fly).

You can't get any species legacy feat at first level unless you take the sorcerer specialty.

Good point: best replace that with a sorcerer with a species legacy feat, then.

Or perhaps a world full of flying islands that all the civilized races live on, with the ground lands having some sort of disaster that makes them inhospitable, though fun for hit and run adventure party raids and dungeon delves

And yes, I am aware of the species feats and the martial arts feats/class. I just want more options like those and some that are more specific to characters that are beasts and/or have natural weapons. Also, there needs to be breath weapon tricks :P :)

Most of the stuff applicable to drakes also seems to be numerical increases, which while very good, aren't always the most interesting things.

Perhaps I'll see if I can try my hand at some home-brewed ones this weekend.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on August 04, 2010, 11:19:42 AM
Quote from: prototype00
Apparently martial arts working with natural attacks is one of those *only if your DM allows it deals*. I dunno, that kind of put me off them, (natural attacks that is).

Second Printing specifically allows it to work with natural attacks.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 04, 2010, 01:33:40 PM
why would he even bother with weapons?
Because a shield helps deflect blows.

Or magic weapons, unless there is some way to enchant natural weapons.

I'm curious if you Crafty folks have considered a supplement or two that focus on playing beast type characters? Perhaps with some natural weapon feat chains similar to those of the regular weapons (ie, Claw Basics, Bite Mastery) to add a bit of varied options to such characters :)

I really appreciate he inclusion of the Drake as a core race. Our group particularly has been looking for a game with good dragon(like) race built in, and this seems to be the best. We'd just like a few more options for when we'll eventually do an all-drake campaign.

Dragon-like? In myth and fanatsy novels dragons are often drake sized you could call them dragons and cut the D&D style overpowered collosal NPC ones in your world.
or
Do what it did and declare drakes with Truly Massive to be Dragons and again cut the overly festooned with magic powers collosal D&D style NPC ones.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: adrick on August 04, 2010, 02:42:22 PM
Sorry if this has already been asked. I couldn't find it in the searching.

For  fire dame is the full damage suffered each round the dice rolled for damage from the attack say 3d6 or the damage you took from the roll say 9.
+ d6 each round the fire is not put out thereafter?

seems like the later judging buy how acid works but want to be sure.

Thanks.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on August 04, 2010, 03:32:10 PM
Incorporeal characters can't be harmed by physical attacks, but can they make them?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on August 04, 2010, 04:10:50 PM
Quote from: prototype00
Apparently martial arts working with natural attacks is one of those *only if your DM allows it deals*. I dunno, that kind of put me off them, (natural attacks that is).

Second Printing specifically allows it to work with natural attacks.

Speaking of unarmed attacks and natural attacks, is it still the case that when a particular unarmed trick says you use your "unarmed damage" for damage calculation (such as the piledriver trick from wrestling supremacy), that unarmed damage is from the basic 1d4 + stat unarmed attack everyone gets and not natural attacks? But when a feat refers to an unarmed attack this can be either the 1d4 generic unarmed attack or a natural attack?  I must admit that is the part that confused me the most about 1st printing FC.

The question of which base damage to use with unarmed and natural attacks, as well as what tricks, feat abilities, and other character options apply to which, is being intentionally left up to the GM to decide on a case-by-case basis. In many cases it will be obvious (Martial Arts obviously applies to unarmed attacks), but in other cases it gets dicey. (Should a drake be able to apply Martial Arts to a Bite? It really depends on the nature of the setting, story, action, and frankly, the GM's preference and/or tolerance.)

I must admit to being slightly confused now.

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on August 04, 2010, 04:50:27 PM
Incorporeal characters can't be harmed by physical attacks, but can they make them?

Probably, though I wonder if their attacks ought to be built as Force damage, just to cover the corporeal/incorporeal divide.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 04, 2010, 07:55:30 PM
I would assume the answer is no unless they become corporeal and therefore vulnerable to physical attacks themselves. I've been thinking about a Ghost species feat so very interested in this.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 05, 2010, 02:08:29 AM
Incorporeal characters can't be harmed by physical attacks, but can they make them?

When the answer to a question is yes/no, and one of those answers is GROSSLY OVERPOWERED, what do you expect the answer to be :P?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on August 05, 2010, 11:33:01 AM
Never hurts to make sure.

Looking at the costs for extraordinary attacks, I think paralysing (4/grade) and stunning (3/grade) should probably switch costs, as the former condition still allows the victim to take mental actions while the latter allows no actions at all
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on August 05, 2010, 02:44:00 PM
Paralyzed allows for Coup de gr‚ce actions while stunned doesn't, if I remember well.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on August 05, 2010, 04:21:00 PM
I'd say that both conditions arguably leave you helpless.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on August 06, 2010, 04:19:24 AM
Actually, I was wrong, neither paralyzed nor stunned allows for a Coup de grace. Hum, then I'm with you. Is there a phrasing issue? If not, paralyzing attacks should cost less than stunning ones ...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 06, 2010, 07:52:44 AM
Actually, I was wrong, neither paralyzed nor stunned allows for a Coup de grace. Hum, then I'm with you. Is there a phrasing issue? If not, paralyzing attacks should cost less than stunning ones ...

looking through the eyes of the characters: why not?
Especially in the case of paralysed foes they are thoroughly at your mercy. Is this just a case of game play taking precedence?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on August 06, 2010, 10:07:40 AM
Quote from: Catodon
Especially in the case of paralysed foes they are thoroughly at your mercy. Is this just a case of game play taking precedence?

paralysed (4/grade): flatfooted, may only take mental actions (such as telepathy).
stunned (3/grade): flatfooted, may take no actions whatsoever.

The latter condition also without actually spelling it out also renders you helpless, the triggering condition for the Coup de Grace action. The former also effectively does this, but if you've got a thought-activated means of escape you can still use it before the opponent comes over and offs you.

Not to mention that more creature types are resistant to paralysis than stunning.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 06, 2010, 06:52:32 PM
thanks that makes sense.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: esoclectica on August 08, 2010, 09:41:18 AM
Quick question about Abide in Darkness.  Do bonus dice from the Fortunate feat or the More Than Luck ability from the Adventurer Specialty count?  Fortunate is bonus d4 while More Than Luck is an additional starting action die.  I am thinking no for Fortunate but yes for More Than Luck but as a typical player I am greedy :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: esoclectica on August 08, 2010, 10:10:25 AM
Another quick question, is it possible to have 2 Species Feats that are Heritage or Splinter Feats?  For example a Human with Draconic Heritage and Elemental Heritage?  Or a Fire Brave with Elemental Heritage or Devilish Heritage?  How about a half breed Orc or Goblin with parents from 2 different Hordes?

I am thinking of a Fire Brave Sorcerer Priest with Elemental Darkness Heritage at 1st level and adding Abide in Darkness at 3rd level.  He would follow the Path of Magic and Fire.  I considered following the Path of Darkness, but it only gives Dark Vision I which is not enough to meet the requirements of Abide in Darkness and I do not see any benefit to having DarkVision I and II, since there is no Darkvision III for them to stack to.  I wonder, would the +4 sneak bonus from Elemental Darkness stack with the +5 sneak bonus from Path of Darkness?  +9 sneak would be an awesome bonus.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on August 08, 2010, 10:14:08 AM
Another quick question, is it possible to have 2 Species Feats that are Heritage or Splinter Feats?  For example a Human with Draconic Heritage and Elemental Heritage?  Or a Fire Brave with Elemental Heritage or Devilish Heritage?  How about a half breed Orc or Goblin with parents from 2 different Hordes?

There's two ways to do it in the book currently. You can go with the sorcerer specialty, which grants you a species feat of your choosing, and then choose the second species feat with your 1st level feat.

Otherwise you can also gain a heritage feat through the Paladin expert class, meaning you could get a second one if you had one previously.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: esoclectica on August 08, 2010, 10:20:44 AM
I asked the wrong question lol, I meant was it legal to do it.  Yeah, I know about the sorcerer giving the species feat.  But you answered the question I MEANT to ask, so yes that kind of combo is legal.  GREAT!!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on August 08, 2010, 11:24:12 AM
I asked the wrong question lol, I meant was it legal to do it.  Yeah, I know about the sorcerer giving the species feat.  But you answered the question I MEANT to ask, so yes that kind of combo is legal.  GREAT!!
So long as your GM has no problem with it, then it shouldn't be a problem. Also depends on how you want to justify it. In the case of the Ogre, you could easily say that the fire brave is his genetic heratage and the elemental/whatever is a gift from their God/Patron/Whatever for service. Or, there's always the racial mutt excuse, eg: Daddy was a fire drake and slept with mommy while polymorphed. Theres your draconic and elemental heritages at the same time. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Foghorn on August 08, 2010, 01:15:07 PM
I wonder, would the +4 sneak bonus from Elemental Darkness stack with the +5 sneak bonus from Path of Darkness?  +9 sneak would be an awesome bonus.

Both of those are unnamed bonuses, so they should stack
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 08, 2010, 02:13:57 PM
Of coarse it may depend on what the in-game explanations/background for species feats are within your referees game world.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: adrick on August 10, 2010, 08:32:21 AM
Anyone?

----
Sorry if this has already been asked. I couldn't find it in the searching.

For  fire dame is the full damage suffered each round the dice that were rolled for damage from the attack say 3d6 or the damage you took from the roll say if you took 9 damage from the attack.
so 3d6 + d6 each round the fire is not put out thereafter?
or 9 + d6 each round fire continues.
seems like the later judging buy how acid works but want to be sure.

Thanks.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2010, 09:00:25 AM
You can't get any species legacy feat at first level unless you take the sorcerer specialty.

Actually you can - a number of Species feats have the option for you to drop an attribute by 2 to select another one. This is how we see Rootwalkers with New Leaf and Multi-Armed/Legged.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on August 10, 2010, 09:17:06 AM
You can't get any species legacy feat at first level unless you take the sorcerer specialty.

Actually you can - a number of Species feats have the option for you to drop an attribute by 2 to select another one. This is how we see Rootwalkers with New Leaf and Multi-Armed/Legged.

Well, yes, but this doesn't apply to multiple heritage/splinter race feats, naturally.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2010, 09:45:58 AM
Don't forget tricks to liven up natural attacks.  Also if you don't have it, The Martial Artist is great for natural weapons. (http://rpg.drivethrustuff.com/product_info.php?products_id=68793&filters=0_0_0_0_0&manufacturers_id=341 here for 2 bucks if you don't have it)  At 10th level they can apply melee tricks to unarmed attacks, including natural attacks.  The Monk and the Force of Nature both make interesting options for natural attack users. 

Not that feats for natural attacks aren't a great idea, I just wanted to point out some of the ways you can enhance them now.

Apparently martial arts working with natural attacks is one of those *only if your DM allows it deals*. I dunno, that kind of put me off them, (natural attacks that is).

prototype00

I think it's more about letting the GM decide whether that's broken or not for his table. Martial Arts works great with natural attacks - but non-natural attackers are getting just a 1d4 to start with, while the tail-slapper is getting 1d8 AND Reach +1 even at grade I. Most NAs are equal to or better than melee weapons (the tail here being mostly equivalent to a thrusting spear), so we wanted to be sure the GM felt empowered to divide NAs out from Unarmed if they were so inclined. In the base set of rules, NAs are pretty much unarmed attacks, since they use unarmed attack rolls, apply Strength, etc.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2010, 09:49:05 AM
I would assume the answer is no unless they become corporeal and therefore vulnerable to physical attacks themselves. I've been thinking about a Ghost species feat so very interested in this.

This. Incorporeality does not become a free way to attack without fear of retribution.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2010, 09:54:37 AM
Actually, I was wrong, neither paralyzed nor stunned allows for a Coup de grace. Hum, then I'm with you. Is there a phrasing issue? If not, paralyzing attacks should cost less than stunning ones ...

The helpless condition is partially not tied to other conditions intrinsically because there are a ton of different possibilities to consider. Me, if I were paralyzed, I would certainly fit the helpless condition's description - unable to defend myself in any way. Just like if I were turned to stone, or asleep, or unconscious, which are not even conditions! Thus, helpless-ness, unless dictated specifically by a rule, would thus be a GM's decision at the table based on the circumstances; if I were a powerful wizards with the Hidden Spells feat and Draconic Heritage (so I require no gesticulation, speaking, or kit to cast a spell), I could feasibly NOT be considered helpless when I was paralyzed.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2010, 09:59:15 AM
Quick question about Abide in Darkness.  Do bonus dice from the Fortunate feat or the More Than Luck ability from the Adventurer Specialty count?  Fortunate is bonus d4 while More Than Luck is an additional starting action die.  I am thinking no for Fortunate but yes for More Than Luck but as a typical player I am greedy :)

A character option only increase uses of class abilities based on your starting action dice is if they specifically denote the bonus action dice are starting action dice. Thus....

* More than Luck: You gain 1 additional starting action die. YES - uses the phrase "starting action die"
* Fortunate: At the beginning of each session you gain a number of bonus d4 action dice equal to the number of Chance feats you have. NO - no indication these are starting action dice

So your instincts were indeed correct :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2010, 10:02:17 AM
For  fire dame is the full damage suffered each round the dice rolled for damage from the attack say 3d6 or the damage you took from the roll say 9.
+ d6 each round the fire is not put out thereafter?

seems like the later judging buy how acid works but want to be sure.

Thanks.

It's the latter. The fire damage is set when the character is initially hit, and then increases by +1d6 each round. If a character starts by suffering 3 points of fire damage (and is unlucky enough to catch fire), he would not be subject to 4d6 next round, but rather 3 + the result of 1d6 points of fire next round.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2010, 10:04:34 AM
I wonder, would the +4 sneak bonus from Elemental Darkness stack with the +5 sneak bonus from Path of Darkness?  +9 sneak would be an awesome bonus.

If neither bonus is named (i.e. "gear bonus," "morale bonus," etc.), than yes they would stack.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on August 10, 2010, 11:54:54 AM
If I apply the bleed quality to an atack that deals stress or subdual damage, is the extra damage lethal or the same as the attack?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on August 10, 2010, 12:05:31 PM
Just to be certain, the entire party (and not each individual member) roles for treasure after combat, right?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2010, 12:41:08 PM
If I apply the bleed quality to an atack that deals stress or subdual damage, is the extra damage lethal or the same as the attack?

It says right there in the condition - lethal damage.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2010, 12:41:45 PM
Just to be certain, the entire party (and not each individual member) roles for treasure after combat, right?

Correct. Treasure is taken by the party.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: adrick on August 11, 2010, 03:01:33 AM
Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on August 11, 2010, 03:04:49 AM
Don't forget tricks to liven up natural attacks.  Also if you don't have it, The Martial Artist is great for natural weapons. (http://rpg.drivethrustuff.com/product_info.php?products_id=68793&filters=0_0_0_0_0&manufacturers_id=341 here for 2 bucks if you don't have it)  At 10th level they can apply melee tricks to unarmed attacks, including natural attacks.  The Monk and the Force of Nature both make interesting options for natural attack users. 

Not that feats for natural attacks aren't a great idea, I just wanted to point out some of the ways you can enhance them now.

Apparently martial arts working with natural attacks is one of those *only if your DM allows it deals*. I dunno, that kind of put me off them, (natural attacks that is).

prototype00

I think it's more about letting the GM decide whether that's broken or not for his table. Martial Arts works great with natural attacks - but non-natural attackers are getting just a 1d4 to start with, while the tail-slapper is getting 1d8 AND Reach +1 even at grade I. Most NAs are equal to or better than melee weapons (the tail here being mostly equivalent to a thrusting spear), so we wanted to be sure the GM felt empowered to divide NAs out from Unarmed if they were so inclined. In the base set of rules, NAs are pretty much unarmed attacks, since they use unarmed attack rolls, apply Strength, etc.


Ah, thank you for that clarification. I do understand that FC is a toolkit for DMs, but as a prospective player, call me neurotic, but I always like to know where I stand with the base rules, otherwise why have a well integrated and balanced system?

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on August 14, 2010, 02:56:49 AM
When building NPCs, is it valid to say "extraordinary attack [blah]" is actually a weapon of type [blah]/.

So, say your NPC is a certain albino with a certain black sword. Could you give him Soul Draining VI, call that attack a sword, then apply the benefits of the Sword feat chain to that attack?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on August 14, 2010, 03:17:40 AM
When building NPCs, is it valid to say "extraordinary attack [blah]" is actually a weapon of type [blah]/.

So, say your NPC is a certain albino with a certain black sword. Could you give him Soul Draining VI, call that attack a sword, then apply the benefits of the Sword feat chain to that attack?

As a GM I use the linked [iirc? away from books] upgrade to link extraodinary attacks to a melee weapon frequently [even if it does say natural attacks].  As a player I think it's more if the GM says it's cool - the rules certainly don't seem to support doing this as written.  For what it's worth, I've also given out prizes that are weapons with built in extraodinary attacks.  What's the albino with a black sword in reference to?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on August 14, 2010, 03:43:41 AM
Elric and Stormbringer probably.

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: esoclectica on August 14, 2010, 07:43:26 AM
Elric is one of Michael Moorcock's fantasy anit-heroes.  The concept is parallel worlds with an Eternal Champion incarnated across all of them.  He is cursed to carry a demonic artifact which has been bargained into not destroying all of the universes simultaneously.  Michael Moorcock is also a musician and songs such as Blue Oyster Cult's Veteran of a Thousand Psychic Wars from the original Heavy Metal movie are about this character.  The Dungeon and Dragon's Law vs Chaos alignment is believed to have been drawn from these books.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on August 17, 2010, 12:46:51 PM
This one came up last night and it seems both answers have a degree of "rightness"

What happens if a character with one of the "Minimum Success" Abilities doesn't even have any ranks in the particular skill?  (For Example a low Strength Explorer with no ranks in Athletics)
Per the Untrained skills, is the result capped at 15?
Or Per the feature is the result going to default to a minimum 20 + Class Level?
Either way, being untrained is going to result in an increase in the error range, and thus a big reason to drop at least one skill point into it.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 17, 2010, 01:13:56 PM
I would say the untrained cap still kicks in, regardless of class ability. We're talking about 2 fricking skill points here.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on August 17, 2010, 01:28:52 PM
the defense for the other way is that the class features do not say that your roll total is 20 + class level, only that you achieve a minimum success if the DC is 20 + Class Level or less.

probably means that those class features should not be viable on downtime earning checks, as those are not DC's, but open ended rolls.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: TheOpSecTreeFloof on August 20, 2010, 09:14:39 AM
I know the probable answer, but I'm going to ask anyway.  Is there a document that lists the balancing for the 2nd Printing but doesn't destroy Iconic & Banned Actions?  Our group took a vote, and we're keeping those in.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 20, 2010, 09:21:30 AM
I know the probable answer, but I'm going to ask anyway.  Is there a document that lists the balancing for the 2nd Printing but doesn't destroy Iconic & Banned Actions?  Our group took a vote, and we're keeping those in.

I'd ask that in license to improvise, since it' would mean creating a hybrid presentation. Pech would be interesting because it looks like Small dropped from 1 point to 0 design points, so if you keep iconic specialties they now have another point to play with. Assigning how that point is used gets deep in to the shrubbery of house rules.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 20, 2010, 09:23:09 AM
the defense for the other way is that the class features do not say that your roll total is 20 + class level, only that you achieve a minimum success if the DC is 20 + Class Level or less.

probably means that those class features should not be viable on downtime earning checks, as those are not DC's, but open ended rolls.

*chuckle* the "lowest possible positive result" on thise checks are pretty crappy. I think that part of the ability is thoroughly self-correcting :).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on August 20, 2010, 10:42:29 AM
odd - I noticed in the Weapon section under scale that if you increase a weapon's size it increases the Error range by one.  That I can understand, to a degree.
But then the next item says that if you decrease a weapon's size it increases the Error range by one as well.  I'm not sure that makes sense.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 20, 2010, 10:50:11 AM
odd - I noticed in the Weapon section under scale that if you increase a weapon's size it increases the Error range by one.  That I can understand, to a degree.
But then the next item says that if you decrease a weapon's size it increases the Error range by one as well.  I'm not sure that makes sense.

It's not designed with the proper balance it was created for. Over/undersized weapons are "off" from the baseline creations, and thus weird in the hands of those trained with them.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on August 20, 2010, 11:09:15 AM
odd - I noticed in the Weapon section under scale that if you increase a weapon's size it increases the Error range by one.  That I can understand, to a degree.
But then the next item says that if you decrease a weapon's size it increases the Error range by one as well.  I'm not sure that makes sense.

It's not designed with the proper balance it was created for. Over/undersized weapons are "off" from the baseline creations, and thus weird in the hands of those trained with them.

It seems rather unfair on Large characters to have to use weapons designed for a Medium-sized person to avoid this penalty, and for Small characters to be unable to avoid it altogether, however.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on August 20, 2010, 11:18:14 AM
And that's the benefit of being a toolbox game.

For my game, I'll have it that if it's not your size, then there'll be an error range increase, one for each size difference. But weapons made by pechs for pechs, or by giants for giants, should be just as balanced for them as weapons made by humans for humans.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 20, 2010, 12:12:56 PM
odd - I noticed in the Weapon section under scale that if you increase a weapon's size it increases the Error range by one.  That I can understand, to a degree.
But then the next item says that if you decrease a weapon's size it increases the Error range by one as well.  I'm not sure that makes sense.

It's not designed with the proper balance it was created for. Over/undersized weapons are "off" from the baseline creations, and thus weird in the hands of those trained with them.

It seems rather unfair on Large characters to have to use weapons designed for a Medium-sized person to avoid this penalty, and for Small characters to be unable to avoid it altogether, however.

First off, divorce the idea weapon scale must match the size of the character using it. The only rule that matters is the weapon's size must not exceed the character's size. Thus, a Pech can use the exact same pistol or broadsword as a human, with no penalties, because their size is equal to or less than his own - you don't need to down-scale the weapon so it will fit the Pech's hands or whatever. The only time the Pech has to down-scale a weapon is when he wants to use a halberd or zweihander or whatever. From a rules perspective, and the actual game environment, the baseline of gear assumes it's a Medium Folk's world. Most of our species are Medium Folk, as in nearly all fantasy environments, and the outliers are the exceptions rather than the rule. If someone's going to suffer a penalty it should always be the smallest possible segment :)

This is about maintaining balance. Big characters with bigger weapons are getting bigger damage (the god-king of all weapon value) so it is absolutely fair to increase erorr range from a game balance perspective, because otherwise you get Medium-sized min-maxers upscaling every Small weapon to break damage scales as often as they can. Big characters can use Medium sized weapons just fine if they want to avoid the penalty - there's no minimum size on weapons they can use so they are really spoiled for choice (including having the options of using light cannon!).

On the other end, in the metagame, Small characters will likely only downsize really powerful or feature laden melee weapons, where either the damage code reduction is counteracted either by the remaining features or the damage remains higher than other, unscaled, weapons with comparable features. For instance, you're unlikely to see Small-scaled doubleswords, because the damage ends up equal to an unscaled short sword or less than a cutlass or longsword (all of which a Small character can use without adjustment). But a Small scale claymore, which has many attractive features like reach, increased threat range and a downscaled damage that's still quite good, could well be worth it. It's all a balancing act, but in the end the "smart" Small character just chooses the right weapon for his size that has the features and the damage he wants and goes from there - in most cases the Pech "greatsword" will end up being that unscaled longsword.

The_Grand_User's suggestion is quite interesting, but has some nasty side effects like humans having at least +2 error range with all knives and +1 with all fencing blades because of size differences, making it more restrictive than the scale rules.

With that said, feel free to ignore the error range penalty at your home games if you feel like it. We have inserted it for balance and the baseline, but if you are less concerned with that, go right on ahead and ignore us :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on August 20, 2010, 12:23:25 PM
No, they wouldn't have a +2 error range with knives; they'd have a +1 error range if they tried to use a pech's knife, while a giant would have +2 for trying to use the same. Against your design philosophy I guess, but that's how it goes sometimes.

I'm also not too worried about large characters with large weapons in my game, as I don't have any large characters who can wield weapons (since there's no Beast upgrade for weapons anymore, got a pech, a goblin, a human, and a couple of drakes) ;)

However, even if there were, I'd still feel comfortable with them having the larger weapons. They still cost more, and they have the size penalties to hit and defense.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 20, 2010, 12:31:42 PM
No, they wouldn't have a +2 error range with knives; they'd have a +1 error range if they tried to use a pech's knife, while a giant would have +2 for trying to use the same. Against your design philosophy I guess, but that's how it goes sometimes.

Apparently I misunderstood. From what you said:

Quote
For my game, I'll have it that if it's not your size, then there'll be an error range increase, one for each size difference

I thought you meant weapon Size, not weapon Scale.

Quote
I'm also not too worried about large characters with large weapons in my game, as I don't have any large characters who can wield weapons (since there's no Beast upgrade for weapons anymore, got a pech, a goblin, a human, and a couple of drakes) ;)

However, even if there were, I'd still feel comfortable with them having the larger weapons. They still cost more, and they have the size penalties to hit and defense.

Like I said, more power. Your table, your fun. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on August 20, 2010, 12:37:13 PM
Hey, have you guys thought of compiling a book of various campaign qualities, rules tweaks, etc? And not just a big list of things, but talking about the considerations you put into them, how things might interact with others. Also include a section of just completely over the top stuff where balance is (mostly) thrown out in deference to the rule of cool, with big warning labels though.

It's not a proper toolbox till we have a 10-sized set of each tool. :P ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 20, 2010, 04:44:48 PM
While on the size subject there is a scaling rule for weapons but what about armour and other equipment. Have I missed it?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on August 20, 2010, 05:04:53 PM
While on the size subject there is a scaling rule for weapons but what about armour and other equipment. Have I missed it?

It's but a footnote- if you check, in the errata'd copy, anyhow- Table 4.17 on page 174, right below the table you'll see the asterisk for extra info on Weight and Cost for larger and smaller sizes, as well as barding and unborn.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on August 21, 2010, 01:04:15 AM
When calculating the cost of armour, are fittings considered part of the base price or are they added like other upgrades?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on August 21, 2010, 01:47:49 AM

First off, divorce the idea weapon scale must match the size of the character using it. The only rule that matters is the weapon's size must not exceed the character's size. Thus, a Pech can use the exact same pistol or broadsword as a human, with no penalties, because their size is equal to or less than his own - you don't need to down-scale the weapon so it will fit the Pech's hands or whatever. The only time the Pech has to down-scale a weapon is when he wants to use a halberd or zweihander or whatever. From a rules perspective, and the actual game environment, the baseline of gear assumes it's a Medium Folk's world. Most of our species are Medium Folk, as in nearly all fantasy environments, and the outliers are the exceptions rather than the rule. If someone's going to suffer a penalty it should always be the smallest possible segment :)

I suddenly want to play a Farstride Pech with a katana... well, maybe a sabre for finesse, but I'd call it a katana.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 21, 2010, 02:48:44 AM
he he
I urge all the other pedants out there to look into the real histroy of that ancient weapon the "claymore".  >:D
Gotta love fantasy you can just change stuff to suit.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: royalfa on August 21, 2010, 07:02:20 AM
Good day

Just a moment ago I download the errata guide of Fantasy Craft and check it.

I can tell right now my unborn player will cry lol.

Well the question is I have all the Fantasy Craft PDFs and the Fantasy craft hard paste book I recently read about the "automatic updates"
Any one can tell me please how that works?

Thanks
Roy

PS: Until now I know a lot of products have errata and don't know how to check that. I only use the martial artist pdf but will use the adventures in the coming months.
 
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 21, 2010, 07:13:25 AM
Redownload the PDFs from DriveThru for the updated versions.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: royalfa on August 22, 2010, 12:09:49 AM
Thank!

I download the PDFs except the Fantasy Craft v2 That they don't show me. But I read the errata and I will correct my PCs

Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on August 24, 2010, 10:10:41 AM
Not sure if this is covered in a previous spot - weak search fu.

Does the core ability for the soldier (rolling two action dice for each one spent on a to hit roll) interact in any positive way with Favored Gear?  Makes it Three Dice?  Four?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 24, 2010, 10:26:32 AM
Without looking at the feat, since my PDF isn't accessable at the moment, I'd say yes, and makes it three dice.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 24, 2010, 11:56:43 AM
Not sure if this is covered in a previous spot - weak search fu.

Does the core ability for the soldier (rolling two action dice for each one spent on a to hit roll) interact in any positive way with Favored Gear?  Makes it Three Dice?  Four?

From page 29:

Quote from: The Book
Doubled Action Dice: Some abilities allow you to roll 2 dice when you spend 1 action die. When two or more of these abilities apply to the same roll, you still only roll 2 dice for each action die spent.

And before you say it, yes, I know this is under Class Abilities and not the feat itself. Favored Gear is one of those rare spots where a core abilty style option comes up outside of core abilities.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on August 24, 2010, 01:10:14 PM
All good - no worries - I advised our soldier that I didn't think that they stacked, but that I would check.  It saves him the feat.

One point of contention that our group has with the FantasyCraft product is that there are just so many crunchy bits that there isn't room in the book to ever mention anything more than once.

While I am on that topic, Damage Conversion.  There are several option in the game that allow you to convert regular (lethal) melee damage into another type (typically through an elemental heritage feat or through a Alignment Path) - Path of Destruction does not mention either the 1/2 damage or the -4 to hit penalty, so I would presume both of those apply, but Elementale Heritage: Electricity specifies that you convert without the -4 to hit, but I still presume that the 1/2 damge applies.

I know - the answer should be "duh! It is Damage conversion." - but it is one of those things where we might want it to be a little more verbose.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: mach1.9pants on August 24, 2010, 05:19:55 PM

One point of contention that our group has with the FantasyCraft product is that there are just so many crunchy bits that there isn't room in the book to ever mention anything more than once.

Yeah I brought this up when I first got FC, it is a trade of between value for money and ease-of-use... Crafty go for the value. We have been spoiled by DnD where rules are repeated often. And it is spoiled in both ways, good and bad. TBH this makes FC not very noobie friendly but excellent value for your dosh :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 25, 2010, 02:07:52 AM
Nowadays with pdf versions just do a keyword search on the document
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Brakk on August 25, 2010, 02:10:36 AM
Just to be sure...
If you multiclass and gain a new level, can you buy ranks in class skills of your other classes or just the one you leveled up in?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Arakor on August 25, 2010, 02:45:33 AM
Just to be sure...
If you multiclass and gain a new level, can you buy ranks in class skills of your other classes or just the one you leveled up in?


You can buy ranks in your Origin skills at any level but you can only buy ranks in the class skills for the Class you have just selected for levelling up.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on August 28, 2010, 04:37:17 AM
Quote from: FantasyCraft 2nd Printing, Page 227
Horror (+5 XP): The NPC has an alien appearance or psychology that undermines an observerís psyche. Any character other than one of the NPCís teammates who see it suffers a Ė3 morale penalty with Will saves.

[Emphasis is mine]  The way I read it, it's only one specific teammate that doesn't suffer the penalty.  Is this supposed to be the case?  Or was it if you're a any one of the teammates you don't suffer the penalty?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on August 28, 2010, 05:04:56 AM
I'm almost entirely certain it's the latter. It's presumes that teammates who worked with the horror have grown use to it; there's no discernible reason why only one of the Horror's teammates would be unaffected.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on August 28, 2010, 05:09:52 AM
I'm almost entirely certain it's the latter. It's presumes that teammates who worked with the horror have grown use to it; there's no discernible reason why only one of the Horror's teammates would be unaffected.

I actually thought it was from the fantasy trope of a horrible abomination that only the head guy/sorceror can control, with all his troops and underlings being terrified of it.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on August 28, 2010, 09:59:41 AM
There's no reason you can't play it either way, as the situation warrants.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 28, 2010, 11:01:03 AM
Quote from: FantasyCraft 2nd Printing, Page 227
Horror (+5 XP): The NPC has an alien appearance or psychology that undermines an observerís psyche. Any character other than one of the NPCís teammates who see it suffers a Ė3 morale penalty with Will saves.

[Emphasis is mine]  The way I read it, it's only one specific teammate that doesn't suffer the penalty.  Is this supposed to be the case?  Or was it if you're a any one of the teammates you don't suffer the penalty?

Horror does not affect teammates. The wording is the same as if saying "Any character other than A teammate..." Such is the English language :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 28, 2010, 01:15:18 PM
"Non-teammates suffer..."
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 28, 2010, 02:39:58 PM
Quote from: Crafty_Alex link=topic=3946.msg73519#msg73519 date=1283018463

Horror does not affect teammates. The wording is the same as if saying "Any character other than [b
A[/b] teammate..." Such is the English language :)

Yep, English, messed up cos' just about everyone invaded England and it got all tangled with loan words, loan gramar etc. Maybe Webster was onto something...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on August 28, 2010, 05:50:04 PM
Quote from: FantasyCraft 2nd Printing, Page 227
Horror (+5 XP): The NPC has an alien appearance or psychology that undermines an observerís psyche. Any character other than one of the NPCís teammates who see it suffers a Ė3 morale penalty with Will saves.

[Emphasis is mine]  The way I read it, it's only one specific teammate that doesn't suffer the penalty.  Is this supposed to be the case?  Or was it if you're a any one of the teammates you don't suffer the penalty?

Horror does not affect teammates. The wording is the same as if saying "Any character other than A teammate..." Such is the English language :)

Cheers - thought I might have been seeing emphasis where there wasn't any.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: snake on August 31, 2010, 05:16:35 AM
Hi.

Any idea when Fantasycraft 2nd and Time of High adventure will be hitting Amazon UK please ? The FC currently listed there is the 1st ed.

Thanks.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 31, 2010, 06:37:24 AM
Hi.

Any idea when Fantasycraft 2nd and Time of High adventure will be hitting Amazon UK please ? The FC currently listed there is the 1st ed.

Thanks.

This should probably be in customer service for clarity but no big. In my experience, here's how Amazon works.

1) You release a book.
2) Amazon decides when, where, and how it will be released (which is often incorrect).

At no point do they tell us anything about releases, nor do they correct info that's wrong - Amazon is the big dog and they act like it. FC 2nd printing has been sent out into the distribution chain as of this week, and Time of High Adventure should be out by the end of the month. Amazon will get them sometime after that...probably a few weeks, but if they didn't order enough it could be longer.

This is one of the advantages of the FLGS over Amazon - at least you can get a special order and dates that somewhat resemble reality :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on August 31, 2010, 06:47:42 AM
Hi.

Any idea when Fantasycraft 2nd and Time of High adventure will be hitting Amazon UK please ? The FC currently listed there is the 1st ed.

Thanks.

This should probably be in customer service for clarity but no big. In my experience, here's how Amazon works.

1) You release a book.
2) Amazon decides when, where, and how it will be released (which is often incorrect).

At no point do they tell us anything about releases, nor do they correct info that's wrong - Amazon is the big dog and they act like it. FC 2nd printing has been sent out into the distribution chain as of this week, and Time of High Adventure should be out by the end of the month. Amazon will get them sometime after that...probably a few weeks, but if they didn't order enough it could be longer.

This is one of the advantages of the FLGS over Amazon - at least you can get a special order and dates that somewhat resemble reality :)

On the other hand, I got Brandon Sanderson's The Way of Kings a day before it was actually set to come out through them.

 ;D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on September 03, 2010, 09:22:27 PM
Does the Class Enhancement essence work like Virtues of Command, in that it boosts existing class abilities that are based on class level, or does it solely grant the next level's class ability?

I would rule that it does both.

Sorry to dredge this up again. Would that include Caster Level, or is that treated like vitality, skill points, etc?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 06, 2010, 12:11:20 PM
Does the Class Enhancement essence work like Virtues of Command, in that it boosts existing class abilities that are based on class level, or does it solely grant the next level's class ability?

I would rule that it does both.

Sorry to dredge this up again. Would that include Caster Level, or is that treated like vitality, skill points, etc?

Actually, the Essence in this case is perfectly clear. Class Enhancement grants ONLY THE NEXT LEVEL OF CLASS ABILITIES. Nothing else. Thus that would include all numerical benefits, including Caster Level.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on September 07, 2010, 01:03:01 AM
Non-scaling NPC's. How do you assign experience with this campiagn quality in play? Have I missed it in the book?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 07, 2010, 06:28:13 AM
Non-scaling NPC's. How do you assign experience with this campiagn quality in play? Have I missed it in the book?

XP would be based on the threat level you assign the NPC, as normal.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on September 08, 2010, 08:30:07 AM
I've been wondering: what's the rationale for the magic item discounts? If this was like D&D (I think, not exactly played it much...) with specific effects going in specific slots, I could see it, but with the system as it stands there is no difference in which base items you put the charms and effects in, I don't see why you should get discounts if you the same charm in a weapon over, say, a necklace or a ring.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 08, 2010, 08:40:00 AM
I've been wondering: what's the rationale for the magic item discounts? If this was like D&D (I think, not exactly played it much...) with specific effects going in specific slots, I could see it, but with the system as it stands there is no difference in which base items you put the charms and effects in, I don't see why you should get discounts if you the same charm in a weapon over, say, a necklace or a ring.

I don't normally play the "rationale game," but this one is about balance. It all comes down to what you can hold onto. A magic effect that does not require you to use a specific weapon, or that flatly grants its benefit to all types of actions or attacks you make, is patently better than one you don't. Note how effects on magic items are scripted - a ring granting a bonus to melee damage, for example, would affect every melee attack you make, whereas a weapon with that same essence would only gain the damage bonus for attacks with that weapon.

We were trying to making a magic item that you can't take with you (immobile alter) or that have an opportunity cost (such as armor or a 2 handed item) not be paraiahs in the system compared to rings and the like. The discount reflects that and also makes magic items far more accessible than if the costs were all unadjusted.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Forcegypsy on September 08, 2010, 10:57:05 PM
If I have an Npc with Class ability (Scout - Trophy Hunter), as well as the npc ability Favored Foes (animal), is that npc's threat range with regards to attacking animals increased by 5 altogether?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on September 09, 2010, 03:01:37 AM
If I have an Npc with Class ability (Scout - Trophy Hunter), as well as the npc ability Favored Foes (animal), is that npc's threat range with regards to attacking animals increased by 5 altogether?

I think yes, but I wouldn't mind other peoples point of view.  Also applied to PCs - can't imagine the answer changes, but it doesn't hurt to ask.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on September 09, 2010, 05:01:28 AM
If I have an Npc with Class ability (Scout - Trophy Hunter), as well as the npc ability Favored Foes (animal), is that npc's threat range with regards to attacking animals increased by 5 altogether?

As far as I understand it, against standard Animals, yeah. For Special character Animals, rare though they might be,  it'd only have the benefit of Trophy Hunter. But I don't see why not, a PC Scout with the Ranger specialty and do the same thing.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Forcegypsy on September 09, 2010, 06:56:40 AM
Regarding tricks that trigger the flat-footed condition on failure. Is that condition set at the end of the acting character's initiative count? Or does that outcome only apply to the tricks that call it out specifically as per Forced Opening and Venom Master for example.

This came up in game and I ruled at the table to apply RAW, but I'd like input from the board/crafty-crew.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on September 09, 2010, 02:18:40 PM
Regarding tricks that trigger the flat-footed condition on failure. Is that condition set at the end of the acting character's initiative count? Or does that outcome only apply to the tricks that call it out specifically as per Forced Opening and Venom Master for example.

This came up in game and I ruled at the table to apply RAW, but I'd like input from the board/crafty-crew.

Actually, tricks seem to almost always call it out as specifically happening at the end of your initiative count, the only exceptions are Cheap Shot and Crippling Strike (Ferocity Mastery). Actions on the other hand don't seem to specify, Grapple, Disarm, Feint, all the rest, just say they make you flat-footed. This is a fair question, but just to throw in anything at all I think I run them all in the trick manner, flat-footed at the end of your count, otherwise the whole flat-footed business isn't a risk at all if you just take your alternate action first (which with most of those abilities- disarm, feint, trip) you often do.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on September 09, 2010, 04:08:31 PM
This is a fair question, but just to throw in anything at all I think I run them all in the trick manner, flat-footed at the end of your count, otherwise the whole flat-footed business isn't a risk at all if you just take your alternate action first (which with most of those abilities- disarm, feint, trip) you often do.

The fact that there was a distinction made between the character "becomes flat-footed" vs "becomes flat-footed at the end of his current Initiative Count" is why I ruled it the other way.

It's safer to attempt things that just make you flat-footed if you are already engaged with your opponent.  So if you want to trip or feint your opponent, your better off already being engaged in melee with him than jumping/leaping/moving into position to try it.  Thematically, the guy who has to move into engage the opponent should be more likely to end up flat-footed and vulnerable to his opponents than one who has been fighting his current opponent for a while.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on September 09, 2010, 07:11:15 PM
This is a fair question, but just to throw in anything at all I think I run them all in the trick manner, flat-footed at the end of your count, otherwise the whole flat-footed business isn't a risk at all if you just take your alternate action first (which with most of those abilities- disarm, feint, trip) you often do.

The fact that there was a distinction made between the character "becomes flat-footed" vs "becomes flat-footed at the end of his current Initiative Count" is why I ruled it the other way.

It's safer to attempt things that just make you flat-footed if you are already engaged with your opponent.  So if you want to trip or feint your opponent, your better off already being engaged in melee with him than jumping/leaping/moving into position to try it.  Thematically, the guy who has to move into engage the opponent should be more likely to end up flat-footed and vulnerable to his opponents than one who has been fighting his current opponent for a while.

And this is a perfect rationalization (and technically one that follows RAW), all the more to see what Pat or Alex say about.

(Really my main reason for doing it the way I do is because I didn't actually notice that the actions were lacking that bit of text until I responded to this question)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Forcegypsy on September 09, 2010, 09:34:16 PM
Just to clarify, I ruled as Bill did. In fact my thought process was basically identical. I just want to know if that is the intent of the Crafty crew.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: EloiseCartwright on September 10, 2010, 04:45:21 AM
Several NPC's in the book have the Killing Conversion quality, but there's no description of it.
I presume that it's to represent the opponents it kills rising up as a creature of the same type but it'd be nice to have specifics, or mention if it's supposed to have been removed.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 10, 2010, 06:30:16 AM
Several NPC's in the book have the Killing Conversion quality, but there's no description of it.
I presume that it's to represent the opponents it kills rising up as a creature of the same type but it'd be nice to have specifics, or mention if it's supposed to have been removed.

Look at the Conversion NPC quality - there are two subtypes: Killing and Infectious. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Forcegypsy on September 10, 2010, 07:37:06 AM
Just to add, page 231, relevant section:
Killing Conversion: A character killed by the NPC rises again 1d6 rounds later as a creature identical to the NPC.
The characterís original body is destroyed when he rises.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: EloiseCartwright on September 10, 2010, 08:40:04 AM
Several NPC's in the book have the Killing Conversion quality, but there's no description of it.
I presume that it's to represent the opponents it kills rising up as a creature of the same type but it'd be nice to have specifics, or mention if it's supposed to have been removed.

Look at the Conversion NPC quality - there are two subtypes: Killing and Infectious. :)

Yes, despite multiple searches (pdf text search) it didn't show up for some reason. Got it now.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on September 10, 2010, 09:00:14 AM
Several NPC's in the book have the Killing Conversion quality, but there's no description of it.
I presume that it's to represent the opponents it kills rising up as a creature of the same type but it'd be nice to have specifics, or mention if it's supposed to have been removed.

Look at the Conversion NPC quality - there are two subtypes: Killing and Infectious. :)

Yes, despite multiple searches (pdf text search) it didn't show up for some reason. Got it now.

PG. 231 around the middle of the right side.  "Conversion"
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 10, 2010, 03:20:18 PM
If I have an Npc with Class ability (Scout - Trophy Hunter), as well as the npc ability Favored Foes (animal), is that npc's threat range with regards to attacking animals increased by 5 altogether?

As far as I understand it, against standard Animals, yeah. For Special character Animals, rare though they might be,  it'd only have the benefit of Trophy Hunter. But I don't see why not, a PC Scout with the Ranger specialty and do the same thing.

Regarding tricks that trigger the flat-footed condition on failure. Is that condition set at the end of the acting character's initiative count? Or does that outcome only apply to the tricks that call it out specifically as per Forced Opening and Venom Master for example.

This came up in game and I ruled at the table to apply RAW, but I'd like input from the board/crafty-crew.

Actually, tricks seem to almost always call it out as specifically happening at the end of your initiative count, the only exceptions are Cheap Shot and Crippling Strike (Ferocity Mastery). Actions on the other hand don't seem to specify, Grapple, Disarm, Feint, all the rest, just say they make you flat-footed. This is a fair question, but just to throw in anything at all I think I run them all in the trick manner, flat-footed at the end of your count, otherwise the whole flat-footed business isn't a risk at all if you just take your alternate action first (which with most of those abilities- disarm, feint, trip) you often do.

Deral's got it right on both these counts - at least as I'd rule.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 11, 2010, 11:52:25 PM
Question: is the reference to the blast rules in the description of the Cone area upgrade (pg 239) intended to be a reference only to the shape of the cone, or that any attack (including one has to assume, save attacks) with the cone area upgrade tapers off like a blast radius?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 12, 2010, 03:09:13 AM
Question: is the reference to the blast rules in the description of the Cone area upgrade (pg 239) intended to be a reference only to the shape of the cone, or that any attack (including one has to assume, save attacks) with the cone area upgrade tapers off like a blast radius?

It's just a reference to the shape - a way of getting double mileage out of the diagram.

But you knew that, or should have from the context. ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on September 12, 2010, 10:11:35 AM
I feel like this has been asked, long ago, but I can't seem to find the answer to it: What's the story with the Lich template? I suppose I can see justification for some of the immunities as just safety catches, but most undead won't suffer any damage from cold (unless they have Achilles Heel, and even if they do- would that even overcome damage immunity?) and will never see the fatigued or shaken conditions except in very particular situations (though now a lich can be targeted with Scare, can rage, or take wound point damage without feat).

Actually, I've been running this game for a year and only just realized undead can become fatigued, I must've glazed over it a thousand times, just flat out assuming they can't- so maybe condition immunity (fatigued) is not so wasted, but still Shaken conditions and Cold damage are tough to come by.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 12, 2010, 11:25:41 AM
I feel like this has been asked, long ago, but I can't seem to find the answer to it: What's the story with the Lich template? I suppose I can see justification for some of the immunities as just safety catches, but most undead won't suffer any damage from cold (unless they have Achilles Heel, and even if they do- would that even overcome damage immunity?) and will never see the fatigued or shaken conditions except in very particular situations (though now a lich can be targeted with Scare, can rage, or take wound point damage without feat).

The story is it was a conversion of a D&D trope, and as such I was trying to meet a great many expectations of what a lich is and how it works. As you note, there are still particular instances where these conditions and damages may apply - Liches are roundly immune to those rare circumstances. Achilles Heel would not overcome damage immunity, anyway, since a character with damage immunity would never suffer the damage in the first place.

I'm sure if you look very carefully, the NPC chapter in FC has a dozen little holes - places where type and qualities cross over in ways that are not perfectly optimal, where through sleight of hand with math you can find a "more powerful" version of an NPC than someone who doesn't know the "trick", and so on. I address this directly in the section "The Art of (Not) Killing the PCs." That entire chapter is written with the core presmise that the GM is not out to be a douchebag; not out to build the most deadly NPC to "beat" the party with, not out to give the party as little XP as possible for overcoming the bad guys, etc. I did not have months to write that chapter, so mea culpa. But IMO it's totally futile to even try and build an RPG if you can't at least count on the core principles of collaboration between players and GM - to have fun with friends and share a story. Otherwise I'd just be back writing first person shooters again...and we all know what sort of roleplaying experiences those offer! So if the Lich template could have been 4 XP less...would it really make any difference in play? I thought round numbers actually provided for greater ease in applying templates than optimization. Perhaps I was wrong :(.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 12, 2010, 02:45:34 PM
Quote from: Crafty_Alex
Achilles Heel would not overcome damage immunity, anyway, since a character with damage immunity would never suffer the damage in the first place.

Um, isn't this exactly how the Skeleton's problematic insusceptability to bashing/blunt weapons was resolved despite it being Undead? That it's not so much that the damage type that is affecting them, but the additional lethal damage to goes along with it?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on September 12, 2010, 02:47:59 PM
I feel like this has been asked, long ago, but I can't seem to find the answer to it: What's the story with the Lich template? I suppose I can see justification for some of the immunities as just safety catches, but most undead won't suffer any damage from cold (unless they have Achilles Heel, and even if they do- would that even overcome damage immunity?) and will never see the fatigued or shaken conditions except in very particular situations (though now a lich can be targeted with Scare, can rage, or take wound point damage without feat).

The story is it was a conversion of a D&D trope, and as such I was trying to meet a great many expectations of what a lich is and how it works. As you note, there are still particular instances where these conditions and damages may apply - Liches are roundly immune to those rare circumstances. Achilles Heel would not overcome damage immunity, anyway, since a character with damage immunity would never suffer the damage in the first place.

I'm sure if you look very carefully, the NPC chapter in FC has a dozen little holes - places where type and qualities cross over in ways that are not perfectly optimal, where through sleight of hand with math you can find a "more powerful" version of an NPC than someone who doesn't know the "trick", and so on. I address this directly in the section "The Art of (Not) Killing the PCs." That entire chapter is written with the core presmise that the GM is not out to be a douchebag; not out to build the most deadly NPC to "beat" the party with, not out to give the party as little XP as possible for overcoming the bad guys, etc. I did not have months to write that chapter, so mea culpa. But IMO it's totally futile to even try and build an RPG if you can't at least count on the core principles of collaboration between players and GM - to have fun with friends and share a story. Otherwise I'd just be back writing first person shooters again...and we all know what sort of roleplaying experiences those offer! So if the Lich template could have been 4 XP less...would it really make any difference in play? I thought round numbers actually provided for greater ease in applying templates than optimization. Perhaps I was wrong :(.

I didn't realize it was such a tender subject- I didn't mean to sound like a jerk if I did, I was really just curious and didn't mean to imply anywhere that I thought it was wrong or overpowered or some such, but rather was interested in finding out if it was trying to get the image of the DnD lich, or if maybe undead used to work differently or if maybe once the undead type had some sort of restriction so even if the type wouldn't get applied you'd still have similar immunities- just curious, I know I've asked a lot of questions in here and I think the same goes for a lot of what other people ask- I typically can handle the situation on my own if it is even an issue or real question that could or did come up in game (and often it isn't- just something I happen across looking over the rules, that I have already or would by default just roll with), applying common sense is a pretty core part of FC's foundation, which I'm completely in support of, it's just that some times it's nice to hear what the original intent is- confirmation as to whether or not the decisions I've made or would make are in line with what you guys intended, even if it isn't the end result I go for. Again, sorry if I came across condescending or in any way offensive with my post (and likewise if I misread your post), and since it's been a year or so since I've said it- thanks again to you guys for coming in here and answering our questions so diligently, I know that's something like a full time job in and of itself.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 12, 2010, 04:54:34 PM
Quote from: Crafty_Alex
Achilles Heel would not overcome damage immunity, anyway, since a character with damage immunity would never suffer the damage in the first place.

Um, isn't this exactly how the Skeleton's problematic insusceptability to bashing/blunt weapons was resolved despite it being Undead? That it's not so much that the damage type that is affecting them, but the additional lethal damage to goes along with it?

True. It's not so much overcoming the damage immunity as side-stepping it.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on September 16, 2010, 02:23:21 PM
I've just realised something - there's no way to coerce someone while grappling them, because you can't get in a full action, right?

Seems like you'd need a team of two to make this work.  Classic good cop/bad cop.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 16, 2010, 04:06:27 PM
Does someone with the undead type gain the restoration to their wounds from "cause wounds" the way a normal person benefits from "cure wounds"?

And can player NPCs have spells with Prep costs as long as the xp value = 1/4 cost is factored into their final cost?

And can you take 10/20 as with standard skills with spellcasting, , as the mage gamebreaker is really just expertise?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on September 16, 2010, 04:07:57 PM
As I examine possible options, I wonder: Can/Should/Does the keen upgrade apply for determining bleeding vis a vis the bleed quality? That is, would the "virtual" damage added by keen apply to the damage total (and therefore the calculated save DC) of an attack that also possesses the bleed quality?

While the RAW would seem to preclude it (in that it does not specifically allow it), given that a big chunk of the results on the Table of Ouch are "you start bleeding", I'm given to wonder.

Thoughts? Or official word, as the case may be?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 16, 2010, 04:12:43 PM
I'd allow it, as it seems in keeping with the intent that keen weapons are just that much more likely to mess you up.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 16, 2010, 05:23:38 PM
Does someone with the undead type gain the restoration to their wounds from "cause wounds" the way a normal person benefits from "cure wounds"?

Page 112, Level:

"Darkness (opposes Light): When a damaging Darkness spell targets an undead character, that character instead heals the same amount. Also, magic darkness blocks darkvision."

Quote
And can player NPCs have spells with Prep costs as long as the xp value = 1/4 cost is factored into their final cost?

Don't see why not.

Quote
And can you take 10/20 as with standard skills with spellcasting, , as the mage gamebreaker is really just expertise?

No. This will be clarified in official documentation later.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 16, 2010, 05:26:21 PM
As I examine possible options, I wonder: Can/Should/Does the keen upgrade apply for determining bleeding vis a vis the bleed quality? That is, would the "virtual" damage added by keen apply to the damage total (and therefore the calculated save DC) of an attack that also possesses the bleed quality?

Can it? I guess.

Should it? I'd say no, as bleeding is pretty deadly in FC relative to 2.0, and making bleed more common means more rapidly debilitated special characters (including PCs). The reasonably low DC matters when you have a PC who's getting hit by a bleed weapon on average of 1-2 times a round in melee combat...

Does it? No, not per the RAW.

Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 16, 2010, 05:51:53 PM
Does someone with the undead type gain the restoration to their wounds from "cause wounds" the way a normal person benefits from "cure wounds"?

Page 112, Level:

"Darkness (opposes Light): When a damaging Darkness spell targets an undead character, that character instead heals the same amount. Also, magic darkness blocks darkvision."

Cure Wounds heals choice of wounds or vitality for specials, Cause Wounds just does (vitality) damage. As written, Cure Wounds would seem to basically grant auto-crits unagainst undead and Cause Wounds only heal their vitality
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on September 16, 2010, 05:59:12 PM
Does someone with the undead type gain the restoration to their wounds from "cause wounds" the way a normal person benefits from "cure wounds"?

Page 112, Level:

"Darkness (opposes Light): When a damaging Darkness spell targets an undead character, that character instead heals the same amount. Also, magic darkness blocks darkvision."

Cure Wounds heals choice of wounds or vitality for specials, Cause Wounds just does (vitality) damage. As written, Cure Wounds would seem to basically grant auto-crits unagainst undead and Cause Wounds only heal their vitality

I think it's apparent that the authorial intent here is to make each spell function as the other when cast on undead characters. The simplest solution is just to have cause wounds function as cure wounds when targeting undead characters and vice versa. Cause wounds I, when cast on an undead character, heals either 10 vitality or 1 wounds.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 16, 2010, 06:43:10 PM
Well, yes, but it's always better to be sure in order to avoid any potential misunderstandings between players and GCs.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on September 18, 2010, 02:28:49 PM
I'm not sure if anyone caught this yet.
Undead are now vulnerable to Critical Hits, right?
The first sentence of the Path of Death is now redundant:
"You may now inflict critical hits on undead characters."
And no errata was made to address this.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 18, 2010, 03:32:44 PM
Undead are now vulnerable to Critical Hits, right?

Yes. Note that critical hit immunity has been removed from the Undead Type (page 227).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Big_Jim on September 19, 2010, 11:13:55 PM
ArawnNox is right... step IV of the path of Death is a little light now.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on September 20, 2010, 12:05:36 AM
You could easily replace with a '-1AD cost to activate criticals on Undead' ability, I reckon.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 20, 2010, 03:44:23 AM
We'll take a look at it and get something into the next errata update.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on September 20, 2010, 05:12:22 PM
You could easily replace with a '-1AD cost to activate criticals on Undead' ability, I reckon.

Personally I always found the original somewhat thematically inappropiate - the rest of the path has you raising the dead, why dedicate a step to killing them?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on September 20, 2010, 05:22:14 PM
You could easily replace with a '-1AD cost to activate criticals on Undead' ability, I reckon.

Personally I always found the original somewhat thematically inappropiate - the rest of the path has you raising the dead, why dedicate a step to killing them?

Preparedness? I mean, they always turn you.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on September 20, 2010, 05:25:12 PM
You could easily replace with a '-1AD cost to activate criticals on Undead' ability, I reckon.

Personally I always found the original somewhat thematically inappropiate - the rest of the path has you raising the dead, why dedicate a step to killing them?

Preparedness? I mean, they always turn you.

A fair point - and one that honestly never occurred to me.  I'm happy to accept that.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on September 21, 2010, 03:23:07 PM
Stabilise a dying character:
As written is only any use if you are on exactly zero Wounds. Sounds like as written there is a very small window of opportunity. Should this be useful for characters on negative wounds?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on September 21, 2010, 06:14:30 PM
You don't need to stabilize at 0 wounds as you are already stable.

If you are at negative wounds, you are dying and lose 1 wound per round until you stabilize.  If you stabilize, either from someone taking the stabilize action or you manage to make the percentage chance roll, you revert to 0 wounds and stop dying.

The line "With success (DC 15), the character stabilizes 1 dying special character at 0 wound points (unconscious)." means to say that, with a success on the roll, you set the dying characters wounds to 0, not the roll can only be made if the target is at exactly 0.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on September 22, 2010, 01:48:55 AM
ahh obvious once someone points at it. thankyou.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Reef on September 22, 2010, 05:04:12 AM
Regarding Bleeding (and the stopping thereof):  I see you can use Medicine to remove the condition.  However, under Gear there is also Bandages:

Quote
Bandages: Sterile strips of cloth, boiled leaves, and other antiseptics negate the bleeding condition.

Does this mean that a character can automatically remove a Bleed condition if they have Bandages?  Or is Bandages a required item to have before attempting the Medicine roll?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on September 22, 2010, 05:18:12 AM
Does this mean that a character can automatically remove a Bleed condition if they have Bandages?  Or is Bandages a required item to have before attempting the Medicine roll?

I rule it as automatic, after all you're only wrapping a bunch of cloth around a cut, temporarily stopping the blood flow.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on September 22, 2010, 05:47:33 AM
Using a bandage on a character removes the bleeding condition, no medicine check needed.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Reef on September 22, 2010, 06:13:34 AM
Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 22, 2010, 06:28:43 AM
Quote
Bandages: Sterile strips of cloth, boiled leaves, and other antiseptics negate the bleeding condition.

Does this mean that a character can automatically remove a Bleed condition if they have Bandages?  Or is Bandages a required item to have before attempting the Medicine roll?

No roll required. Bandages are there for automatic bleeding condition cancelation. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on September 23, 2010, 12:47:55 PM
another day of search fu failure.

How do abilities like Adaptable Talent, Fortune Favors the Bold, and the third step of the Path of Fortune interact with doubled action dice (IE Soldier Core ability or Favored Gear feat)?

my gut feeling is that each action die would gain the bonus, and thus an adaptable soldier spending an action die on a to hit roll would get 2 1d4 +2 rolls (algebraicly, a bonus of 2d4 + 4.

But some of the wording for some of the abilites brings me to call into question my initial reading.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 23, 2010, 01:44:20 PM
The bonus is only added to on a per die basis if it says it affects the action die specifically. Things that affect the original roll OR the action die result (IE the final total) are not doubled up in this case. Thus far, we have written no rule that does not focus on the result.

Grace Under Pressure affects the roll you boost with an action die, not the action die itself, thus it remains a flat +2.

Fortune Favors the Bold affects the result (the final total), not the die. Thus they are also not doubled. Same with Fortune III.

We wrote it this way to prevent double dice effects from going crazy, but more importantly to prevent exploding dice to allow double or triple the bonus in the result. Thus the formula of (total die result) + bonus = final result.

Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on September 23, 2010, 02:56:25 PM
well done.

(For the record, my new character for next Monday is all that, and adaptable adventurer Fortune Priest with Fortune Favors the Bold - Grand total of +7 on my action dice & with 5 bonus d4 action dice from Fortunate.  And one level of Sage so that I can share these powered up action dice of doom.  I have a feeling I am going to be instantly popular.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Dhampire on September 24, 2010, 08:21:15 AM
For the record, my new character for next Monday is all that, and adaptable adventurer Fortune Priest with Fortune Favors the Bold - Grand total of +7 on my action dice & with 5 bonus d4 action dice from Fortunate.  And one level of Sage so that I can share these powered up action dice of doom.  I have a feeling I am going to be instantly popular.

You are going to be.

In WyrmStone, I have a similar character Ase Forrester (http://wyrmstone.org/x/char-show?char=10277) (Savvy Cleric, Sage 1, Priest # with Path of Fortune) with nothing but Chance Feats: Fortunate, Lady Luck Smiles, Fortune Favors the Bold, and recently Adventurer's Luck).  It's a lot of fun.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on September 24, 2010, 10:17:52 AM
He saved everybody's ass in the last game--like four times.  :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Typhon on September 27, 2010, 12:21:23 PM
Tripping/Fencing question.

Basic Fencing allows:
Once per round, you may make a free attack with
a fencing blade against an adjacent flat-footed character.

Tripping  is:
If the character wins, the opponent becomes sprawled

Sprawled is:
Sprawled: A character is sprawled when heís knocked off
his feet. He is flat-footed and suffers a Ė2 penalty with all attack
checks.

So my fencer's first 1/2 action is to trip the target. Assuming success, target is now sprawled. 2nd 1/2 action I attack. Then I attack again for half damage since the target is next to me and flat footed, correct?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on September 27, 2010, 12:28:28 PM
Yup.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on September 27, 2010, 12:35:52 PM
Tripping/Fencing question.

Basic Fencing allows:
Once per round, you may make a free attack with
a fencing blade against an adjacent flat-footed character.

Tripping  is:
If the character wins, the opponent becomes sprawled

Sprawled is:
Sprawled: A character is sprawled when heís knocked off
his feet. He is flat-footed and suffers a Ė2 penalty with all attack
checks.

So my fencer's first 1/2 action is to trip the target. Assuming success, target is now sprawled. 2nd 1/2 action I attack. Then I attack again for half damage since the target is next to me and flat footed, correct?


Then you critically fail and break your weapon.   >:D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 27, 2010, 12:40:32 PM
First 1/2 action: Attack target as normal.
2nd 1/2 action: Trip the target. Assuming success, target is now sprawled.  
Free action: Attack again for half damage since the target is adjacent and flat footed.

or

First 1/2 action: Trip the target. Assuming success, target is now sprawled.  
Free action: Attack for half damage since the target is adjacent and flat footed.
2nd 1/2 action: Attack target again, as normal.


Being attacked removes flat-footedness
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Typhon on September 27, 2010, 12:42:05 PM
Yhea thought I had that worked out right in my head just didn't use it much during the game this weekend. Wasn't sure about it so didn't wanna try to exploit hehe.

Another question:
Would:
Touche! (Fencing Blade Attack Trick): If your target is a
standard character with a lower Dexterity score than yours, he
immediately fails his Damage save (damage isnít rolled). You
may use this trick once per round.

and:
CLEAVE BASICS
Benefit: Once per round, when one of your melee attacks
kills an opponent or knocks him out, you may immediately
make another Standard Attack with the same weapon as a free
action.

work together? Meaning once I auto kill with the Touche, will I get the cleave right after?
Trying to figure out how the only one trick per action thing works.

Does that mean I can't:
En Garde! (Fencing Blade Total Defense Trick): Each
opponent who moves into a square adjacent to you must make a
Reflex save (DC 10 + your Dex modifier + the number of Melee
Combat feats you have) or be automatically hit by your fencing
blade
 
and
Touche! (Fencing Blade Attack Trick): If your target is a
standard character with a lower Dexterity score than yours, he
immediately fails his Damage save (damage isnít rolled). You
may use this trick once per round.
(meaningn I go total def and some guys come at me,one of the guy gets hit by the En Garde, can I kill him with the Touche!? Can I then follow up with a Cleave if somebody is within range?)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on September 27, 2010, 12:45:20 PM
On the first combo of Touche and Cleave, I'd say yes, because Touche is an Attack Trick.

I'd rule no on Touche and En Garde because En Garde is a Total Defense Trick which is a full round action and technically isn't granting free attacks that can have tricks applied to them.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Typhon on September 27, 2010, 12:47:33 PM
Tripping/Fencing question.
Basic Fencing allows:
Once per round, you may make a free attack with
a fencing blade against an adjacent flat-footed character.
Tripping  is:
If the character wins, the opponent becomes sprawled
Sprawled is:
Sprawled: A character is sprawled when heís knocked off
his feet. He is flat-footed and suffers a Ė2 penalty with all attack
checks.
So my fencer's first 1/2 action is to trip the target. Assuming success, target is now sprawled. 2nd 1/2 action I attack. Then I attack again for half damage since the target is next to me and flat footed, correct?
Then you critically fail and break your weapon.   >:D

Or you crit fail, drop your weapon and the useless mage runs off with your weapon. >:D



"Being attacked removes flat-footedness"
That doesn't make much sense since the target is still on his back and has not repositioned. It's not like he's been suprised.
Unless you mean "Attacking removes flat-footedness." That I've seen before.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 27, 2010, 12:48:06 PM
Cleave isn't a trick, so yes the benefits stack.

You only get to use both fencing tricks if you're a level 10 I think Martial Artist, but even then I don't think Touche applies as En Garde isn't strictly speaking an attack but a side effect of attacking you
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on September 27, 2010, 12:49:52 PM
Yhea thought I had that worked out right in my head just didn't use it much during the game this weekend. Wasn't sure about it so didn't wanna try to exploit hehe.

Another question:
Would:
Touche! (Fencing Blade Attack Trick): If your target is a
standard character with a lower Dexterity score than yours, he
immediately fails his Damage save (damage isnít rolled). You
may use this trick once per round.

and:
CLEAVE BASICS
Benefit: Once per round, when one of your melee attacks
kills an opponent or knocks him out, you may immediately
make another Standard Attack with the same weapon as a free
action.

work together? Meaning once I auto kill with the Touche, will I get the cleave right after?
Trying to figure out how the only one trick per action thing works.

Does that mean I can't:
En Garde! (Fencing Blade Total Defense Trick): Each
opponent who moves into a square adjacent to you must make a
Reflex save (DC 10 + your Dex modifier + the number of Melee
Combat feats you have) or be automatically hit by your fencing
blade
 
and
Touche! (Fencing Blade Attack Trick): If your target is a
standard character with a lower Dexterity score than yours, he
immediately fails his Damage save (damage isnít rolled). You
may use this trick once per round.
(meaningn I go total def and some guys come at me,one of the guy gets hit by the En Garde, can I kill him with the Touche!? Can I then follow up with a Cleave if somebody is within range?)


Aw Damn!  Typhon's going to make my life difficult I see.   Thanks for the clarifications.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Typhon on September 27, 2010, 12:51:39 PM
SOMEBODY has to make up for that crazy ass mage!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on September 27, 2010, 12:53:51 PM
SOMEBODY has to make up for that crazy ass mage!

Oh Mr. Mage is just beginning to understand just how gimped he made himself.  :D  Now I'll have to deal with him commanding people.  ROFL.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Typhon on September 27, 2010, 12:56:32 PM
On the first combo of Touche and Cleave, I'd say yes, because Touche is an Attack Trick.

I'd rule no on Touche and En Garde because En Garde is a Total Defense Trick which is a full round action and technically isn't granting free attacks that can have tricks applied to them.

Bummer! hehe Yhea I see the reasoning though and Cleave wouldn't work because it states "attack" in it and attacks have to be rolled or is there a different reasoning.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 27, 2010, 12:57:12 PM
Typhon, your trip-free stab-stab trick will work just fine. You can also use Touche with free attacks granted by Cleave (that's a very good idea to mow down the mooks). However, you cannot use Touche for 2 reasons:

1) En Garde is a Total Defense trick. You can only apply one trick per action.
2) more importantly, En Garde does not generate a free attack (to which you could apply Touche) - it automatically deals damage. Very different, as tricks are applied only to actions and no action is being generated.

Make sense?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Typhon on September 27, 2010, 01:10:37 PM
Typhon, your trip-free stab-stab trick will work just fine. You can also use Touche with free attacks granted by Cleave (that's a very good idea to mow down the mooks). However, you cannot use Touche for 2 reasons:

1) En Garde is a Total Defense trick. You can only apply one trick per action.
2) more importantly, En Garde does not generate a free attack (to which you could apply Touche) - it automatically deals damage. Very different, as tricks are applied only to actions and no action is being generated.

Make sense?

Yep! I got ya. Might help with us rules lawyers if ya put in a (this does not constitute an attack) next to these kinda things =D
"Am I hitting him with my weapon? Yes? Well then he got attacked!" lol

However, I can apply Parry and Arrow Cutting tricks outside of my turn and even if I used tricks on both my half actions, yes? I see those 2 have "Initiative Action" next to it but not finding a definition of it in the DPF scan so that doesn't help.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Goodlun on September 27, 2010, 01:17:52 PM
Could a Martial Artist with the right feats
Use both
Topple and Gut(Polearm Mastery)
&
Earth Shaker(Club Supremacy)
unarmed as part of their masters touch?
now that does seem like a wicked combination not to game breaking or anything but a little strong.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on September 27, 2010, 01:24:44 PM
Question on the Well Rounded feat.

WELL-ROUNDED
Youíve dabbled in many different fields.
Benefit: You may always purchase the first five ranks for
each skill in this chapter, even if they arenít Origin or class skills
for you. Typical skill rank maximums still apply.

You may always be able to purchase the first five ranks for each skill in this chapter.  Does that mean you can buy 5 ranks in any skill, seeing the Feats are in the same chapter as the skills?  
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on September 27, 2010, 02:05:31 PM
Could a Martial Artist with the right feats
Use both
Topple and Gut(Polearm Mastery)
&
Earth Shaker(Club Supremacy)
unarmed as part of their masters touch?
now that does seem like a wicked combination not to game breaking or anything but a little strong.
Master's Touch applies to attacks. Those are Trip Actions. So, as I read it, no. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on September 27, 2010, 02:06:39 PM
Question on the Well Rounded feat.

WELL-ROUNDED
Youíve dabbled in many different fields.
Benefit: You may always purchase the first five ranks for
each skill in this chapter, even if they arenít Origin or class skills
for you. Typical skill rank maximums still apply.

You may always be able to purchase the first five ranks for each skill in this chapter.  Does that mean you can buy 5 ranks in any skill, seeing the Feats are in the same chapter as the skills?  
Any skill accept Spellcasting, which is in a different chapter. Crafty was sneaky that way. ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Goodlun on September 27, 2010, 04:02:04 PM
Another Masters Touch question.
What would the effect be if you used something like Backhand with Beatdown would you apply both types of damage or is this combination silly as you would just pick one type of damage to be the "instead".
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 27, 2010, 05:22:08 PM
However, I can apply Parry and Arrow Cutting tricks outside of my turn and even if I used tricks on both my half actions, yes? I see those 2 have "Initiative Action" next to it but not finding a definition of it in the DPF scan so that doesn't help.

Parry and Arrow Cutting are not tricks, they are special initiative actions just like actions like Aim, Anticipate, Delay, Distract, Ready, and Refresh. That means it's not an attack or movement action (and thus can't have attack or movement action tricks applied to them). There's no limit to the number of tricks you can use a turn - just one per action.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 27, 2010, 07:50:55 PM
Another Masters Touch question.
What would the effect be if you used something like Backhand with Beatdown would you apply both types of damage or is this combination silly as you would just pick one type of damage to be the "instead".

Damage is never duplicated is this fashion, nor can a single instance of damage have more than 1 type. Sometimes damage will prompt other damage, as seen with the excruciating weapon quality, but this is really the only way you'll ever see a single attack inflicting more than 1 type of damage.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on September 27, 2010, 09:33:23 PM
Do sprawled characters/npc's become not flat-footed after they are attacked, even though their still technically sprawled until they reposition?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on September 28, 2010, 06:09:47 AM
Do sprawled characters/npc's become not flat-footed after they are attacked, even though their still technically sprawled until they reposition?

NM I found the answer.  http://www.crafty-games.com/forum/index.php?topic=4265.msg77631#msg77631 (http://www.crafty-games.com/forum/index.php?topic=4265.msg77631#msg77631)

A sprawled character loses flat-footedness after being attacked.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Swift on September 29, 2010, 11:09:55 PM
My question is, is this the correct place to submit nitpicky errata like typos?

I noticed on the Man at Arms entry (pg 246), the damage for the metal shield is listed as 1d4+2, but should be 1d4.  (Probably carried over from the knight two entries above which is correctly 1d4+2, due to strength bonus, which the man at arms doesn't have.)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 30, 2010, 01:36:28 AM
What was the thinking behind the NPC vitality formula? A special NPC with just Health I can clock up 300 vitality by level 10, with is more than a straight soldier with a +3 modifier
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on September 30, 2010, 03:37:59 AM
Have you got the math right here? Health I at TL 10 ought to be 50 Vitality. I see your point, though--Special NPCs can certainly have a guatload of vitality, but they need it to survive dealing with a party of PCs for longer than a round or two.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: meadicus on September 30, 2010, 04:57:52 AM
I have been pondering this issue for a few weeks.

Effectively a special NPC with health III gets 15 vitality per level, equivalent to a soldier with con 16, so about as high as any party member is likely to have. I've found the really high vitalities (Health IV+) are very useful for big monsters and the like, when the whole party will gang up on them, but when the NPC is human, and the lancer/captain in my party wants to have a one-on-one honorable duel, anything more than health III and the NPC seems super-human and everyone gets board long before the combat ends.

Of course if their a standard with health III, a strong breeze will generally kill them.

This is more of an observation than question. But I stated my NPCs from the SPyrcaft point of view where IV-VI is equivalent to the players, this definitely isn't true of health in FantasyCraft.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 30, 2010, 05:06:30 AM
Have you got the math right here? Health I at TL 10 ought to be 50 Vitality.

D'oh. I've been substituting the bonus rather than simply the grade into the formula. Oh, that makes much more sense.

Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 30, 2010, 08:38:42 AM
I have been pondering this issue for a few weeks.

Effectively a special NPC with health III gets 15 vitality per level, equivalent to a soldier with con 16, so about as high as any party member is likely to have. I've found the really high vitalities (Health IV+) are very useful for big monsters and the like, when the whole party will gang up on them, but when the NPC is human, and the lancer/captain in my party wants to have a one-on-one honorable duel, anything more than health III and the NPC seems super-human and everyone gets board long before the combat ends.

Of course if their a standard with health III, a strong breeze will generally kill them.

This is more of an observation than question. But I stated my NPCs from the SPyrcaft point of view where IV-VI is equivalent to the players, this definitely isn't true of health in FantasyCraft.

This is deliberate, because generally, a special NPC is getting ganged up on by 3-5 special characters at once. Think about that - that's 3-10 incoming attacks, spells, trips, and other offensive actions per turn. Our experience is that in 2.0, big bads were simply killed too fast to have anything resembling the climax of a film or TV episode. Mobs of standards go one for one against the party, so they don't face as much individually, and should go down easy anyway, so the scale works OK there. But special characters need to be able to last more than 2 rounds if they're going be part of anything remotely resembling a challenge or a match to a coordinated, skillful team.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on September 30, 2010, 01:04:19 PM
Effectively a special NPC with health III gets 15 vitality per level, equivalent to a soldier with con 16, so about as high as any party member is likely to have. I've found the really high vitalities (Health IV+) are very useful for big monsters and the like, when the whole party will gang up on them, but when the NPC is human, and the lancer/captain in my party wants to have a one-on-one honorable duel, anything more than health III and the NPC seems super-human and everyone gets board long before the combat ends.

This is deliberate, because generally, a special NPC is getting ganged up on by 3-5 special characters at once. Think about that - that's 3-10 incoming attacks, spells, trips, and other offensive actions per turn. Our experience is that in 2.0, big bads were simply killed too fast to have anything resembling the climax of a film or TV episode.

While this is understood, I'm finding that my mixed group doesn't quite have the damage output to do this the hard way without the game becoming tedious (and generally have spent their way through most of their AD by the time the big bad shows up, so lucking out on a crit is rarely an option, either.) I'm finding that 3*Health*TL is a bit more to my taste.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 30, 2010, 01:44:17 PM
My question is, is this the correct place to submit nitpicky errata like typos?

I noticed on the Man at Arms entry (pg 246), the damage for the metal shield is listed as 1d4+2, but should be 1d4.  (Probably carried over from the knight two entries above which is correctly 1d4+2, due to strength bonus, which the man at arms doesn't have.)

Noted, though there isn't much we can do about it until and unless we update the document at some point.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 30, 2010, 01:56:56 PM
I expect that the new play styles mechanics we're building into Spycraft Third will serve well those folks concerned about NPC (and for that matter, PC) vitality. Some field testing will be needed at each table, of course - that's to be expected with any toolkit system - but the tools should be available.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on September 30, 2010, 02:17:07 PM
Effectively a special NPC with health III gets 15 vitality per level, equivalent to a soldier with con 16, so about as high as any party member is likely to have. I've found the really high vitalities (Health IV+) are very useful for big monsters and the like, when the whole party will gang up on them, but when the NPC is human, and the lancer/captain in my party wants to have a one-on-one honorable duel, anything more than health III and the NPC seems super-human and everyone gets board long before the combat ends.

This is deliberate, because generally, a special NPC is getting ganged up on by 3-5 special characters at once. Think about that - that's 3-10 incoming attacks, spells, trips, and other offensive actions per turn. Our experience is that in 2.0, big bads were simply killed too fast to have anything resembling the climax of a film or TV episode.

While this is understood, I'm finding that my mixed group doesn't quite have the damage output to do this the hard way without the game becoming tedious (and generally have spent their way through most of their AD by the time the big bad shows up, so lucking out on a crit is rarely an option, either.) I'm finding that 3*Health*TL is a bit more to my taste.

One of the many advantages of RPG over computer games is the ability ability to get 'under the hood'
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on October 01, 2010, 01:03:10 AM
What was the thinking behind the NPC vitality formula? A special NPC with just Health I can clock up 300 vitality by level 10, with is more than a straight soldier with a +3 modifier

Special PCs ussually have 4-5 PCs up in their face. And minions-as-abolative-armor don't last that long.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on October 01, 2010, 01:18:00 AM
As noted, I was misreading the formula and hyper inflating the vitality value
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Arakor on October 01, 2010, 02:21:38 AM
I have a query about converting OGL creatures to FC - more specifically the Initiative conversion.

Quote from: FC Core Book pg. 302
The NPC’s Initiative grade is equal to its OGL initiative bonus + 2.

Example: The remorhaz’s initiative bonus is +1, so its Initiative grade becomes III.

So does that mean that the initiative grade is equal to the initiative bonus +2? or do you actually look up the initiative bonus +2 on Table 6.1 and locate the Initiative grade that way (as you would the Attack grade)?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on October 01, 2010, 06:32:12 AM
I have a query about converting OGL creatures to FC - more specifically the Initiative conversion.

Quote from: FC Core Book pg. 302
The NPCís Initiative grade is equal to its OGL initiative bonus + 2.

Example: The remorhazís initiative bonus is +1, so its Initiative grade becomes III.

So does that mean that the initiative grade is equal to the initiative bonus +2? or do you actually look up the initiative bonus +2 on Table 6.1 and locate the Initiative grade that way (as you would the Attack grade)?

Nope, just whatever the NPC's OGL bonus is +2. Init doesn't scale at all in D&D, so we needed to use a static number to determine grade.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Arakor on October 01, 2010, 08:16:51 AM
Nope, just whatever the NPC's OGL bonus is +2. Init doesn't scale at all in D&D, so we needed to use a static number to determine grade.

Bugger! That throws all my conversions out of whack. Time to revisit my conversion of Blackdirges' Denizens!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on October 01, 2010, 03:12:29 PM
And what is a knife? No seriously, if your a 15' tall giant or a 2'6" pech what weapons count as knives for say knife basics? These and other Size questions are really no biggy given common sense and a referee* but some new to rpg might get hung up on this kind of detail.

*just taking a cheap shot at computer games again.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on October 01, 2010, 05:12:34 PM
How tall does a Pech get?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on October 01, 2010, 05:21:39 PM
How tall does a Pech get?

Considering the mechanical difference in the sizes between Dwarfs and pechs, I would say that, on average, they must be no taller than Dwarfs may be short in your setting. Alternatively, they're roughly the size of goblins, whatever that is.

Starting to get the toolkit nature of the system?  ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on October 01, 2010, 05:33:26 PM
How tall does a Pech get?

However tall you want it to be.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on October 02, 2010, 02:01:28 AM
How tall does a Pech get?

Well, the break points for the Small size category is a long axis between 1'11" and 3'9"
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on October 03, 2010, 12:10:35 PM
How tall does a Pech get?
I would suggest 3'3"-4'6" but anything is possible.  Don't forget the range for "normal" humans is @4'9"-6'11" so you have plenty of wiggle room within a species.  (Though some species, Dwarves, seem to be very narrow in their height range.)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on October 03, 2010, 12:47:33 PM
How tall does a Pech get?

Well, the break points for the Small size category is a long axis between 1'11" and 3'9"

Good answer since 'Pech' covers a lot of ground possibly including halflings, gnomes, forest gnomes, lepracauns, pech, brownies, traditional hobgoblins etc.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: EloiseCartwright on October 03, 2010, 12:50:31 PM
Turning? By the book says turns NPC's, I assume this can work on PC's when the GM decides?

Also can you exclude targets? i.e. with Turn Fey can you ignore the elf in your party? What about if you yourself are the type affected by the turning?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on October 04, 2010, 02:20:34 AM
Turning? By the book says turns NPC's, I assume this can work on PC's when the GM decides?

Also can you exclude targets? i.e. with Turn Fey can you ignore the elf in your party? What about if you yourself are the type affected by the turning?

or turn animal but the viking in your party has a wolf companion  ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on October 04, 2010, 07:05:10 AM
How tall does a Pech get?

Well, the break points for the Small size category is a long axis between 1'11" and 3'9"

Thanks, that gives me a good idea.  I was thinking of having them top off at 4', so I wasn't far off.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on October 05, 2010, 08:32:22 AM
Does He Did It! (applying the standard result of a taunt action to someone else) stack with beguiling (changing the standard result of a taunt action)?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on October 05, 2010, 09:26:18 AM
Does He Did It! (applying the standard result of a taunt action to someone else) stack with beguiling (changing the standard result of a taunt action)?

No. He Did It modifies the standard result, but Beguiling forces you to abandon the standard result to causethe target to become fixated on you. Since Beguiling forces you to toss the standard result and works on "you," the abilities would not function together. If they worked together, characters would use the combination to force a character to become fixated on a target, letting the beguiling taunter wail on the fixated target who then moves away, leaving the character free to just outright cancel that target's actions with no drawback.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on October 05, 2010, 09:42:17 AM
But fixated ends when the sufferer is attacked, so it's not like the enactor gets to act with impunity. And since He Did It! changes the 'you' of beguiling to someone else anyway, the enactor wouldn't be benefiting from  possessing beguiling more than once.

I'm also puzzled why beguiling was linked to Taunt rather than Distract as its source action.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on October 05, 2010, 10:10:59 AM
I'm also puzzled why beguiling was linked to Taunt rather than Distract as its source action.

Because it fits more naturally the intent of the core action - but instead of drawing an attack you draw attention.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on October 08, 2010, 09:23:03 PM
The campaign quality Beneficent Universe grants a first step along a path to all gaining an Alignment. Though not stated I assume this also grants a single casting level if you have none (as per The Gift).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on October 09, 2010, 07:56:39 AM
yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on October 11, 2010, 08:05:17 AM
Question on Coup De Grace.

The Mage put to sleep an opponent, they wanted to all perform a Coup De Grace on the opponent at the same time.  But I wouldn't let them.  Was I right or should they have been able to all get the action?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on October 11, 2010, 10:07:55 AM
Question on Coup De Grace.

The Mage put to sleep an opponent, they wanted to all perform a Coup De Grace on the opponent at the same time.  But I wouldn't let them.  Was I right or should they have been able to all get the action?

Nothing in the Sleep spell itself indicates that the target wakes up if injured and being a magically induced sleep, that isn't entirely inappropriate.  It is also tagged as Terminal which makes it harder to use on Special NPCs.

Generally, however, if Coup De Grace removed the condition that allowed the Coup De Grace to begin with, I probably wouldn't allow for simultaneous Coup De Grace, either, though they could all ready attacks, get one Coup De Grace and everyone else gets a normal attack if it still lives.  In no case would I stack Coup De Grace actions for purposes of save DCs vs dying.

Also, what's good for the goose is good for the gander.  If you are generally allowing simultaneous Coup De Grace actions against a single character, it works against the players, too.  If a pair of assassins sneak by the guards of the PC's camp, they shouldn't be surprised if one of them gets double Coup De Graced, or more than one of them if the first PC(s) die without raising an alarm.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on October 11, 2010, 10:18:25 AM
Thanks the terminal quality was something I didn't know about. 

Not to mention it's repeatable for the save, meaning the opponent gets to re-roll the save every round.

Though the description doesn't mention that you cannot wake up the person.  I guess the combination of Terminal/Repeatable is enough to allow for simultaneous Coup De Graces.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on October 11, 2010, 10:39:54 AM
Question on Coup De Grace.

The Mage put to sleep an opponent, they wanted to all perform a Coup De Grace on the opponent at the same time.  But I wouldn't let them.  Was I right or should they have been able to all get the action?

A sleeping character is usually presumed to be helpless/in a Terminal Situation (since the Light Sleeper quality says you are not in a Terminal Situation when sleeping), so it would follow one coup de grace him (in combat) or just spend the action die to activate a Terminal Situation (out of combat). However, unless the character had both Surge of Speed and Ferocity Basics and was standing next to the character already, it would be very hard to put a character to sleep (half action to cast) and coup de grace him (full action, only vs. adjacent opponent). Otherwise, the best he could do would be to cast sleep in round 1, then spend his next half action to get next to the sleeper, then on the next turn coup de grace him. In that time, the sleeping target would be able to make another save (at +4 if he's special) OR have an friends get next to him and attempt to wake him up with a DC 10 medicine check (page 212 - an unconcious character can be wakened) if you were feeling generous.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on October 11, 2010, 11:15:30 AM
Ok question on DR stacking.  I know Thick Hide doesn't stack with armor, but what about the DR gained from charms or essences on magic items?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on October 11, 2010, 11:30:14 AM
*Armor* never stacks. Thick hide is armor, just like anything you wear. DR from other sources stack.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on October 11, 2010, 11:34:59 AM
Thanks again.

Question, do character get the +4 bonus to save vs. sleep (and others) because of the Terminal quality?  Aren't players considered special characters? 

I'm leaning yes they get the bonus, but a ruling would be nice.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on October 11, 2010, 11:38:24 AM
Aren't players considered special characters? 

This, at least, I can help you with. PCs are always special characters.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on October 11, 2010, 11:46:26 AM
Aren't players considered special characters? 

This, at least, I can help you with. PCs are always special characters.

Well I know their "Special", but.....  ;)

Thanks.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: mach1.9pants on October 11, 2010, 03:38:47 PM
^ LOL exactly my thought, remembering Gonad the Barbarian and his war dog testes.... very special indeed.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on October 12, 2010, 08:49:15 AM
am I failing to find something?

I was just looking over Electrical Damage and the potential for the Sickened condition.  The Sickened condition does not have a listed duration.  Call me crazy, but that seems crazy good.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on October 12, 2010, 08:51:43 AM
am I failing to find something?

I was just looking over Electrical Damage and the potential for the Sickened condition.  The Sickened condition does not have a listed duration.  Call me crazy, but that seems crazy good.

Sickened for 1d6 Rounds - Page 210, under the Electrical Damage subheading.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on October 12, 2010, 09:13:54 AM
thanks - silly me, I was looking under the Sickened Condition.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on October 15, 2010, 01:40:12 PM
Ok I couldn't find this in the book.

What TL are normal mounts?

I was thinking of making them the same TL as the Animal Partner feat.  Character level - 4 (min 1). 
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on October 15, 2010, 01:54:23 PM
Ok I couldn't find this in the book.

What TL are normal mounts?

I was thinking of making them the same TL as the Animal Partner feat.  Character level - 4 (min 1). 
I would figure as set by the TL of the adventure. Looking through the book, most creatures that can serve as mount run from the mid 40s to just shy of 80XP in value.
The key thing to remember is that Animal Partners are Special NPCs while mounts from the Forge chapter are standard: far less durable. Their XP values don't increase like an Animal Partners would, either.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on October 15, 2010, 02:12:06 PM
Ok I couldn't find this in the book.

What TL are normal mounts?

I was thinking of making them the same TL as the Animal Partner feat.  Character level - 4 (min 1). 
I would figure as set by the TL of the adventure. Looking through the book, most creatures that can serve as mount run from the mid 40s to just shy of 80XP in value.
The key thing to remember is that Animal Partners are Special NPCs while mounts from the Forge chapter are standard: far less durable. Their XP values don't increase like an Animal Partners would, either.

The biggest bonus to Animal Partner feat is that you gen a free one if it dies and it's a special character. 

For an extra 250% cost you can make a regular mount a special character.

Maybe make a extra cost per TL over a certain level?  You want the best mount, it will cost you extra.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Typhon on October 16, 2010, 06:53:16 AM
Just a side note, wasn't sure where to put it, on any future printings of the book.
Could you please sort the racial feats into subgroups of the actual races? Just something to consider.
Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Typhon on October 16, 2010, 08:11:38 AM
Never Outnumbered (+2 XP): The NPC can never be
outnumbered (see the Benefit description on page 85).

Looked on 85 and didn't see anything there about it.
Did a PDA search and didn't find an explination either. Is it an incorrect page number reference or am I missing where it is on page 85?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: vardeman on October 16, 2010, 08:48:29 AM
Never Outnumbered (+2 XP): The NPC can never be
outnumbered (see the Benefit description on page 85).

Looked on 85 and didn't see anything there about it.
Did a PDA search and didn't find an explination either. Is it an incorrect page number reference or am I missing where it is on page 85?

Outnumbered comes into play with NPC morale.  There's a table on 379.  Looks like a typo.

V
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on October 16, 2010, 08:57:15 AM
Pg 85: "...When a feat ability requires a numerical advantage (e.g. ď2-to-1Ē), you may only use it if together you, your teammates, and your allies physically outnumber your opponents by at least the listed ratio."

The wording of this actually seems to expressly cancel out the feats that make their owners count as more than 1 person for purposes of outnumbering others, making them count only to stop the party from being thusly affected

I don't think I've ever encountered anyone who doesn't apply the benfit in both directions.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Grimace on October 16, 2010, 09:01:40 AM
Doesn't being outnumbers by NPC's increase treasure rolls?   >:D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Typhon on October 16, 2010, 11:08:24 AM
Pg 85: "...When a feat ability requires a numerical advantage (e.g. ď2-to-1Ē), you may only use it if together you, your teammates, and your allies physically outnumber your opponents by at least the listed ratio."

Ah cool, thanks. Was looking for the phrase.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on October 17, 2010, 07:51:13 AM
Is it possible in the rules currently to cast spells from scrolls without having to take a level in a spell casting class?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: EloiseCartwright on October 17, 2010, 07:53:09 AM
The Scroll Casting [Gear] feat?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on October 17, 2010, 11:43:12 AM
The Scroll Casting [Gear] feat?

*Blink*

How did I miss the existence of that feat?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on October 17, 2010, 02:54:16 PM
The Scroll Casting [Gear] feat?

The problem with that is that I couldn't figure out how you would calculate casting levels with it.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on October 17, 2010, 02:57:47 PM
It said right there that it's character level - 2 (min 1)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on October 17, 2010, 03:19:41 PM
It said right there that it's character level - 2 (min 1)

I am disturbed as to how I missed this.  :-X
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on October 18, 2010, 08:39:04 AM
Looking at the long game, I am wondering if the rules will support this idea enough to head in this direction when the time comes, crossroads point isn't for a few more levels though.

Sage 10 gives you the Proven Worth class ability (whole party gets an extra action die), and it references that any character can gain more than 3 action dice from this ability.

Path of Fortune Step 5 also gives the Proven Worth class ability.  Would a Priest 10 Sage 10 Increase his party's starting action dice by 2?  I feel like it should be, but I have been wrong before.

Also, considering that I am a Fortune Priest / Sage, I was wondering about how this interaction is supposed to work:
Wise Counsel:So long as a teammate can see or hear me when they make an attack, skill check, save, or damage roll, I may spend and roll 1 action die to boost the result.  I always roll this die and add my own action die modifiers.  No Single roll may benefit from more than 1 action die from Wise Counsel.
Path of Fortune Step IV: You may use your Fortune II and Fortune III abilities on allies you can see and hear.
Path of Fortune Step III: You gain a magic bonus with action die results equal to your Fortune Step
Path of Fortune Step II: You may activate a threat as a critical hit or success without spending an action die a number of times per session equal to your Fortune Step.

Wise Counsel Question: Can I spend an action die to boost a damage roll that my teammate also boosted?
Path of Fortune Step IV: Does the whole party gain a +4 to Action Dice rolls?  I imagine that I am the abiter of which criticals I choose to freely activate?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on October 18, 2010, 09:41:17 AM
Path of Fortune Step 5 also gives the Proven Worth class ability.  Would a Priest 10 Sage 10 Increase his party's starting action dice by 2?  I feel like it should be, but I have been wrong before.

First, these instances of the proven worth ability are identical - they're just coming from different sources. Technically, they would not stack and gaining the ability a second time would do the character no good. At my table, I'd likely let the character's contribution rise by 1 die. However, I would not change or lift the limit imposed by the base ability text (the whole party would still be limited to no more than 3 dice from all instances of proven worth party-wide).

Quote
Wise Counsel Question: Can I spend an action die to boost a damage roll that my teammate also boosted?

None of the abilities involved lift the base action die limit of 1 per roll, so no.

Quote
Path of Fortune Step IV: Does the whole party gain a +4 to Action Dice rolls?  I imagine that I am the abiter of which criticals I choose to freely activate?

No. That bonus only applies when you spend your dice to help another character in the party.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on October 18, 2010, 11:12:00 AM
Quote
Path of Fortune Step IV: Does the whole party gain a +4 to Action Dice rolls?  I imagine that I am the abiter of which criticals I choose to freely activate?

No. That bonus only applies when you spend your dice to help another character in the party.

So what does Path of Fortune IV do?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on October 18, 2010, 11:39:01 AM
Quote
Path of Fortune Step IV: Does the whole party gain a +4 to Action Dice rolls?  I imagine that I am the abiter of which criticals I choose to freely activate?

No. That bonus only applies when you spend your dice to help another character in the party.

So what does Path of Fortune IV do?

Pat may have overlooked the specific rule - Path of Fortune IV applies the results of steps II and III to everyone in the party, as it says.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on October 18, 2010, 01:33:38 PM
Thanks Alex.

While I will agree that allowing a Sage to spend an action die on top of the acting playing spending an action die, the wording of Wise Counsel saying that no die roll can benefit from more than one Wise Counsel seems to imply that it could stack on.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on October 18, 2010, 01:37:54 PM
Thanks Alex.

While I will agree that allowing a Sage to spend an action die on top of the acting playing spending an action die, the wording of Wise Counsel saying that no die roll can benefit from more than one Wise Counsel seems to imply that it could stack on.

We were being doubly sure, there.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on October 18, 2010, 04:08:02 PM
Do the upscale and downscale upgrades affect range increments for hurled weapons and bows? The RAW implies that they don't.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on October 18, 2010, 08:24:18 PM
Do the upscale and downscale upgrades affect range increments for hurled weapons and bows? The RAW implies that they don't.

Per the RAW, they do not.

Sorry, BTW, about the confusion with the Path of Fortune. Such is the curse of a slow reader in a rush.  ::)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on October 19, 2010, 10:53:37 AM
Here is an oddball one.

Since 5 members of our party do not have to eat (Outsiders, Construct, and an Elemental), can those who do not 'need' to eat still benefit from such things as Booze, Hearty Meals, Comfort Food, etc?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: EloiseCartwright on October 19, 2010, 11:09:48 AM
One of those GM discretion things again, based on the specifics of the setting. I'd say in most cases no, personally. A construct has no means of processing food and drink, an outsider is simply an embodiment of an ideal.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on October 19, 2010, 01:01:51 PM
One of those GM discretion things again, based on the specifics of the setting. I'd say in most cases no, personally. A construct has no means of processing food and drink, an outsider is simply an embodiment of an ideal.

This, in both respects.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on October 21, 2010, 09:39:47 AM
If a player has an upgraded item of gear in play, then wants to add further upgrades, is the pricing for the 2nd lot of upgrades based on the original item, the purchase price of the upgraded item or the default 50% resale price of the upgraded item?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on October 21, 2010, 09:56:58 AM
If a player has an upgraded item of gear in play, then wants to add further upgrades, is the pricing for the 2nd lot of upgrades based on the original item, the purchase price of the upgraded item or the default 50% resale price of the upgraded item?

I would certainly not allow it on the resale price of the item (because then you'd just buy the item, wait a few days, then upgrade at half cost). I would base this on the base value of the item to prevent any weirdness (since you normally upgrade as a 100% + upgrades % cost throughout).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on October 21, 2010, 10:38:01 PM
I gotta know: does the conversion to fire damage offered by elemental heritage (fire) result in half damage or not? As I recall it's specified there's no penalty to the attack, but it doesn't specify about the damage.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on October 21, 2010, 11:19:10 PM
Why would the damage halve?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on October 21, 2010, 11:57:36 PM
Why would the damage halve?

The rules on Damage Conversion on page 209 indicate that damaged is halved, however:

I gotta know: does the conversion to fire damage offered by elemental heritage (fire) result in half damage or not? As I recall it's specified there's no penalty to the attack, but it doesn't specify about the damage.

The whole block is prefaced with: Damage Conversion: This decision must be made before the attack roll is made, as a Ė4 penalty is applied to the check. The resulting damage is converted to the chosen type and reduced to 1/2 normal (rounded up).

The -4 to-hit and half-damage seems to be predicated on the conversion between subdual and lethal, so I would imagine that converting to fire does not cut the damage in half.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on October 22, 2010, 06:47:40 AM
I gotta know: does the conversion to fire damage offered by elemental heritage (fire) result in half damage or not? As I recall it's specified there's no penalty to the attack, but it doesn't specify about the damage.

It is still halved. If the phrase said "without penalty" I personally would rule that the attack suffers neither the -4 or the 1/2 damage, but this case is very specifically singling out the attack penalty.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ChicagoGozer on October 23, 2010, 06:46:17 AM
Alex & Pat,

Do you guys want to know about issues for errata with the 2nd printing? I don't know if there is a spot to post this stuff...couldn't find one.

Anyway...Distract action on page 219 lists making a Bluff (Dex) check...which of course Bluff is Charisma. Not a big deal...but believe me, I have known some players who will argue the point to no end because the book says Dex. Thankfully "those" people aren't in my current group.  :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on October 23, 2010, 06:55:46 AM
Alex & Pat,

Do you guys want to know about issues for errata with the 2nd printing? I don't know if there is a spot to post this stuff...couldn't find one.

Anyway...Distract action on page 219 lists making a Bluff (Dex) check...which of course Bluff is Charisma. Not a big deal...but believe me, I have known some players who will argue the point to no end because the book says Dex. Thankfully "those" people aren't in my current group.  :)

The reason it says dex is because you're substituting dexterity instead of charisma for the check. It says explicitly on page 69 that only "each skill's most common key attribute is listed in parenthesis next to its name." This wording allows for the attribute listed to be swapped out with another depending on the context. Indeed, the book quite explicitly suggests you do just that if you feel so inclined on page 67 (in the "Mix N' Match Skills" sidebar).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ChicagoGozer on October 23, 2010, 07:07:22 AM
Well..Ok then. Nevermind.   ;D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gilbetron on October 27, 2010, 11:57:26 AM
I googled the forums for this, but didn't see it asked:

For Crafting it states:
Quote
When a character gains his first rank in Crafting
and for every 4 full ranks he gains in total, he learns 1 focus from
the following list
Does that mean you get a focus at Rank 1, 4, 8, 12, etc.  OR at Rank 1, 5, 9, 13, etc?

The "every 4 full ranks he gains in total" is throwing us off.  I believe it is 1,4,8,12,etc...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on October 27, 2010, 12:17:18 PM
Does that mean you get a focus at Rank 1, 4, 8, 12, etc. 

This.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Foghorn on November 02, 2010, 09:45:16 PM
Balataic (Adventure Companion, pg 23) has bloodthirsty which only allows them to attack one character per round. This does not keep them from using area-type attacks like Blade-Weaver Mastery's bladestorm trick, does it?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on November 03, 2010, 07:36:23 AM
My mental image is that a person doing a bladestorm isn't attacking any one person in particular - they just twirl around with sharp-bits pointing out and people too close get minced ;D.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on November 03, 2010, 02:04:35 PM
Now that we have the Dragon Master in the Adventurer's Companion I'm looking at fun things to possibly do with drake's breath weapon out of a non-Drake.
With a line attack I can sort of see the potential for a miss (or the target's potential to get out of the way).
But then I look at the Greater Breath feat, which turns your breath weapon into a 40 ft line, a 20 ft cone, or a 15 ft sphere.  Apparently, you can still miss with a cone or a sphere, although I have a harder time visualizing how.
I understand this is for the sake of balance, since the breath weapon can be used every round.

with the AC I suspect a lot of Breath Weapon characters will be 13 Dexterity with the Canny Shot Trick.

Has anyone abandoned the ranged attack roll in their games and have results they can share?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 03, 2010, 02:07:47 PM
Now that we have the Dragon Master in the Adventurer's Companion I'm looking at fun things to possibly do with drake's breath weapon out of a non-Drake.
With a line attack I can sort of see the potential for a miss (or the target's potential to get out of the way).
But then I look at the Greater Breath feat, which turns your breath weapon into a 40 ft line, a 20 ft cone, or a 15 ft sphere.  Apparently, you can still miss with a cone or a sphere, although I have a harder time visualizing how.

Mainly, I see it as firing your blast too late, or after the character is behind intervening cover.

Quote
I understand this is for the sake of balance, since the breath weapon can be used every round.

Also brings it in line with attack spells with an area, as well.  (http://www.crafty-games.com/forum/index.php?topic=4319.msg79709#msg79709)

Quote
with the AC I suspect a lot of Breath Weapon characters will be 13 Dexterity with the Canny Shot Trick.

And they would be wise to do so! :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on November 03, 2010, 02:14:41 PM
Wait, you can apply tricks to the breath weapon??
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 03, 2010, 02:22:48 PM
Wait, you can apply tricks to the breath weapon??

If it's a ranged attack trick, you should be fine!

Bullseye + Canny Shot + Fire Breath = Lurve
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on November 03, 2010, 02:24:10 PM
Heh, forget Canny Shot then, I'll go with Determined Shot ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on November 03, 2010, 02:25:07 PM
the Breath weapon feats maybe should have also included access to breath weapon tricks.

and it looks like Canny shot (or Determined shot, if you just wanted to stack CON) are not really options for breath weapon users, as those tricks require Forte, and there is not a proficiency associated with exhaling gouts of flame.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on November 03, 2010, 02:30:37 PM
True, though that could possibly be an oversight, or might reasonably fall under "Unarmed".
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on November 03, 2010, 02:33:23 PM
the Breath weapon feats maybe should have also included access to breath weapon tricks.

and it looks like Canny shot (or Determined shot, if you just wanted to stack CON) are not really options for breath weapon users, as those tricks require Forte, and there is not a proficiency associated with exhaling gouts of flame.

That's roughly paralleled by the fact that there is no "Mastery" feat corresponding to unarmed attacks.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on November 03, 2010, 03:16:26 PM
True, though that could possibly be an oversight, or might reasonably fall under "Unarmed".
Bites, claws, and etc are unarmed, but I can see why a GM would not let them apply to a Breath Weapon.
Title: New Fantasy Craft fan with a question...
Post by: veector on November 07, 2010, 03:22:07 PM
I'm reading through everything and I've gotten to the Campaign Qualities section.

I'm at a loss to understand why the GM must spend action dice to add the Hearty Heroes or Luck Abounds campaign qualities.

I'm under the impression that campaign qualities that benefit the heroes and GM alike are 0 action dice or Permanent.

Why, if the effect is primarily beneficial to the heroes, should the GM be the one spending the action dice?
Title: Re: New Fantasy Craft fan with a question...
Post by: Doublebond on November 07, 2010, 03:46:27 PM
I'm reading through everything and I've gotten to the Campaign Qualities section.

I'm at a loss to understand why the GM must spend action dice to add the Hearty Heroes or Luck Abounds campaign qualities.

I'm under the impression that campaign qualities that benefit the heroes and GM alike are 0 action dice or Permanent.

Why, if the effect is primarily beneficial to the heroes, should the GM be the one spending the action dice?


The cost is determined not by how negatively the quality affects the PCs but by how drastically it affects the game play.
Title: Re: New Fantasy Craft fan with a question...
Post by: veector on November 07, 2010, 04:13:30 PM
Another question...

From the book:

Itís your job as the GM to determine XP rewards, near the end of building each adventure. XP is awarded for completing objectives (see page 135), encountering traps (see page 338), and defeating adversaries (see page 337). As a rule, the sum of these awards should fall between 750 and 1,000 XP for a single adventure, though you can go as high as 1,500 XP for a truly landmark outing.

Assuming you stick to these numbers, your party should level approximately once per adventure through Level 5. After that the rate should drop off to about once per two adventures until Level 11, then remain steady at once per three adventures until the late game (Level 17). Four adventures per level common from then until Level 20


I'm confused. The XP per career level chart doesn't support these numbers. I've GM'd D&D for a long time and I'm happy to ignore this, but I'm just curious where these numbers come from? Especially since other XP per adventure examples in the book don't follow this.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on November 07, 2010, 06:04:22 PM
Unlike DnD XP isn't divided amongst the party, its the amount each character gets.  Also, XP is multiplied by the adventures threat level. See "Applying XP" on page 342. And welcome to the boards. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: dorward on November 07, 2010, 10:27:48 PM
On the subject of XP, the NPC quality Veteran and campaign quality Legendary Monsters raise the threat level of NPCs.

Is the XP for them calculated using the Threat Level for the adventure, or the modified Threat Level for the NPC?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: veector on November 08, 2010, 02:45:07 AM
Unlike DnD XP isn't divided amongst the party, its the amount each character gets.  Also, XP is multiplied by the adventures threat level. See "Applying XP" on page 342. And welcome to the boards. :)

Thanks for the welcome, although this still doesn't answer my question. Even if 1000-1500 XP is correct for a single party member, I'm just confused where they got the 1000-1500 number. The "leveling once per adventure from levels 1-5" doesn't work out if I'm gaining 1000-1500 xp per adventure. And leveling once per two adventures through level 11 doesn't work out either. So either, the estimate is wrong, which I'm inclined to believe, or the chart is wrong.

I'm not trying to knock the game, I'm really just trying to understand how fast the game assumes PCs are leveling.
Title: Re: New Fantasy Craft fan with a question...
Post by: Deral on November 08, 2010, 04:29:13 AM
Another question...

From the book:

Itís your job as the GM to determine XP rewards, near the end of building each adventure. XP is awarded for completing objectives (see page 135), encountering traps (see page 338), and defeating adversaries (see page 337). As a rule, the sum of these awards should fall between 750 and 1,000 XP for a single adventure, though you can go as high as 1,500 XP for a truly landmark outing.

Assuming you stick to these numbers, your party should level approximately once per adventure through Level 5. After that the rate should drop off to about once per two adventures until Level 11, then remain steady at once per three adventures until the late game (Level 17). Four adventures per level common from then until Level 20


I'm confused. The XP per career level chart doesn't support these numbers. I've GM'd D&D for a long time and I'm happy to ignore this, but I'm just curious where these numbers come from? Especially since other XP per adventure examples in the book don't follow this.

I think- and I haven't gone through that part of the text recently- that part of the text is immediately followed by a part telling you to then multiply that sum by the threat level, so 750-1500 x TL does work out pretty well to one level per adventure.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on November 08, 2010, 08:09:23 AM
Unlike DnD XP isn't divided amongst the party, its the amount each character gets.  Also, XP is multiplied by the adventures threat level. See "Applying XP" on page 342. And welcome to the boards. :)

Thanks for the welcome, although this still doesn't answer my question. Even if 1000-1500 XP is correct for a single party member, I'm just confused where they got the 1000-1500 number. The "leveling once per adventure from levels 1-5" doesn't work out if I'm gaining 1000-1500 xp per adventure. And leveling once per two adventures through level 11 doesn't work out either. So either, the estimate is wrong, which I'm inclined to believe, or the chart is wrong.

I'm not trying to knock the game, I'm really just trying to understand how fast the game assumes PCs are leveling.

Actually, it does. Reread the "Applying XP" section on page 342.

Ignoring Menace, you multiply that number by the average party level.

So at level 1, 1000 base XP adds a 1000 to your XP total, making you second level.
At level 2, it adds 2000, making yo third level.
At level 3, it adds 3000, making you fourth level.
At level 4 it adds 4000, making you fifth level.
etc.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: veector on November 08, 2010, 08:30:54 AM
Ah... now I see. Since the two explanations were under different headings, I thought they were different.

I considered the "Applying XP" section to define what XP means to a Hero, not how to calculate how much of an award an individual hero gets. Now it makes more sense.

Thanks for the help.
Title: Re: New Fantasy Craft fan with a question...
Post by: Crafty_Alex on November 08, 2010, 09:06:52 AM
I'm reading through everything and I've gotten to the Campaign Qualities section.

I'm at a loss to understand why the GM must spend action dice to add the Hearty Heroes or Luck Abounds campaign qualities.

I'm under the impression that campaign qualities that benefit the heroes and GM alike are 0 action dice or Permanent.

Why, if the effect is primarily beneficial to the heroes, should the GM be the one spending the action dice?


The reason is you are changing the game environment. Permanent qualities are not necessarily beneficial (though most are "harmless" like Sorcery) - rather, they change how characters function and thus cannot be turned on or off after a campaign starts. 0 AD qualities encourages the GM to change the environment at will, which can make things a little confusing for the players if done too often or too liberally. The expenditure of an action die is not an punishment for doing so - rather, it's a reminder something has changed.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on November 08, 2010, 09:23:47 AM
The only thing I've had problems with temporary campaign qualities is how a great many of them I'd have a hard time explaining.

Take Wuxia, for example. The circumstances would have to be a little bit contrived in order to explain why that quality is in effect.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 08, 2010, 09:50:31 AM
The only thing I've had problems with temporary campaign qualities is how a great many of them I'd have a hard time explaining.

Take Wuxia, for example. The circumstances would have to be a little bit contrived in order to explain why that quality is in effect.

"We're in the Matrix."

Granted, it's fringe-y, but maybe a low-gravity zone or a place where magic has warped the laws of nature (like the Goblin King's fortress in Labryinth) would work.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on November 08, 2010, 12:11:18 PM
The only thing I've had problems with temporary campaign qualities is how a great many of them I'd have a hard time explaining.

Take Wuxia, for example. The circumstances would have to be a little bit contrived in order to explain why that quality is in effect.

The Elemental Plain of Air? The Astral Plane? A Plain of Air Manifest Zone? Some crazy wizard's tower? They (the PCs) drink the magic potion of martial arts awesomeness? (Big Trouble In Little China FTW!)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on November 08, 2010, 12:43:00 PM
The only thing I've had problems with temporary campaign qualities is how a great many of them I'd have a hard time explaining.

Take Wuxia, for example. The circumstances would have to be a little bit contrived in order to explain why that quality is in effect.

Climactic fight scene in a bamboo forest.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on November 08, 2010, 03:13:12 PM
Like I said: contrived.  ;D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Reef on November 14, 2010, 06:22:25 PM
Sorry if this has been asked (if it has, my search-fu is weak):  If a duplicate ability is granted by a Talent and a Specialty do they stack somehow, or does the player simply gain it only once?

For example, a Cunning Swindler would theoretically gain access to Charming twice.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 14, 2010, 06:44:59 PM
Sorry if this has been asked (if it has, my search-fu is weak):  If a duplicate ability is granted by a Talent and a Specialty do they stack somehow, or does the player simply gain it only once?

For example, a Cunning Swindler would theoretically gain access to Charming twice.

The stacking on abilities should almost always be obvious - in the case of charming, for example, you get the same ability again - so one more time per session.

In cases where stacking is not obvious, the abilities usually aren't intended to stack, and one ability is "lost." Those cases should be very, very rare, however.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Reef on November 14, 2010, 06:50:40 PM
Thank you!  That will make the new potential Cunning Swindler in my group very happy.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: SilvercatMoonpaw on November 14, 2010, 06:57:20 PM
Not sure if this is a typo:

Rogue Templates, p 249, Saurian: "He also gains Bite I (dmg 1d8 lethal, threat 18-20) and its Tail Slap becomes grade I (dmg 1d8 lethal, threat 20, qualities: reach +1) and Tail Slap II (dmg 1d8 lethal; threat 19-20; qualities: reach +1)."

(The bolding is mine, everything else is exactly as printed.)

I don't understand how this entry is written: why is Tail Slap mentioned twice?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 14, 2010, 07:43:56 PM
That's a typo. The first bit (before "and Tail Slap II") should be removed. Thanks for the find!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on November 15, 2010, 07:42:50 AM
I was looking at the nature's fury tables and notice that the wind entries refer to a penalty to hurled attacks. This seems like a holdover from SC 2.0, where hurled included bows; certainly it should include bows in FC, no?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 15, 2010, 07:52:55 AM
I was looking at the nature's fury tables and notice that the wind entries refer to a penalty to hurled attacks. This seems like a holdover from SC 2.0, where hurled included bows; certainly it should include bows in FC, no?

Yes, it should.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on November 17, 2010, 03:25:46 PM
Do feats and tricks acquired by magic items:

1) ignore prerequisites
2) require the user to meet all prerequisites as if they were taking the feat
3) ignore "prerequisites other than species or feat" (a la NPCs)
4) something else?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 17, 2010, 03:33:07 PM
Do feats and tricks acquired by magic items:

1) ignore prerequisites
2) require the user to meet all prerequisites as if they were taking the feat
3) ignore "prerequisites other than species or feat" (a la NPCs)
4) something else?

I would say 2.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on November 17, 2010, 04:32:07 PM
Why can't magic items grant gear feats? Do the RAW allow for magic items to grant feats other than those listed on the chart given?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Foghorn on November 17, 2010, 08:16:41 PM
Do feats and tricks acquired by magic items:

According to the Feat Essence description on page 198, it grants a temporary feat. Page 84 states that you must meet all prerequisites for temporary feats for them to be effective.

That being said, I kinda like the idea of Artifacts possibly ignoring this particular little bit, but that's just an off-the-top-of-my-head-and-not-really-thinking-about-possible-repercussions-that-could-be-exploited-into-ultracraziness
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on November 17, 2010, 08:22:36 PM
Do feats and tricks acquired by magic items:

According to the Feat Essence description on page 198, it grants a temporary feat. Page 84 states that you must meet all prerequisites for temporary feats for them to be effective.

That being said, I kinda like the idea of Artifacts possibly ignoring this particular little bit, but that's just an off-the-top-of-my-head-and-not-really-thinking-about-possible-repercussions-that-could-be-exploited-into-ultracraziness

I tend to ignore pre-reqs, but only for specific items.  For example, I gave the party a suit of leather armour that gave the PC the Multi-Armed feat - think Dr Octopus.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Foghorn on November 17, 2010, 08:27:19 PM
Maybe an additional Rep cost per prereq waived in case people are worried about it being too much
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on November 18, 2010, 04:50:03 AM
Do feats and tricks acquired by magic items:

According to the Feat Essence description on page 198, it grants a temporary feat. Page 84 states that you must meet all prerequisites for temporary feats for them to be effective.

That being said, I kinda like the idea of Artifacts possibly ignoring this particular little bit, but that's just an off-the-top-of-my-head-and-not-really-thinking-about-possible-repercussions-that-could-be-exploited-into-ultracraziness

I've been doing this from the get-go, one of my players is running around with an artifact that gives him a Personal Lieutenant, and my last campaign had one that granted benefits of Essence and Charm binding basics. I wouldn't allow them on a random roll but they can make for some fun concepts.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 18, 2010, 08:17:31 AM
Why can't magic items grant gear feats? Do the RAW allow for magic items to grant feats other than those listed on the chart given?

It's not that they can't - it's that they don't, most likely because they didn't make sense to at the time. That may well change with Gear for the Ages.

The system does not currently allow for granting feats outside that table due to the rules of common sense being applied. It's easy enough to add ones you're OK with at your table, as Sletch is doing with multi-armed at his.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Dhampire on November 18, 2010, 09:28:52 AM
I've been doing this from the get-go, one of my players is running around with an artifact that gives him a Personal Lieutenant

A sword that has a Spirit (or ghost) associated with it seems like an awesome thing!

yoink!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on November 18, 2010, 11:56:17 AM
Why can't magic items grant gear feats? Do the RAW allow for magic items to grant feats other than those listed on the chart given?

It's not that they can't - it's that they don't, most likely because they didn't make sense to at the time. That may well change with Gear for the Ages.

The system does not currently allow for granting feats outside that table due to the rules of common sense being applied. It's easy enough to add ones you're OK with at your table, as Sletch is doing with multi-armed at his.

Thanks greatly for the feedback.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on November 18, 2010, 02:01:45 PM
I've been doing this from the get-go, one of my players is running around with an artifact that gives him a Personal Lieutenant

A sword that has a Spirit (or ghost) associated with it seems like an awesome thing!

yoink!

Or a Lamp that gives you a flying blue spirit voiced by Robin Williams?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on November 18, 2010, 02:23:04 PM
I've been doing this from the get-go, one of my players is running around with an artifact that gives him a Personal Lieutenant

A sword that has a Spirit (or ghost) associated with it seems like an awesome thing!

yoink!

(This is almost exactly what it is)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on November 18, 2010, 10:48:49 PM
If someone does not win an opposed check, do they "fail?"
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 19, 2010, 06:54:28 AM
If someone does not win an opposed check, do they "fail?"

Yes....why?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on November 19, 2010, 07:32:01 AM
Probably for the purpose of class abilities, the ones that say "if you fail, your check result = 20 + class level".

Just guessing though.

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on November 19, 2010, 09:41:09 AM
If someone does not win an opposed check, do they "fail?"

Yes....why?

Because it affects a number of abilities. I know crafting checks never fail, and the section on opposed checks, as nearly as I can tell, never states there is a DC or that anyone fails.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 19, 2010, 12:41:45 PM
If someone does not win an opposed check, do they "fail?"

Yes....why?

Because it affects a number of abilities. I know crafting checks never fail, and the section on opposed checks, as nearly as I can tell, never states there is a DC or that anyone fails.

Point of order: Crafting checks can and do fail. Build, Counterfeit, and Repair checks don't fail because there Downtime activities; but Dismantle and Improvise can indeed.

If we're talking about abilities like Hand of Death or Very Very Sneaky, opposed checks are very specifically covered there.
Title: Floaties
Post by: Gentry on November 19, 2010, 03:14:48 PM
The Floater feat specifies a 20' ceiling. 20' from what? A surface beneath? A *hard* surface beneath? Can you float over a body of water? If so, when you float from a body of water onto a ship with a deck higher than the water, can you then ascend to 20' above the deck? If so, what happens if you stray from over the deck?

How do folks run it?
Title: Re: Floaties
Post by: Crafty_Alex on November 19, 2010, 03:22:24 PM
The Floater feat specifies a 20' ceiling. 20' from what? A surface beneath? A *hard* surface beneath? Can you float over a body of water? If so, when you float from a body of water onto a ship with a deck higher than the water, can you then ascend to 20' above the deck? If so, what happens if you stray from over the deck?

How do folks run it?

When you fly a plane, how is your elevation measured? I would say from the closest surface below you. What that surface is composed of would hardly matter, I would think...I suppose I imagine it like having 20 ft long telekinetic "legs" below you, so if you travel move from one surface to another 5 ft lower, your ceiling also lowers by 5 ft. I'm simple like that.
Title: Re: Floaties
Post by: Bill Whitmore on November 19, 2010, 04:47:00 PM
When you fly a plane, how is your elevation measured? I would say from the closest surface below you.

The plane analogy may not be the best one.  Plane's often measure altitude from sea level.

How do folks run it?

I suppose I imagine it like having 20 ft long telekinetic "legs" below you, so if you travel move from one surface to another 5 ft lower, your ceiling also lowers by 5 ft. I'm simple like that.

This is how I would handle it, too.
Title: Re: Floaties
Post by: Krensky on November 19, 2010, 04:57:24 PM
When you fly a plane, how is your elevation measured? I would say from the closest surface below you.

The plane analogy may not be the best one.  Plane's often measure altitude from sea level.

How do folks run it?

I suppose I imagine it like having 20 ft long telekinetic "legs" below you, so if you travel move from one surface to another 5 ft lower, your ceiling also lowers by 5 ft. I'm simple like that.

This is how I would handle it, too.

Planes traditionally measure altitude based on air pressure and and temperature, listing it as distance from sea level. Newer navigation systems use GPS to calculate altitude but still give it in relation to sea level. Some (typically military aircraft with a ground attack role) use RADAR systems (I'm not aware of any that use LIDAR) to determine elevation over terrain.

This has been an another episode of pointless facts.

Oh, and yeah, run it the way Alex and Bill. It's how I would play it too. It's levitation, not flight.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: mach1.9pants on November 19, 2010, 05:46:14 PM
Phew, I am glad there are some aviation experts around here!  ;D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on November 19, 2010, 06:21:05 PM
If someone does not win an opposed check, do they "fail?"

Yes....why?

Because it affects a number of abilities. I know crafting checks never fail, and the section on opposed checks, as nearly as I can tell, never states there is a DC or that anyone fails.

Point of order: Crafting checks can and do fail. Build, Counterfeit, and Repair checks don't fail because there Downtime activities; but Dismantle and Improvise can indeed.

If we're talking about abilities like Hand of Death or Very Very Sneaky, opposed checks are very specifically covered there.

I'll accept Word of God, but is there a useful page reference?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on November 19, 2010, 06:37:42 PM
Pg 72 and 73.  Build or Improve Object, Counterfeit and Repair are listed as Downtime actions with a check determining progress towards completion but not against a DC.  Dismantle and Improvise are regular actions and have very specific DCs listed in their descriptions.

Hand of Death (pg 30) and Very Very Sneaky (pg 32) both say ""you  still succeed as long as the check DC  (or your opponentís check result)  is equal to or less than your Class  Level + 20."
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on November 19, 2010, 07:18:18 PM
Grazie!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on November 19, 2010, 07:25:00 PM
What are the criteria for applying the size discounts to rep cost for magic items?
Title: Re: Floaties
Post by: Agent 333 on November 20, 2010, 02:20:33 AM
When you fly a plane, how is your elevation measured? I would say from the closest surface below you.

The plane analogy may not be the best one.  Plane's often measure altitude from sea level.

How do folks run it?

I suppose I imagine it like having 20 ft long telekinetic "legs" below you, so if you travel move from one surface to another 5 ft lower, your ceiling also lowers by 5 ft. I'm simple like that.

This is how I would handle it, too.

Planes traditionally measure altitude based on air pressure and and temperature, listing it as distance from sea level. Newer navigation systems use GPS to calculate altitude but still give it in relation to sea level. Some (typically military aircraft with a ground attack role) use RADAR systems (I'm not aware of any that use LIDAR) to determine elevation over terrain.

This has been an another episode of pointless facts.

Oh, and yeah, run it the way Alex and Bill. It's how I would play it too. It's levitation, not flight.

I'm fairly sure that modern aircraft measure altitude above sea level and altitude above the ground, and a quick check on Wikipedia confirms "Today, almost all airliners are equipped with at least one and usually several radar altimeters..." (http://en.wikipedia.org/wiki/Radar_altimeter), which are used to measure altitude above the ground.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 20, 2010, 08:57:15 AM
What are the criteria for applying the size discounts to rep cost for magic items?

There are no size discounts. There are only discounts for handedness, at the bottom of page 195 of Second Printing.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on November 20, 2010, 09:11:00 AM
So what's the difference between partial padded armour and a full length coat?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: EloiseCartwright on November 20, 2010, 12:11:35 PM
As has been stated before you can wear armour with a padded full length jacket.
Title: Re: Floaties
Post by: mach1.9pants on November 20, 2010, 12:22:39 PM
I'm fairly sure that modern aircraft measure altitude above sea level and altitude above the ground, and a quick check on Wikipedia confirms "Today, almost all airliners are equipped with at least one and usually several radar altimeters..." (http://en.wikipedia.org/wiki/Radar_altimeter), which are used to measure altitude above the ground.
Radalt is not much use above a few thousand feet. Above that (and all small planes) you use bar-alt (gives you AMSL using the regional pressure setting/or pressure setting for the airfield you are operating around). When you get to a certain height, depending on the type of airspace, you set 1013 and fly at Flight Levels (3000' normally)... obviously not much of this applies when you are in a Fighter dropping and climbing at 15,000fps!

But I think we better knock this on the head here LOL
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 20, 2010, 01:23:57 PM
So what's the difference between partial padded armour and a full length coat?

Ah, one's armor and one's not? I don't see how this has anything to do with rep cost or size...A coat as Not Armor can be combined with regular armor and thusly gets no discount, if that's what you mean...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on November 20, 2010, 02:02:20 PM
Yes: with only that line entry beneath the list of essences and charms, it's not the clearest guide as to what gets the discount & what doesn't. I'm guessing this will be expanded upon in Spellbound?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on November 20, 2010, 02:04:46 PM
Yes: with only that line entry beneath the list of essences and charms, it's not the clearest guide as to what gets the discount & what doesn't. I'm guessing this will be expanded upon in Spellbound?

Magic items aren't getting covered in spellbound.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on November 20, 2010, 02:13:54 PM
Yes: with only that line entry beneath the list of essences and charms, it's not the clearest guide as to what gets the discount & what doesn't. I'm guessing this will be expanded upon in Spellbound?

Gear for the ages would be a more likely place for this to be expanded upon, I think.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on November 20, 2010, 03:22:53 PM
Hmm, if I use the monkey grip stance from spear basics to wield a normally two handed weapon in one hand, does it count as a one handed melee weapon for the purposes of the two weapon fighting feat?

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 20, 2010, 04:14:19 PM
Hmm, if I use the monkey grip stance from spear basics to wield a normally two handed weapon in one hand, does it count as a one handed melee weapon for the purposes of the two weapon fighting feat?

prototype00

Sure!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 20, 2010, 04:15:57 PM
Yes: with only that line entry beneath the list of essences and charms, it's not the clearest guide as to what gets the discount & what doesn't. I'm guessing this will be expanded upon in Spellbound?

It's pretty clear IMO - if this theoretical coat is not armor (and thus preventing the wearer from wearing other armor), it does not get a discount for being armor. A coat that is not armor is basically the same as a ring, crown, or anything else that can be worn without taking your "armor slot" or using up a hand - that's the only reason a discount is ever given.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: SilvercatMoonpaw on November 21, 2010, 06:48:19 AM
More Rogue Template (p 248-249) questions:

Is the drake supposed to have grade II on its natural attacks?

Is the saurian supposed to have aquatic I?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on November 21, 2010, 02:17:15 PM
If a Martial Artist with Polearm Mastery and the Quake Strike ploy uses his Quake Strike, can he apply the Topple And Gut trick if he's holding a polearm? Quake Strike isn't a trick...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on November 21, 2010, 08:30:05 PM
If a Martial Artist with Polearm Mastery and the Quake Strike ploy uses his Quake Strike, can he apply the Topple And Gut trick if he's holding a polearm? Quake Strike isn't a trick...

I'd say yes, but only because I used this exact combination quite often...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Foghorn on November 21, 2010, 10:06:24 PM
Quake Strike isn't listed as a Trick, but it's not listed as a type of Attack Action either, so maybe you can't apply any tricks to it at all. I'd say no, but if Sletchman's been doing it and not causing any problems, maybe I'm just cranky that way
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on November 21, 2010, 10:55:58 PM
Quake Strike isn't listed as a Trick, but it's not listed as a type of Attack Action either, so maybe you can't apply any tricks to it at all. I'd say no, but if Sletchman's been doing it and not causing any problems, maybe I'm just cranky that way

Quake Strike allows you to make a Trip attempt against all adjacent opponents, and Topple and Gut is a Polearm Trip trick. Looks legal to me.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on November 22, 2010, 12:11:23 AM
As I read it, Quake Strike is nothing but a Trip, simply with a few changes: it takes a full action and it targets all adjacent opponents. Other than that, it's a Trip action, so you may apply any Trip trick to it, including Topple and Gut. However, I guess I wouldn't allow this trick to affect more than one opponent*. Otherwise it would be quite overpowered, in my opinion.

* This is a standard rule I generally use, including for Master's Touch. When combining tricks or effects and one of them affects several targets, this does not propagate to the other effects. Single-target effects remain single-target, just to avoid some abusive combinations. But maybe I shouldn't, good question ... :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on November 22, 2010, 11:42:36 AM
Hmm, if I use the monkey grip stance from spear basics to wield a normally two handed weapon in one hand, does it count as a one handed melee weapon for the purposes of the two weapon fighting feat?

prototype00

Sure!

Rad, thanks for the answer.
Another question, if I may? How does the lumbering quality interact with the two headed species feat? I.e. when is the character flanked? Is it when they are surrounded by two enemies in any configuration as it states in lumbering or is it when they are surrounded by three enemies in any configuration as it states in two headed? I just want to know which one takes precedence.

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 22, 2010, 12:00:00 PM
Another question, if I may? How does the lumbering quality interact with the two headed species feat? I.e. when is the character flanked? Is it when they are surrounded by two enemies in any configuration as it states in lumbering or is it when they are surrounded by three enemies in any configuration as it states in two headed? I just want to know which one takes precedence.

In this case lumbering takes precedence - so two enemies in any configuration. Common sense point of order - you're only as capable as your worst penalty allows you to be. ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on November 22, 2010, 07:30:49 PM
When the sage gains a "Flawless Skill" ability from his cross-training, are his levels in sage used to determine the exact DCs he can beat? For instance, I'm making a Pech sage at level 4 right now. If he gets Very, Very Sneaky, can he always beat a sneak check of 24 (20 + his levels in sage) or under?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on November 22, 2010, 07:44:51 PM
When a cross-trained ability uses Class or Caster Level to determine its effect, it is considered to be 4.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on November 22, 2010, 10:15:27 PM
In the combat section it says a character who doesn't possess the unarmed proficiency deals 1d3 subdual damage, and a character who is proficient deals 1d4 lethal.  Can a character who is proficient choose to deal subdual damage?  How much do they deal?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on November 22, 2010, 10:29:58 PM
In the combat section it says a character who doesn't possess the unarmed proficiency deals 1d3 subdual damage, and a character who is proficient deals 1d4 lethal.  Can a character who is proficient choose to deal subdual damage?  How much do they deal?

Damage Conversion: An attacker may choose to convert the damage from lethal to subdual or vice versa. This decision must be made before the attack roll is made, as a –4 penalty is applied to the check. The resulting damage is converted to the chosen type and reduced to 1/2 normal (rounded up).

Personally, I'd ignore the half-damage bit because the idea that a trained individual is less capable of just knocking someone out than some noob is just doesn't work for me.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on November 22, 2010, 10:34:34 PM
In the combat section it says a character who doesn't possess the unarmed proficiency deals 1d3 subdual damage, and a character who is proficient deals 1d4 lethal.  Can a character who is proficient choose to deal subdual damage?  How much do they deal?

Damage Conversion: An attacker may choose to convert the damage from lethal to subdual or vice versa. This decision must be made before the attack roll is made, as a –4 penalty is applied to the check. The resulting damage is converted to the chosen type and reduced to 1/2 normal (rounded up).

Personally, I'd ignore the half-damage bit because the idea that a trained individual is less capable of just knocking someone out than some noob is just doesn't work for me.

I'd probably call that the sole exception to the conversion rules. Especially since half of a d4 is slightly worse then a d3.

EDIT: What I mean is I'd allow you to choose to do 1d3 subdual or 1d4 lethal.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on November 23, 2010, 12:29:28 AM
In the combat section it says a character who doesn't possess the unarmed proficiency deals 1d3 subdual damage, and a character who is proficient deals 1d4 lethal.  Can a character who is proficient choose to deal subdual damage?  How much do they deal?

Damage Conversion: An attacker may choose to convert the damage from lethal to subdual or vice versa. This decision must be made before the attack roll is made, as a Ė4 penalty is applied to the check. The resulting damage is converted to the chosen type and reduced to 1/2 normal (rounded up).

Personally, I'd ignore the half-damage bit because the idea that a trained individual is less capable of just knocking someone out than some noob is just doesn't work for me.

Personally, I ignore the -4 too.  I was just wondering if there was a bit in the book I missed about picking either type of damage, because the damage conversion rules are a bit silly in this instance.  I should have put something to that effect in my OP.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on November 23, 2010, 05:32:14 AM
I agree. It wouldn't be silly if there wasn't the backhand ability of the Martial Artist. This one specifically implies that without it, damage is lethal. It does kind of suck. So yeah, I've always considered unarmed fighting dealing either lethal or subdual damage, at no penalty. And forget about backhand.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on November 23, 2010, 08:06:44 AM
No book here at the moment, but I thought beatdown was subdual and backhand was stress.

But yeah. At worst, i'd assume you don't get a penalty for doing subdual, but no bonus (for martial arts, etc.), but beatdown lets you use all your bonuses.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 23, 2010, 11:14:18 AM
The conversion rules include those restrictions because subdual damage gets ugly very, very quickly as the damage escalates. At this level - with an absolute damage cap of 4 + STR mod, it's probably fine though. YMMV, of course.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on November 23, 2010, 04:00:50 PM
Of course, if your martial artist wants to deal subdual, there's always the Pummel, which always does subdual damage. At my table this last weekend the martial artist laid down 34 points of subdual damage in a single whack. He thought it was the coolest thing he'd ever seen.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on November 24, 2010, 12:04:33 AM
No book here at the moment, but I thought beatdown was subdual and backhand was stress.
My mistake! Thanks Psion. The big difference between the two here is that stress damage ignores damage reduction. This makes it a powerful tool against DR-heavy critters which you would like to subdue but not kill, like say ... city guards. Otherwise, as Gentry said, there is the powerful Pummel action which always deal subdual damage.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on November 28, 2010, 06:57:15 AM
Is the club (the first listing in the blunt weapons table) really supposed to be 2 handed? That's gotta be wrong.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on November 28, 2010, 06:05:06 PM
Hmm, if I use the monkey grip stance from spear basics to wield a normally two handed weapon in one hand, does it count as a one handed melee weapon for the purposes of the two weapon fighting feat?

prototype00

Sure!

Since the wording there, and on p. 215, so precisely avoids saying a 2-handed weapon becomes 1-handed, I assumed that would not be the case. Does that mean a pike wielded in one hand via Monkey Stance gains Reach +1?  I see four possible scenarios.

1. The wording in Two Weapon Fighting is overly picky and it should just say two melee weapons.
2. The pike does gain +1 Reach, becoming Reach 4.
3. You have reconsidered your answer, and you may not use the pike in conjunction with TWF, and the pike gains bleed regardless of how it is held.
4. Handedness is determined by weapon, not by how it is wielded, except that references to handling, holding or wielding refer literally to the hands used. So TWF would allow the pike, but the pike gains bleed (not Reach +1) and you still cannot wield a pike two-handed in Monkey Stance to gain +2 Strength for damage purposes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on November 28, 2010, 08:30:22 PM
Hmm, if I use the monkey grip stance from spear basics to wield a normally two handed weapon in one hand, does it count as a one handed melee weapon for the purposes of the two weapon fighting feat?

prototype00

Sure!

Since the wording there, and on p. 215, so precisely avoids saying a 2-handed weapon becomes 1-handed, I assumed that would not be the case. Does that mean a pike wielded in one hand via Monkey Stance gains Reach +1?  I see four possible scenarios.

1. The wording in Two Weapon Fighting is overly picky and it should just say two melee weapons.
2. The pike does gain +1 Reach, becoming Reach 4.
3. You have reconsidered your answer, and you may not use the pike in conjunction with TWF, and the pike gains bleed regardless of how it is held.
4. Handedness is determined by weapon, not by how it is wielded, except that references to handling, holding or wielding refer literally to the hands used. So TWF would allow the pike, but the pike gains bleed (not Reach +1) and you still cannot wield a pike two-handed in Monkey Stance to gain +2 Strength for damage purposes.

This post just made me realize that by RAW a Many-Armed Rootwalker couldn't use the Two-Weapon feats with a pair of two-handed weapons.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on November 29, 2010, 07:00:10 AM
This post just made me realize that by RAW a Many-Armed Rootwalker couldn't use the Two-Weapon feats with a pair of two-handed weapons.

You say that like it's a bad thing.

Generally speaking, having more hands or more weapons gives you more options, not more attacks/damage. Ramping up damage is pretty tightly controled.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on November 29, 2010, 03:09:38 PM
This post just made me realize that by RAW a Many-Armed Rootwalker couldn't use the Two-Weapon feats with a pair of two-handed weapons.

You say that like it's a bad thing.

Generally speaking, having more hands or more weapons gives you more options, not more attacks/damage. Ramping up damage is pretty tightly controled.

But an ogre wielding one two-handed weapon does the same damage and can get just as many attacks with Darting/Flashing as Two-Weapon would give.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on November 29, 2010, 06:52:19 PM
This post just made me realize that by RAW a Many-Armed Rootwalker couldn't use the Two-Weapon feats with a pair of two-handed weapons.

You say that like it's a bad thing.

Generally speaking, having more hands or more weapons gives you more options, not more attacks/damage. Ramping up damage is pretty tightly controled.

But an ogre wielding one two-handed weapon does the same damage and can get just as many attacks with Darting/Flashing as Two-Weapon would give.

Which is why I, for one, would let a player who wanted to do it, do it.  FWIW I chose "4" on pawsplay's question too.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 30, 2010, 07:52:28 AM
Hmm, if I use the monkey grip stance from spear basics to wield a normally two handed weapon in one hand, does it count as a one handed melee weapon for the purposes of the two weapon fighting feat?

prototype00

Sure!

Since the wording there, and on p. 215, so precisely avoids saying a 2-handed weapon becomes 1-handed, I assumed that would not be the case. Does that mean a pike wielded in one hand via Monkey Stance gains Reach +1?  I see four possible scenarios.

1. The wording in Two Weapon Fighting is overly picky and it should just say two melee weapons.
2. The pike does gain +1 Reach, becoming Reach 4.
3. You have reconsidered your answer, and you may not use the pike in conjunction with TWF, and the pike gains bleed regardless of how it is held.
4. Handedness is determined by weapon, not by how it is wielded, except that references to handling, holding or wielding refer literally to the hands used. So TWF would allow the pike, but the pike gains bleed (not Reach +1) and you still cannot wield a pike two-handed in Monkey Stance to gain +2 Strength for damage purposes.

4. The weapon's statistics do not change - just how you use it. Using Monkey's Grip to gain access to the 2-handed weilding rules and +1 Reach was never the intent of the stance.

As a pointer, if you are confronted with a complex order of operations quandry like this in the future, apply Occam's Razor - the simplest answer is both the best and the most likely one. That is how our exceptions are - they are intended to change as little as possible (typically, only what is specifically addressed). If a "correct" interpretation of the rules would require the rescripting of one or more feats, totally ignoring clauses of particular rules or radically changing how a chain of rules would work, you're probably going too far.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on November 30, 2010, 08:21:56 AM
quick Question:  Does the Blindsight NPC quality penetrate? 
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on November 30, 2010, 08:27:24 AM
Hmm, if I use the monkey grip stance from spear basics to wield a normally two handed weapon in one hand, does it count as a one handed melee weapon for the purposes of the two weapon fighting feat?

prototype00

Sure!

Since the wording there, and on p. 215, so precisely avoids saying a 2-handed weapon becomes 1-handed, I assumed that would not be the case. Does that mean a pike wielded in one hand via Monkey Stance gains Reach +1?  I see four possible scenarios.

1. The wording in Two Weapon Fighting is overly picky and it should just say two melee weapons.
2. The pike does gain +1 Reach, becoming Reach 4.
3. You have reconsidered your answer, and you may not use the pike in conjunction with TWF, and the pike gains bleed regardless of how it is held.
4. Handedness is determined by weapon, not by how it is wielded, except that references to handling, holding or wielding refer literally to the hands used. So TWF would allow the pike, but the pike gains bleed (not Reach +1) and you still cannot wield a pike two-handed in Monkey Stance to gain +2 Strength for damage purposes.

4. The weapon's statistics do not change - just how you use it. Using Monkey's Grip to gain access to the 2-handed weilding rules and +1 Reach was never the intent of the stance.

As a pointer, if you are confronted with a complex order of operations quandry like this in the future, apply Occam's Razor - the simplest answer is both the best and the most likely one. That is how our exceptions are - they are intended to change as little as possible (typically, only what is specifically addressed). If a "correct" interpretation of the rules would require the rescripting of one or more feats, totally ignoring clauses of particular rules or radically changing how a chain of rules would work, you're probably going too far.

I would definitely label #3 as the simplest answer, but #4 seemed the next most likely. Thank you for the clarification.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on November 30, 2010, 08:27:59 AM
quick Question:  Does the Blindsight NPC quality penetrate? 

It seems to me that Blindsight is supposed to represent a whole bunch of different methods of location that a monster might possess, and as such a universal penetration rule might not work [ecolocation vs tremorsense for example would have totally different rulings].  Which this in mind I'd call it on a case by case basis - depending on the monster in question or the source of the effect.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 30, 2010, 08:29:49 AM
quick Question:  Does the Blindsight NPC quality penetrate? 

Penetrate what, exactly? Darkness? Yes. Walls? Yes. Invisibility? Yes. Disguises? Unlikely. More details would help here.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on November 30, 2010, 09:04:47 AM
walls and intervening terrain.  Sorry for the vagueness.
Whole group is D&D veterans, and the remnants of the difference between blindsight and blind sense / tremorsense often taint our thinking.

(The necklace with Blindsight NPC quality is HUGE: Sensing out to 1500 feet?!?! Too bad my character has to sleep.  Strap that onto our notice cranked Unborn and everyone can sleep peacefully.)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 30, 2010, 09:59:29 AM
walls and intervening terrain.  Sorry for the vagueness.
Whole group is D&D veterans, and the remnants of the difference between blindsight and blind sense / tremorsense often taint our thinking.

(The necklace with Blindsight NPC quality is HUGE: Sensing out to 1500 feet?!?! Too bad my character has to sleep.  Strap that onto our notice cranked Unborn and everyone can sleep peacefully.)

Blindsight is set to model both tremorsense and blindsight, so I can certainly see why you might be confused by it - and why I apparently am. Let's read the text: 

Quote from: Blindsight NPC Quality
...His blindsight operates like vision out to 10 blindsight increments, each equal to his Wisdom score ◊ 10 ft. Within this range he ignores ambient light penalties and cannot be blinded. He also sees hidden and invisible characters and objects without restriction.

The key operator in that sentence are "operates like vision...ignores ambient light penalties and cannot be blinded" and "sees hidden and invisible...without restriction." So, basically, it's like regular sight without the chance of being restricted by blindness and ignoring hidden/invisible style effects. As such, I reconsider my answer and say no, it does not penetrate walls, disguises, or other intervening terrain because it still operates fundamentally like vision and walls and disguises do not make you implicitly hidden or invisible (they could, but then there's things like shooting through walls that are possible, which IMO would lead me to say that someone behind a wall is not necessarily hidden since they can be attacked). Things like tremorsense are more like radar/sonar, detecting everything around you, which is not how our blindsight functions; true seeing and the like for seeing through disguises and illusion. 

Apologies for the confusion.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on November 30, 2010, 01:07:17 PM
So how would you model/cost tremorsense?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on November 30, 2010, 02:13:27 PM
Are the effects of the Superior Jumper quality affected by the cap due to height?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 30, 2010, 03:04:29 PM
So how would you model/cost tremorsense?

With a new NPC quality. Definitely something we'll flag for a future product.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 30, 2010, 03:08:46 PM
Are the effects of the Superior Jumper quality affected by the cap due to height?

I would most often run no, but I could see some cases where the opposite would be true for certain creatures, so as is often the case with the NPC/monster-building rules, the final ruling is up to each GM based on the critter at hand.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on November 30, 2010, 03:24:20 PM
So how would you model/cost tremorsense?

In most cases, Blindsight suffices perfectly well.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on November 30, 2010, 03:43:32 PM
So how would you model/cost tremorsense?

With a new NPC quality. Definitely something we'll flag for a future product.

Blindsight II: As I and ignores intervening physical structures within range increments equal to wisdom modifier (min 1)?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on December 07, 2010, 10:12:47 AM
our resident Mage Craftsman is looking at the Armor section is is curious.  There is a special call out that Unborn can have armor built into / modified onto their form.  But there does not appear to be a benefit to doing this.  are we missing something?

oh, and on the blindsight topic, I think the stock version needs to penetrate intervening substances, that is how tit trumps the Hidden quality.  Plus, without an advanced Blindsight quality, the Bullette underground is rather blinded.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on December 07, 2010, 10:28:07 AM
our resident Mage Craftsman is looking at the Armor section is is curious.  There is a special call out that Unborn can have armor built into / modified onto their form.  But there does not appear to be a benefit to doing this.  are we missing something?

There is no inherent benefit beyond any narrative story/combat implications. The callout is there to specifically illustrate that this doesn't get you anything beyond the obvious.

Quote
oh, and on the blindsight topic, I think the stock version needs to penetrate intervening substances, that is how tit trumps the Hidden quality.  Plus, without an advanced Blindsight quality, the Bullette underground is rather blinded.

We haven't decided how to proceed with this yet, but the feedback is appreciated. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Cherrypie on December 13, 2010, 04:05:48 PM
I do realize this is a pretty stupid question at this point in the game, but.

When you multiclass, do you get the proficiency points from the new class you're getting? I think no, but I have to confirm.

Also, are skill points gains retroactive? Like, when you increase or decrease your INT?

(Yes, my book is FC first printing. The deadtree came a bit late)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on December 13, 2010, 04:25:33 PM
I do realize this is a pretty stupid question at this point in the game, but.

When you multiclass, do you get the proficiency points from the new class you're getting? I think no, but I have to confirm.

Also, are skill points gains retroactive? Like, when you increase or decrease your INT?

(Yes, my book is FC first printing. The deadtree came a bit late)

The second printing clarifies your first point:
Quote from: Added under "Proficiencies" in Career Level, Chapter 1
You start with the proficiencies listed in your first base class
and do not gain the proficiencies listed in any other class. After
Career Level 1, proficiencies are only gained as shown on Table
1.4: Career Level (see page 27).

I'm not sure where or if it's listed somewhere, I'll have to go and find it, but I think the general rule with FC is that things are always retroactive to prevent weighting of levels, there might be a better answer further down the line.

Also, "there are no stupid questions except those unasked" and all that business!

Here's a post way back in this thread were Arakor talked about the same thing: http://www.crafty-games.com/forum/index.php?topic=2837.msg50762#msg50762

Looks like the answer was that it does, in fact, retroactively increase skill points.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Black Bart on December 14, 2010, 10:41:51 AM
Page 108 2nd printing state that a personal lieutenant "may not control additional characters." This includes summoned creatures, right?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on December 14, 2010, 11:31:02 AM
Page 108 2nd printing state that a personal lieutenant "may not control additional characters." This includes summoned creatures, right?

Yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on December 22, 2010, 10:09:30 AM
Trampling Question.
the party Giant (having Trample) learns Martial Arts.
Does this increase the damage and the crit range of Trampling, since that uses an unarmed attack roll?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on December 22, 2010, 11:19:12 AM
Trampling Question.
the party Giant (having Trample) learns Martial Arts.
Does this increase the damage and the crit range of Trampling, since that uses an unarmed attack roll?

Yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on December 22, 2010, 02:46:46 PM
Giant Martial Artists for the WIN (with Native Ferocity)

of course I type native Ferocity and then wonder if we have a conclusive answer on if a Saurian applies Martial arts benefits to Bite and Tail attacks (or horn attacks for Devilish Heritage).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on December 22, 2010, 09:26:08 PM
Yes he does. Natural attacks are unarmed attacks. Hence, Martial Arts applies to all of them. Unless I'm mistaken, that's part of the reason why the damage bonus has been changed from 1d6 to +2, so that natural attacks can benefit from it as well. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Desertpuma on December 22, 2010, 10:18:49 PM
Yep, hence why the Hydra is so nasty with 7 heads each attacking plus their Swift Attack and they can Flurry. Yes, that equals 8 attacks in a Flurry on one PC at 1D12+2 per head. Nasty stuff.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on December 23, 2010, 03:24:26 AM
Especially if it's using Martial Arts--Hydra Fu!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on December 23, 2010, 12:06:20 PM
Especially if it's using Martial Arts--Hydra Fu!

It's that a movie with Jack Black?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on December 23, 2010, 12:49:48 PM
Give it time. He's digging so hard, he's sure to find something lower than Gulliver's Travels eventually.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on December 23, 2010, 01:58:44 PM
I haven't seen it yet and I wont because I'll yell at the screen. Why? Cos I've been working on this for a long time:
http://www.scribd.com/doc/45719729/Gullivers-Trading-Co-Grub2

Anyway go back on topic ignore me.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Reef on December 24, 2010, 05:20:13 AM
Regarding Attack Tricks:  when you apply a trick to an attack, the attack still functions normally unless the trick specifies otherwise, correct?  So, it still does it's normal damage?

So, for someone with Hurling Master, there would be no reason not to apply Staple to every throw (assuming they didn't have other tricks to use)?

Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Dhampire on December 24, 2010, 05:35:59 AM
Reef, I think so.

Also, I'm wanting clarification whether...

Unnerving Shot would apply to all three opponents taunted at once with Aggro Basics, or just one of them?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on December 24, 2010, 06:46:41 AM
Unnerving Shot would apply to all three opponents taunted at once with Aggro Basics, or just one of them?
I am inclined to say just one, and leave open the possibility of it working on all three with an Action Die or really sweet setup.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on December 24, 2010, 09:44:14 AM
Reef, I think so.

Also, I'm wanting clarification whether...

Unnerving Shot would apply to all three opponents taunted at once with Aggro Basics, or just one of them?

Hah, I hadn't considered this combination, that'd be an awful lot of cool I wouldn't want to deny somebody, but I'm unsure what I'd decide in an actual game situation, I very well might personally let it slide (though I can see both rules arguments both ways, and balance arguments against) but I'd at the very least make it use three shots.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on December 24, 2010, 09:31:09 PM
Nice one! That would be a GM call, I guess. I am myself inclined to accept this, since I already authorize Painful Secrets to be used together with Menacing Threat. But basically, it's all about how you read "the target" (or the opponent): the only target or the target(s) ... :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on December 24, 2010, 11:22:03 PM
When a class ability lets you convert damage without penalty such as the monk's spirit fist on pg 115 of the adventure companion, does that also mean no penalty to the damage dealt? (As opposed to a half damage penalty as stated in teh core book when converting damage?)

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on December 24, 2010, 11:49:19 PM
Regarding Attack Tricks:  when you apply a trick to an attack, the attack still functions normally unless the trick specifies otherwise, correct?  So, it still does it's normal damage?

Correct on both counts. Rules don't change unless other rules alter them.

Quote
So, for someone with Hurling Master, there would be no reason not to apply Staple to every throw (assuming they didn't have other tricks to use)?

Well, that's one option - you may have other tricks you'd prefer to apply for certain attacks.

Unnerving Shot would apply to all three opponents taunted at once with Aggro Basics, or just one of them?

I could go either way on this, and would probably rule on a case-by-case basis.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on December 24, 2010, 11:49:44 PM
When a class ability lets you convert damage without penalty such as the monk's spirit fist on pg 115 of the adventure companion, does that also mean no penalty to the damage dealt? (As opposed to a half damage penalty as stated in teh core book when converting damage?)

Yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Brakk on December 28, 2010, 11:40:09 PM
Can you have two Special Construction feats, one from the Species and other one as your  1st Level feat?
Also, Refreshing Potion heals subdual damage according to Table 4.10 but it's description says stress? I presume it's subdual, but I cannot find the change in errata? Has this been fixed in the second printing?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on December 29, 2010, 05:53:29 AM
Can you have two Special Construction feats, one from the Species and other one as your  1st Level feat?
Also, Refreshing Potion heals subdual damage according to Table 4.10 but it's description says stress? I presume it's subdual, but I cannot find the change in errata? Has this been fixed in the second printing?


Unless the feat says so specifically, you can only take each feat once. I actually don't know where that's spelled out in the book but I'm certain it's the case.

Also, the Refreshing potion thing was fixed in the second printing, both say subdual.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on December 29, 2010, 10:06:08 AM
Unless the feat says so specifically, you can only take each feat once. I actually don't know where that's spelled out in the book but I'm certain it's the case.

It's not stated that way explicitly in the book because taking a feat multiple times is the exception, not the other way around.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on December 29, 2010, 12:17:25 PM
Unless the feat says so specifically, you can only take each feat once. I actually don't know where that's spelled out in the book but I'm certain it's the case.

It's not stated that way explicitly in the book because taking a feat multiple times is the exception, not the other way around.


That's what I meant, there isn't anything that outright says you can't, but there are instances that say you can, meaning they're apart from the standard.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Jake on December 30, 2010, 03:18:57 PM
When you use the Soldier's Accurate ability with the Monster Slayer's Cut Deep and True ability does the attack gain the keen quality equal the results of both action dice? I could see it working because Accurate says to add the dice together, but CDaT has the phrase "When you spend and roll an action die". I think it should work but I'm just not sure.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on December 30, 2010, 08:04:35 PM
When you use the Soldier's Accurate ability with the Monster Slayer's Cut Deep and True ability does the attack gain the keen quality equal the results of both action dice? I could see it working because Accurate says to add the dice together, but CDaT has the phrase "When you spend and roll an action die". I think it should work but I'm just not sure.

I'd allow it - if only to keep things simple.  Allowing it avoids the question of "Which Action Die is the real Action Die, and which is a bonus", as well as seeming like something that should stack (because it's cool).  I also think CDaT is worded that way because multiple dice is the exception, rather then the norm.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on January 01, 2011, 02:52:52 AM
When you use the Soldier's Accurate ability with the Monster Slayer's Cut Deep and True ability does the attack gain the keen quality equal the results of both action dice? I could see it working because Accurate says to add the dice together, but CDaT has the phrase "When you spend and roll an action die". I think it should work but I'm just not sure.

I'd allow it - if only to keep things simple.  Allowing it avoids the question of "Which Action Die is the real Action Die, and which is a bonus", as well as seeming like something that should stack (because it's cool).  I also think CDaT is worded that way because multiple dice is the exception, rather then the norm.

I would likely allow it as well.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Banesfinger on January 01, 2011, 06:28:40 PM
Flail Mastery (pg. 88)
For the Thresher Spin trick, it states: "If this attack hits it counts as 2 melee hits made this round."

Does this mean you hit twice and apply damage twice to the target?
Or was this only intended to supplement the successes for Whirling Serpent (Flail Basics)?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on January 01, 2011, 07:29:03 PM
Or was this only intended to supplement the successes for Whirling Serpent (Flail Basics)?
That, which is already quite useful. The other option would be dramatically too powerful!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on January 02, 2011, 10:02:45 AM
Flail Mastery (pg. 88)
For the Thresher Spin trick, it states: "If this attack hits it counts as 2 melee hits made this round."

Does this mean you hit twice and apply damage twice to the target?
Or was this only intended to supplement the successes for Whirling Serpent (Flail Basics)?

This is only for Whirling Serpent and other similar feats/tricks which key to the number of times you hit someone.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MatrexsVigil on January 03, 2011, 09:14:01 PM
Is there a reason there is no Beast modifier under Goods in the Gear section?

Also, is the Kit/Armor/Weapon Beast modifier supposed to be 200%?  That means a drake's mage pouch is 60s!  They can't even afford any DR granting armor after that.

Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on January 03, 2011, 09:14:43 PM
Beasts don't have thumbs.

Also, what self respecting Drake wears armor?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MatrexsVigil on January 03, 2011, 09:15:23 PM
Beasts don't have thumbs.

I'm sorry but that doesn't answer any of my questions at all.  =(
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on January 03, 2011, 09:37:24 PM
What he means is that since drakes don't have thumbs in Fantasy Craft they can't use gear that requires gripping or fine manipulation. That neatly omits pretty much all of the Goods section.

Also, yes, the beast modifier is intended to be 200%. Pretty much everything has be custom-constructed for drakes and this price incorporates both the labor and, frankly, increased cost of materials involved.

Of course, you're encouraged to make any modifications to the system to taste, though these are in fact intended rules to adequately simulate our vision of drakes as a playable class, and to help balance them against other options.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MatrexsVigil on January 03, 2011, 09:39:56 PM
What he means is that since drakes don't have thumbs in Fantasy Craft they can't use gear that requires gripping or fine manipulation. That neatly omits pretty much all of the Goods section.

Also, yes, the beast modifier is intended to be 200%. Pretty much everything has be custom-constructed for drakes and this price incorporates both the labor and, frankly, increased cost of materials involved.

Of course, you're encouraged to make any modifications to the system to taste, though these are in fact intended rules to adequately simulate our vision of drakes as a playable class, and to help balance them against other options.

Thanks.  I was really only looking to give a drake a backpack--cause how else would they hold stuff?  xD
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on January 03, 2011, 10:22:02 PM
Thanks.  I was really only looking to give a drake a backpack--cause how else would they hold stuff?  xD

I tend to think of a drake "backpack" as saddlebags, which are put on and used much like those on a horse.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MatrexsVigil on January 03, 2011, 10:32:55 PM
Thanks.  I was really only looking to give a drake a backpack--cause how else would they hold stuff?  xD

I tend to think of a drake "backpack" as saddlebags, which are put on and used much like those on a horse.

What my question is though:  Do you apply the 200% beast modifier to a Backpack item to get a drake backpack?  Or are drakes not supposed to use Goods at all?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on January 03, 2011, 11:56:50 PM
A real world Beast (dolphins) can carry items in thier stomachs regurgitating them up for use later. Just sayin'
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on January 04, 2011, 02:16:37 AM
Thanks.  I was really only looking to give a drake a backpack--cause how else would they hold stuff?  xD

I always figured they gestured to the nearest peasant and announced "carry that back to my cave. Or else..." Belching a bit of flame into the air is purely optional >:D.

Pockets aren't an item you have to buy - everyone gets those, thumbs or not :). I figure bite -> heave onto back where it snags in the spinal crest -> press on, works for most objects they might choose to carry off. In a group they could have a teammate with hands help fine tune the load and lash it down with some cord or something. Plus, with their size they can already tote around more than most (medium) characters.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on January 04, 2011, 07:04:38 AM
Thanks.  I was really only looking to give a drake a backpack--cause how else would they hold stuff?  xD

I tend to think of a drake "backpack" as saddlebags, which are put on and used much like those on a horse.

What my question is though:  Do you apply the 200% beast modifier to a Backpack item to get a drake backpack?  Or are drakes not supposed to use Goods at all?

What Morg said, or the person "saddling" the drake with crap pays the typical 100% (as no, according to the RAW, there's no modifier - I might still charge 200% for time, labor, and materials for drake saddlebags, though).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on January 05, 2011, 07:18:00 AM
For wrestling mastery, if your strength and constitution happen to be the same, is it the players choice which gets raised by 1 point?

Also for the path of harmony from the monk expert class, when it says:

Quote
Harmony I: When youíre a helper in a cooperative check,
the leaderís threat range increases by your Harmony Step. Only
one character with Steps along the Path of Harmony may affect
each cooperative check.

What does helper mean? Do you actually have to succeed in the DC 15 check (to add a +2 to the main check), or is your mere presence enough to inspire greatness (i.e. can you fail and still impart the increased threat range)?

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on January 05, 2011, 11:18:07 AM
For wrestling mastery, if your strength and constitution happen to be the same, is it the players choice which gets raised by 1 point?

Yes.

Quote
Also for the path of harmony from the monk expert class, when it says:

Quote
Harmony I: When youíre a helper in a cooperative check,
the leaderís threat range increases by your Harmony Step. Only
one character with Steps along the Path of Harmony may affect
each cooperative check.

What does helper mean? Do you actually have to succeed in the DC 15 check (to add a +2 to the main check), or is your mere presence enough to inspire greatness (i.e. can you fail and still impart the increased threat range)?

Per the RAW, a helper is only a helper if he actively participates in the check (ie making the roll). Consequently, I would rule he needs to succeed on the check in order to grant the bonus to the leader, because on a crit failure a helper can also ruin the check. Helping - particularly considering the butch benefit - without taking any risk is a bit fishy to me.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on January 05, 2011, 02:19:21 PM
Given that the extra skill point effects of increasing the Int mod are retroactive, are the effects of the Talented feat calculated in the same manner, or do you still need to make of a note of when in a build that feat is acquired?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on January 05, 2011, 11:53:39 PM
For wrestling mastery, if your strength and constitution happen to be the same, is it the players choice which gets raised by 1 point?

Yes.


Brill, I guessed as much based on the other examples of stat gain in the book, but I wasn't sure.

Quote
Quote
Also for the path of harmony from the monk expert class, when it says:

Quote
Harmony I: When youíre a helper in a cooperative check,
the leaderís threat range increases by your Harmony Step. Only
one character with Steps along the Path of Harmony may affect
each cooperative check.

What does helper mean? Do you actually have to succeed in the DC 15 check (to add a +2 to the main check), or is your mere presence enough to inspire greatness (i.e. can you fail and still impart the increased threat range)?

Per the RAW, a helper is only a helper if he actively participates in the check (ie making the roll). Consequently, I would rule he needs to succeed on the check in order to grant the bonus to the leader, because on a crit failure a helper can also ruin the check. Helping - particularly considering the butch benefit - without taking any risk is a bit fishy to me.

Hmm, I know I'm challenging word of god here, but in the skill section it states that a helper is anyone who participates in the check (whether they succeed or fail).

Quote
One character becomes the
leader and all others become helpers. A maximum of 5 helpers
may assist each skill check. The leader makes a standard skill check
against the full DC and then each helper makes the same check
against a DC of 15. For each helper who succeeds, the leaderís
result increases by 1, and for each helper who scores a critical
success the leaderís result increases by 2.

Granted a helper could fail (or critically fail) but that doesn't make you suddenly not a helper. Indeed, RAW, I would humbly submit, it seems from the description of path of harmony I that as long as you roll the dice to try to help the leader, you're acting as a helper in said cooperative check, and therefore should have an effect on the leader's roll (as path of harmony I doesn't depend on the helper succeeding or failing, but on the presence of the monk as a helper).

Or am I misinterpreting things here? This seemed to me to be the most simple interpretation.  ???

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on January 06, 2011, 07:16:23 AM
Beasts don't have thumbs.

Also, what self respecting Drake wears armor?

Ones that notice Drakes don't have tough hide?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on January 06, 2011, 08:10:39 AM
Beasts don't have thumbs.

Also, what self respecting Drake wears armor?

Ones that notice Drakes don't have tough hide?

There's a LOT of incentive for Drakes to take Draconic Heritage. Just saying...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on January 06, 2011, 09:47:43 PM
Yeh, this is the one thing that they they don't have that you would expect in a dragon. A spp feat to grant toughend scales would be nice...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on January 07, 2011, 06:45:24 AM
Yeh, this is the one thing that they they don't have that you would expect in a dragon. A spp feat to grant toughend scales would be nice...

Fortunately, Draconic Heritage already covers that (and then some).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on January 07, 2011, 07:43:40 AM
Yeh, this is the one thing that they they don't have that you would expect in a dragon. A spp feat to grant toughend scales would be nice...

Fortunately, Draconic Heritage already covers that (and then some).

Unfortunately, you have to be a Sorcerer if you want to snag Draconic Heritage and Truescale. Or, I suppose, a Paladin.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on January 07, 2011, 07:52:24 AM
There is a decent number of Species Feats that I, as a GM, would allow players to take after level one, especially with some story/backstory justification.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on January 07, 2011, 08:31:34 AM
Yeh, this is the one thing that they they don't have that you would expect in a dragon. A spp feat to grant toughend scales would be nice...

Fortunately, Draconic Heritage already covers that (and then some).

Unfortunately, you have to be a Sorcerer if you want to snag Draconic Heritage and Truescale. Or, I suppose, a Paladin.

Ah. Point.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on January 07, 2011, 07:10:11 PM
Is an Animal Partner a gear? Specifically, does a Cavalier's Favored Gear (mount) apply to a Lancer's Lifetime Companion?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on January 07, 2011, 10:56:55 PM
Yeh, this is the one thing that they they don't have that you would expect in a dragon. A spp feat to grant toughend scales would be nice...

Fortunately, Draconic Heritage already covers that (and then some).

Unfortunately, you have to be a Sorcerer if you want to snag Draconic Heritage and Truescale. Or, I suppose, a Paladin.

Ah. Point.

Not quite as good would be a couple of dragon specialities that include draconic heritage:

Lair Dweller: for smaug types but also good for others who dwell in lairs such as ogres or giants

Dragon Lord: for drakes who actively lord it over a regions more mundane inhabitants (Council of Wryms was an extreme example)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on January 08, 2011, 08:21:05 AM
Yeh, this is the one thing that they they don't have that you would expect in a dragon. A spp feat to grant toughend scales would be nice...

Fortunately, Draconic Heritage already covers that (and then some).

Unfortunately, you have to be a Sorcerer if you want to snag Draconic Heritage and Truescale. Or, I suppose, a Paladin.

Ah. Point.

Not quite as good would be a couple of dragon specialities that include draconic heritage:

Lair Dweller: for smaug types but also good for others who dwell in lairs such as ogres or giants

Dragon Lord: for drakes who actively lord it over a regions more mundane inhabitants (Council of Wryms was an extreme example)

Such can be arranged.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on January 08, 2011, 08:25:49 AM
Is an Animal Partner a gear? Specifically, does a Cavalier's Favored Gear (mount) apply to a Lancer's Lifetime Companion?

Though Animal Partner is not a Gear feat, I might allow it.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on January 08, 2011, 04:41:00 PM
Is an Animal Partner a gear? Specifically, does a Cavalier's Favored Gear (mount) apply to a Lancer's Lifetime Companion?

In one of our games we had a Cavalier Lancer/Beastmaster with that combination - he rode a whole lot of Drake and while it was powerful, it wasn't gamebreaking or anything [no more so then a high level beastmaster anyway].
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on January 08, 2011, 08:11:53 PM
Is an Animal Partner a gear? Specifically, does a Cavalier's Favored Gear (mount) apply to a Lancer's Lifetime Companion?

In one of our games we had a Cavalier Lancer/Beastmaster with that combination - he rode a whole lot of Drake and while it was powerful, it wasn't gamebreaking or anything [no more so then a high level beastmaster anyway].

The more I look at it, the weirder the Cavalier looks. A 1st level character can't afford a mount, so the feat is sort of a placeholder until you (ahem) acquire one. After 1st level, you can change the subject of the Favored Gear feat.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on January 08, 2011, 08:34:20 PM
Is an Animal Partner a gear? Specifically, does a Cavalier's Favored Gear (mount) apply to a Lancer's Lifetime Companion?

In one of our games we had a Cavalier Lancer/Beastmaster with that combination - he rode a whole lot of Drake and while it was powerful, it wasn't gamebreaking or anything [no more so then a high level beastmaster anyway].

The more I look at it, the weirder the Cavalier looks. A 1st level character can't afford a mount, so the feat is sort of a placeholder until you (ahem) acquire one. After 1st level, you can change the subject of the Favored Gear feat.

Lancers.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Jake on January 08, 2011, 09:34:27 PM
So he gets to roll 2 AD when his mount makes an attack, skill check, or he makes a ride check? It seems a bit......forgive the Californian in me as I use the word with it actual meaning, awesome.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on January 09, 2011, 03:23:39 AM
So he gets to roll 2 AD when his mount makes an attack, skill check, or he makes a ride check? It seems a bit......forgive the Californian in me as I use the word with it actual meaning, awesome.

We ruled that it had to be the character with the feat making the check [using the gear], rather then the gear itself making a check.  So that basically covered Ride Checks.  Anything else simply steps on the toes of the Beastmasters core ability a bit too much [that one feat would cover the entire core ability].
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on January 09, 2011, 11:15:14 PM
Just to confirm: Circle of Power (like Natural attacks, etc.), if gained from multiple sources, becomes the highest+1, right?  So a character with Circle of Power II from Mage and Circle of Power I from Rune Knight has Circle of Power III?

(Just to settle a debate with the party mage).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on January 09, 2011, 11:30:10 PM
Legacy abilities stack normally, so Uncanny Dodge II + Uncanny Dodge II = Uncanny Dodge IV, not III
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on January 10, 2011, 12:08:43 AM
Just to confirm: Circle of Power (like Natural attacks, etc.), if gained from multiple sources, becomes the highest+1, right?  So a character with Circle of Power II from Mage and Circle of Power I from Rune Knight has Circle of Power III?

(Just to settle a debate with the party mage).

Yes. It's also described on page 29 in the book if said mage argues more. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on January 10, 2011, 06:25:10 AM
What Mr. A said: they add. "Highest + 1" is for natural attacks.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tenebrae on January 10, 2011, 04:42:26 PM
What Mr. A said: they add. "Highest + 1" is for natural attacks.

I'm pretty sure Natural Attacks stack like any other legacy (roman numeraled) ability. Thick Hide, on the other hand, is [Highest Tick Hide + number of other Thick Hides possessed]
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on January 10, 2011, 04:49:00 PM
Natural Attack: If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g.  Bite II + Bite II = Bite III, while Bite II + Bite II + Bite II = Bite IV = Bite II + Bite II + Bite I, and then we have Bite II + Bite II + Bite I + Bite I = Bite V).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on January 15, 2011, 10:17:10 PM
As nearly as I can tell, none of the revised Specialties have Thick Hide. Is it now biblical that Specialties do not grant thick hide??
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on January 16, 2011, 12:45:09 AM
Thank you for clearing that up!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Zdan on January 17, 2011, 05:18:21 PM
Sorry for the newbie-ness of my question but is the Paladin supposed to have 3/4 BAB or is this just a misprint of some sort?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on January 17, 2011, 05:35:21 PM
It's BAB progression is correct. He's pretty butch in a variety of other ways.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on January 18, 2011, 12:47:36 AM
If someone is successfully disguised as a creature of a different footprint, does their footprint change?  (With reference to this discussion). (http://www.crafty-games.com/forum/index.php?topic=4130.msg86787)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on January 18, 2011, 06:41:17 AM
If someone is successfully disguised as a creature of a different footprint, does their footprint change?  (With reference to this discussion). (http://www.crafty-games.com/forum/index.php?topic=4130.msg86787)

In most cases I would say probably not - disguises change your appearance, but not your physical size. Using Disguise checks to change your combat attributes (footprint) is not really cricket, as it suddenly is becoming a cheap way of shapeshifting.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on January 18, 2011, 01:29:32 PM
Though, just a change in the footprint wouldn't necessarily give you the other benefits of an increased size, such as Wounds, reach, higher damage.

Though, I could see someone attaching fake, longer arms and legs (like those toy grapser arms and stilts), etc. to themselves to disguise as a giant; it might just count as a reach weapon, with an increased error range and a to-hit penalty probably.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on January 18, 2011, 01:36:47 PM
Just to clarify... that discussion was a solicitation of opinion for redefining the Oger species as a whole, since they aren't representing Ogres persay in this game, as Large 1x1 rather then Large 2x2.

I'm not really sure where the disguise thing came from.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on January 18, 2011, 02:12:00 PM
The Fire Brave's ability to ignore species and size penalties to disguise.

If you're ignoring those penalties, to me that means that the character in question is capable of passing through appertures designed for the smaller than them species they are capable of mimicking, because while I can buy the idea of people subconsciously giving a 2x2 character disguised as a 1x1 a greater deal of "personal space", that tends to rapidly break down once they're physically incapable of interacting with a 1x1 environment in the appropriate manner
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on January 18, 2011, 02:50:26 PM
I did a search and couldn't find an answer about this.

The spell Tinker I says "you manipulate the inner workings of a construct,  repairing or inflicting 1d8 damage + 1 per Casting Level".  Does it repair wounds, vitality, subdual or is it split between them akin to a first aid check?

Also, Tinker II removes mention of being usable on constructs, but I am also assuming it is meant to be like Tinker I.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: prototype00 on January 18, 2011, 02:52:11 PM
Personally for the firebraves I'd say that they could disguise as any sized species they want (and yes interact physically as said species with said size in a social context).

When entering combat, all disguises drop. The strain of battle/ Ancient geas placed on cursed bloodline / peanut butter and jelly causes it to be so.

Of course, if a fight breaks out, a fire brave could just not fight, but the moment he does an attack action, poof, back to being a horned monster.

prototype00
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on January 18, 2011, 04:00:03 PM
The Fire Brave's ability to ignore species and size penalties to disguise.

If you're ignoring those penalties, to me that means that the character in question is capable of passing through appertures designed for the smaller than them species they are capable of mimicking, because while I can buy the idea of people subconsciously giving a 2x2 character disguised as a 1x1 a greater deal of "personal space", that tends to rapidly break down once they're physically incapable of interacting with a 1x1 environment in the appropriate manner

That is not the same as letting them mechanically shapeshift. Shapeshifting is a tremendously useful/powerful ability in our scale, and the Fire Brave's ability acknowledges part of those benefits - but is not intended to fully replicate them.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on January 18, 2011, 08:03:55 PM
I did a search and couldn't find an answer about this.

The spell Tinker I says "you manipulate the inner workings of a construct,  repairing or inflicting 1d8 damage + 1 per Casting Level".  Does it repair wounds, vitality, subdual or is it split between them akin to a first aid check?

Also, Tinker II removes mention of being usable on constructs, but I am also assuming it is meant to be like Tinker I.

The Tinker series will be seeing a bit of revision in Spellbound. You can expect the construct end of those spells to wind up working like the Cure/Cause Wounds line.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: SilvercatMoonpaw on January 19, 2011, 06:47:43 AM
Other than the footnote to Table 4.17 on p 174 I can't seem to find anything on barding.  And even in that footnote it doesn't say anything other than the barding needing to be customized to the type of animal.  Am I to assume that other than adjustments to Size the values for barding aren't any different from those given for humanoid armor?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on January 19, 2011, 04:49:26 PM
Other than the footnote to Table 4.17 on p 174 I can't seem to find anything on barding.  And even in that footnote it doesn't say anything other than the barding needing to be customized to the type of animal.  Am I to assume that other than adjustments to Size the values for barding aren't any different from those given for humanoid armor?
The old, pre-errata rules for barding were rolled into size increases/decreasing, on account of them being identical (or at least very nearly so). (So your answer is "Yes")
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on January 20, 2011, 12:04:56 AM
I have a quick question regarding Ride foci. While Crafting foci are numerous and most possibly useful in various settings, there are quite less Ride foci and many of these few just don't make any sense in several worlds. For instance, I'm playing a 7th Sea game with my players, and the Ride expert among them has something like 5 foci to spend. However, besides Riding Mounts and Ground Vehicles, there is nothing really worth investing these foci on. So, did I miss something here? Or anyone has a suggestion for these foci not being lost?

Edit after Mr A.'s answer: And yes sorry, Water Vehicles are covered as well!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on January 20, 2011, 01:19:50 AM
You're in a 7th Sea game and you've got nothing to cover watercraft?

Also, you might consider using spare foci to grant fortes in a manner similar to weapon proficiencies. Heck, you might even consider making up some Drive-tricks
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on January 20, 2011, 01:46:48 AM
Ride tricks! That's a f*cking excellent idea! You've made my day (and ruined my afternoon!).  :o
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on January 20, 2011, 01:55:53 PM
Does the Priest's Fell Hand ability stack with Cleave Basics to effectively grant Cleave Mastery with their ritual weapon?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on January 20, 2011, 02:11:01 PM
Does the Priest's Fell Hand ability stack with Cleave Basics to effectively grant Cleave Mastery with their ritual weapon?

Um, Mr A...

Reread the the example page 84. Top of the second column.

Edit: Wait, misread you question.

I'd say no. He could take Cleave Mastery with it though.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on January 20, 2011, 02:34:31 PM
Yeah, it's a subtle difference. My gut instinct is to stack them as in the pg 84 example, otherwise you're effectively punishing the priest player by giving them a level that is less effective than it would be for any other priest who makes the same in-class decisions
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on January 20, 2011, 02:38:12 PM
Yeah, it's a subtle difference. My gut instinct is to stack them as in the pg 84 example, otherwise you're effectively punishing the priest player by giving them a level that is less effective than it would be for any other priest who makes the same in-class decisions

Not really. They're getting two restricted feats. Basically he's trading the ability to use Cleave or All Out Attack with any weapon or to meet Expert class requirements for getting them both.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on January 20, 2011, 03:46:05 PM
You're in a 7th Sea game and you've got nothing to cover watercraft?

Well, the great dirty secret of 7th Sea is that it's a pirate game with no reason for there to be pirates...   ;D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on January 21, 2011, 12:32:53 AM
Well, 7th Sea is a "cape et d'épée" game (I don't know the English term). Whether you play pirates, courtiers, or honorable guild's swordsmen depends on the GM's whims. And as a matter of fact, I have never explored the "pirate" side of the game (although the Brotherhood of the Coast supplement is spot on for that and takes dust on its shelf  :P).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on January 21, 2011, 04:45:17 AM
Well, 7th Sea is a "cape et d'épée" game (I don't know the English term).

Cloak and Dagger? In English that refers to espionage. Things like the d'Artagnan Romances, right? Then I think the phrase in English you want is swashbuckler.

Which is mildly funny (but to be expected) since I seem to recall the 'French' style in 7th Sea involving capes and daggers, and I know the 'English' one used bucklers.

Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on January 21, 2011, 07:09:35 AM
Well, 7th Sea is a "cape et d'ťpťe" game (I don't know the English term).

Cloak and Dagger? In English that refers to espionage. Things like the d'Artagnan Romances, right? Then I think the phrase in English you want is swashbuckler.

Which is mildly funny (but to be expected) since I seem to recall the 'French' style in 7th Sea involving capes and daggers, and I know the 'English' one used bucklers.

ťpťe is a sword. Swashbuckler is almost certainly correct.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on January 21, 2011, 05:52:53 PM
Well, 7th Sea is a "cape et d'ťpťe" game (I don't know the English term).

Cloak and Dagger? In English that refers to espionage. Things like the d'Artagnan Romances, right? Then I think the phrase in English you want is swashbuckler.

Which is mildly funny (but to be expected) since I seem to recall the 'French' style in 7th Sea involving capes and daggers, and I know the 'English' one used bucklers.

ťpťe is a sword. Swashbuckler is almost certainly correct.

I don't know anything about French, but the English Wikipedia article that's equivilent to "Film de cape et d'ťpťe (http://fr.wikipedia.org/wiki/Film_de_cape_et_d'%C3%A9p%C3%A9e)" is "Swashbuckler film (http://en.wikipedia.org/wiki/Swashbuckler_film)."
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Banesfinger on January 21, 2011, 05:53:32 PM

ťpťe is a sword. Swashbuckler is almost certainly correct.

According to Google Translator, swashbuckling is correct.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: jameswllorimer on January 22, 2011, 05:59:28 AM
This might sound a bit stupid, but...

The errata document that you can download from the Crafty site for FC 2nd printing, is that all the changes were made in the book?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: EloiseCartwright on January 22, 2011, 06:05:30 AM
They didn't include things like spelling errors and changes to gear weights.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on January 22, 2011, 08:04:00 AM
They didn't include things like spelling errors and changes to gear weights.

Only for peoples' sanity. The errata would have been nearly all of the gear tables and lots of small stuff - which makes it much harder to pick up on the important stuff :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: jameswllorimer on January 22, 2011, 10:18:47 AM
Good to know you're keeping our sanity in check ;)

Thanks for the quick response.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on January 31, 2011, 02:55:46 PM
We came across an interesting situation in our game on Sunday, and I was not entirely sure how I would adjudicate the situation, so I figured today I'd throw it up here and see what the general consensus was.

With Team checks where only the character with the lowest bonus makes the check, lets say Sneak, what would you do if the character with the lowest bonus also happened to be a Burglar, who, excepting an error, makes a success on 20+his class level?

This doesn't get too fidgity until later levels when this discrepancy becomes greater, for an extreme example say you have a level 10 four player party, and a non-dex-based Burglar with just 1 rank (and a 1 bonus) in Sneak, while the Priest has a 14 dex but no ranks (+2, increased error range), RAW your Burglar would make the sneak check, and without an error would succeed as long as the DC was 30 or less.

There may not be one cover-all solution that feels just right, but what do ya'll think?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Golden Dragon on January 31, 2011, 03:05:44 PM
A fallback option would be to make everyone roll for the check, instead of just one check. The single roll is there to streamline play, but if it gets in the way, chuck it.

I'm offering this as an option; I have no feel for whether it is the best, or even a good, solution.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on January 31, 2011, 05:27:54 PM
It really depends on how important the check is. If is not that important then I'd use RAW and not sweat it. If its an important check I'd make everyone roll anyway even without the non-sneaking burgler complication. If you wanted to formalise it just say everyone rolls if it is a Dramatic Scene.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on January 31, 2011, 05:54:35 PM
In this particular case, I would make the Priest roll, since they are tied. The purpose of using the lowest roll is because if one person fails, in this case the Priest making noise when sneaking past a guard, the whole group fails. The burglar would be stellar on his own, but the Priest isn't quite as good and would mess up the party with a failure.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on January 31, 2011, 06:57:13 PM
If I got tired of that I'd set the DC one higher than the burg can auto-suceed. At that point skimping on stealth skill will seem like just a bit of a mistake...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on January 31, 2011, 11:33:41 PM
We came across an interesting situation in our game on Sunday, and I was not entirely sure how I would adjudicate the situation, so I figured today I'd throw it up here and see what the general consensus was.

With Team checks where only the character with the lowest bonus makes the check, lets say Sneak, what would you do if the character with the lowest bonus also happened to be a Burglar, who, excepting an error, makes a success on 20+his class level?

This doesn't get too fidgity until later levels when this discrepancy becomes greater, for an extreme example say you have a level 10 four player party, and a non-dex-based Burglar with just 1 rank (and a 1 bonus) in Sneak, while the Priest has a 14 dex but no ranks (+2, increased error range), RAW your Burglar would make the sneak check, and without an error would succeed as long as the DC was 30 or less.

There may not be one cover-all solution that feels just right, but what do ya'll think?

The general case is any situation where an auto-success is possible even though the bonus is low. A Courtier could use never outdone for a stealth check, for instance. Soldiers and Keepers also have some strong abilities. Going back to the rationale for the Team Check, the idea is that any failure could bork the team effort. I think it would make sense to exempt such characters from the check, whether due to very, very sneaky or invoking some ability that would cause them to autosucceed against the stated DC. They pass, the next lowest character rolls.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on February 01, 2011, 02:53:38 PM
Maybe reword the team check rule to something that's functionally the same in the majority of circumstances: "The character with the least chance of success..." or in the opposite circumstance "The character with the greatest chance of success..."
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on February 01, 2011, 03:03:59 PM
"The character with the lowest bonus who has a chance of failure"
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on February 01, 2011, 06:40:53 PM
It's interesting to see the variety of different ways people would handle this. Along the current line of discussion, you could also maybe just throw something into the default text for the Very, Very Sneaky abilities where "for the purposes of team checks you're considered to have a bonus equal to your Class Level, if your actual bonus is lower"
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on February 05, 2011, 01:52:56 PM
I'm reviewing species feats for my upcoming game and I noticed. Rootwalkers get Thick Hide 2 and New Leaf: Ironbark grants Thick Hide 3. I assume these count as Thick Hide from two sources and grant DR 4, right?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on February 05, 2011, 01:59:47 PM
I'm reviewing species feats for my upcoming game and I noticed. Rootwalkers get Thick Hide 2 and New Leaf: Ironbark grants Thick Hide 3. I assume these count as Thick Hide from two sources and grant DR 4, right?

Yep.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on February 06, 2011, 08:35:15 PM
What happens when you use Take Heart on an elf?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on February 06, 2011, 08:37:29 PM
What happens when you use Take Heart on an elf?

Half of the half, rounded up?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on February 06, 2011, 11:55:23 PM
Is there no way to put a 0th-level spell in a magic item? There's a specific magic item I want to construct that wouldn't work without it, as well as a few d&d staples, such as ring of feather fall, boots of water walk, etc etc.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on February 07, 2011, 02:12:46 AM
What happens when you use Take Heart on an elf?

They are set to half their vitality (like everyone else). Take heart gives you enough vitality to reach a point, however much vitality that is.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on February 07, 2011, 01:02:26 PM
Is there no way to put a 0th-level spell in a magic item? There's a specific magic item I want to construct that wouldn't work without it, as well as a few d&d staples, such as ring of feather fall, boots of water walk, etc etc.

I cost them as 1st level spells. Spell Use magic items are so damned cheap as is, I don't feel justified giving them a discount.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on February 08, 2011, 06:24:57 AM
One question about a little something I noticed while reading through the Magic Items section: In the Charm Description text, it states that "Each Charm can be applied as many times as there are unique details for it." Reading the Essences Description, it seems like it should apply only to artifacts, but since it doesn't...

Does that mean that I, for example, could pick the Attribute Bonus Charm, and have it apply to all 6 attributes, while still 'counting' as one charm? Or give Skill Ranks to every skill? It'd be filthy expensive, but could very well be worth it... And if I'm interpreting it correctly, how about Spell Effects? I still can't apply the same spell twice, but I could make an item capable of casting a dozen spells if I wanted to?

Or is it just a 'yes, if you've got an artifact or use the greater magic items campaign quality, you can have attribute training: strength and attribute training: constitution on the same magic item, each taking up a separate slot' confirmation?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on February 08, 2011, 07:43:34 AM
One question about a little something I noticed while reading through the Magic Items section: In the Charm Description text, it states that "Each Charm can be applied as many times as there are unique details for it." Reading the Essences Description, it seems like it should apply only to artifacts, but since it doesn't...

I have no idea what that line is supposed to mean. However, I'll tell you how every magic item I've built works - each Charm with a variable means you have to choose the variable (e.g. Attribute Boost (Strength)) and that is your Charm. No choosing multiple attributes and calling it one Attribute Boost charm.

Quote
Does that mean that I, for example, could pick the Attribute Bonus Charm, and have it apply to all 6 attributes, while still 'counting' as one charm? Or give Skill Ranks to every skill? It'd be filthy expensive, but could very well be worth it... And if I'm interpreting it correctly, how about Spell Effects? I still can't apply the same spell twice, but I could make an item capable of casting a dozen spells if I wanted to?

No, that way lies madness. The cost of Reputation goes out of control, and people start to jam dozens of Level 1 spells into a single Spell Effect charm and call it a magic item. Not the intent at all.

Quote
Or is it just a 'yes, if you've got an artifact or use the greater magic items campaign quality, you can have attribute training: strength and attribute training: constitution on the same magic item, each taking up a separate slot' confirmation?

This is more accurate. Attribute Training (Str) and Att Training (Con) would be 2 Charms, and thus require Greater Magic Items, Flexible Magic Items, or be an artifact to gain them.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on February 08, 2011, 01:06:04 PM
Then it's probably supposed to be like in the Essence Description text, a sentence before the one about 'each charm etc' indicating it applies to artifacts, not every magic item.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on February 08, 2011, 01:56:31 PM
Then it's probably supposed to be like in the Essence Description text, a sentence before the one about 'each charm etc' indicating it applies to artifacts, not every magic item.

We'll clarify in the next errata update. Thanks for the catch!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: warlock69 on February 13, 2011, 08:29:57 AM
This is probably a dumb question, but what does the Aligned quality do to weapons and character attacks?  I thought it would add a damage bonus against enemies of opposing alignments, but I can't find the reference.  Are Aligned weapons subject to spells like Protection from Alignment?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on February 13, 2011, 09:48:13 AM
This is probably a dumb question, but what does the Aligned quality do to weapons and character attacks?  I thought it would add a damage bonus against enemies of opposing alignments, but I can't find the reference.  Are Aligned weapons subject to spells like Protection from Alignment?

Aligned weapons interlock with things affected by Aligned attacks. So outsiders with an opposing Alignment would take +2 damage from an Aligned weapon, and characters using Protection from Alignment would be defended from that weapon's damage.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: jameswllorimer on February 16, 2011, 03:44:41 AM
This could be me just reading to much into this but:- 
Ambush Basics: The granted sneak attack dice - is that to all attacks you make, or just those through an ambush check (i.e. you gain 2d6 on a critical sucess, 1d6 normally) - I thought the first result but I'm now in my own head and confused! ???
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on February 16, 2011, 04:18:54 AM
That applies to all attacks to which you may apply sneak attack damage (ie to flat-footed opponents etc.).  Remember that opponents cease to be flat-footed after they're hit once, so it'll generally only apply to the first hit you get on them, unless you've a way to make them flat-footed again.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: jameswllorimer on February 16, 2011, 05:12:11 AM
That applies to all attacks to which you may apply sneak attack damage (ie to flat-footed opponents etc.).  Remember that opponents cease to be flat-footed after they're hit once, so it'll generally only apply to the first hit you get on them, unless you've a way to make them flat-footed again.

Thanks!I thought so. And,yes I knew it had to be flat-footed, thus my players are learning to like Feint quite a bit!

Next question. If I'm rolling for Treasure say, 1C & 1L, but have roughly described the weapons and armour their foe was using and they wanted it, would you allow them to pick that up instead of rolling?

And if the Treasure entry was 1C, 1L - does that mean each player rolls for 1C, 1L or that 1C and 1L is rolled for the whole party? (I suspect the former)

Also, with the Destroyed and Spoiled entries  - is it a case of saying what they received and "better luck next time"?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on February 16, 2011, 10:19:45 AM
That applies to all attacks to which you may apply sneak attack damage (ie to flat-footed opponents etc.).  Remember that opponents cease to be flat-footed after they're hit once, so it'll generally only apply to the first hit you get on them, unless you've a way to make them flat-footed again.

Thanks!I thought so. And,yes I knew it had to be flat-footed, thus my players are learning to like Feint quite a bit!

Next question. If I'm rolling for Treasure say, 1C & 1L, but have roughly described the weapons and armour their foe was using and they wanted it, would you allow them to pick that up instead of rolling?

And if the Treasure entry was 1C, 1L - does that mean each player rolls for 1C, 1L or that 1C and 1L is rolled for the whole party? (I suspect the former)

Also, with the Destroyed and Spoiled entries  - is it a case of saying what they received and "better luck next time"?
Treasure Rolls, imo, are in addition to whatever gear you assign the NPC.
The treasure entries are rolled once for the whole group. I usually go around the table letting players roll for treasure in turn, based on my end-of-adventure tally.
Not sure about Destroyed and Spoiled, don't have my book handy.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on February 16, 2011, 12:40:06 PM
Treasure Rolls, imo, are in addition to whatever gear you assign the NPC.

This is the intent, yes.

Quote
Not sure about Destroyed and Spoiled, don't have my book handy.

Yup, not all "treasure" is valuable. Sometimes stuff gets broken in the fight or was only valuable to the monster.  
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: jameswllorimer on February 16, 2011, 03:56:33 PM
Ok, how does this tie in in with the Adventurer's Luck feat - using my previous example and the followed advice would my party get 2C and 2L AND the npc assigned gear?! Is that right?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on February 16, 2011, 04:13:20 PM
Ok, how does this tie in in with the Adventurer's Luck feat - using my previous example and the followed advice would my party get 2C and 2L AND the npc assigned gear?! Is that right?

Yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: jameswllorimer on February 17, 2011, 02:27:07 AM
Thanks, I appreciate the speedy reply.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on February 18, 2011, 10:58:45 PM
Can NPCs gain bonus action dice from feats or class abilities?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: jameswllorimer on February 22, 2011, 10:01:25 AM
This might sound a little dumb, but when you gain access to the Spellcasting skill from "Subtle and Quick to Anger" does that mean on any following level, even if that class doesn't have an increase in caster level, you can still put points into the Spellcasting skill i.e. putting points in when you've taken a level of Soldier.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on February 22, 2011, 10:24:02 AM
This might sound a little dumb, but when you gain access to the Spellcasting skill from "Subtle and Quick to Anger" does that mean on any following level, even if that class doesn't have an increase in caster level, you can still put points into the Spellcasting skill i.e. putting points in when you've taken a level of Soldier.

Yes, because the class ability is making it available to you, effectively like an Origin skill. If Spellcasting were a Class Skill, you would not be able to take ranks when in another class.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: jolt on February 22, 2011, 11:57:04 AM
Which sword type on the weapons list do you think most accurately reflects a scimitar?  A friend suggested the katana but in the game i'm planning I'm houseruling that the katana must be wielded two-handed unless you have the Edge Forte.

jolt
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on February 22, 2011, 12:18:54 PM
Which sword type on the weapons list do you think most accurately reflects a scimitar?  A friend suggested the katana but in the game i'm planning I'm houseruling that the katana must be wielded two-handed unless you have the Edge Forte.

jolt

Use the sabre.

For a point of reference, the USMC Officer's sword, is most actually a scimitar.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on February 22, 2011, 02:06:21 PM
I was going to say the razor sword. What is a razor sword anyway?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on February 22, 2011, 03:52:14 PM
I was actually going to say Cavalry-upgraded Machete. But I guess it depends on how you define "scimitar". You could really use about any sword and call it a huge scimitar (I'm partial to the "Hasan Chop!" (http://www.youtube.com/watch?v=OlMJfX_V6Ic) Zweihander "scimitar", myself).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: jameswllorimer on February 22, 2011, 03:56:37 PM
The Favored Gear feat states "choose one specific piece of gear" - does this mean Favored Gear (pistol, military) or Favored Gear ("Old Kicker") i.e. one named individual piece of equipment and not all those of a type; and thus not be able to use it for all of those type you carry.  I suspect the Old Kicker route, but I want to be sure.

Also, the Load quality (say Load 7) states it take that many listed rounds of Handle Item actions to reload. If combined with the Quick Draw feat, could you in theory reload the previous example in one and a half rounds (Round One: Two free Handle Item actions from Quick Draw, then two more from your regular half actions makes 4; Round Two: Your two free actions, then one half makes another three, for a total of 7). Is this correct?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on February 22, 2011, 04:38:17 PM
The Favored Gear feat states "choose one specific piece of gear" - does this mean Favored Gear (pistol, military) or Favored Gear ("Old Kicker") i.e. one named individual piece of equipment and not all those of a type; and thus not be able to use it for all of those type you carry.  I suspect the Old Kicker route, but I want to be sure.

I've always interpreted this as the Old Kicker route.

Quote
Also, the Load quality (say Load 7) states it take that many listed rounds of Handle Item actions to reload. If combined with the Quick Draw feat, could you in theory reload the previous example in one and a half rounds (Round One: Two free Handle Item actions from Quick Draw, then two more from your regular half actions makes 4; Round Two: Your two free actions, then one half makes another three, for a total of 7). Is this correct?

Yes.  You can also get it down even further (almost to firing 1/round) with a Bandolier (gear item; reduces the load quality of black powder weapons by 2).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on February 22, 2011, 08:10:43 PM
Also, the Load quality (say Load 7) states it take that many listed rounds of Handle Item actions to reload. If combined with the Quick Draw feat, could you in theory reload the previous example in one and a half rounds (Round One: Two free Handle Item actions from Quick Draw, then two more from your regular half actions makes 4; Round Two: Your two free actions, then one half makes another three, for a total of 7). Is this correct?

It's total actions, not rounds. But yeah, the math is correct. There are ways to get it down, but without them, that's how it works.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on February 23, 2011, 12:28:07 AM
Which sword type on the weapons list do you think most accurately reflects a scimitar?  A friend suggested the katana but in the game i'm planning I'm houseruling that the katana must be wielded two-handed unless you have the Edge Forte.

jolt

Richard Burton, in the Book of the Sword, uses scimitar and sabre interchangeably.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on February 23, 2011, 02:58:05 PM
Can NPCs gain bonus action dice from feats or class abilities?

Anyone want to tackle this one?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on February 23, 2011, 05:02:25 PM
So my take on RAW is that you could take say. special construction(tool hand), floater, and wheeled at 1st level so long as you are willing to take multiple penalites to attributes.

However, I'm uneasy about the fairness of stacking feats like this.

Thoughts?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on February 23, 2011, 05:20:02 PM
It'l be fine. The PC is down a pile of attribute points, and has given you a multitude of ways to screw with them.

Stairs come to mind.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on February 23, 2011, 08:09:35 PM
that's what Floater is for  >:D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on February 23, 2011, 08:16:42 PM
that's what Floater is for  >:D

Do you honestly think I couldn't find a way to use that combo against you? Hmmm?  I'm hurt. :'(
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on February 23, 2011, 09:46:53 PM
Have a plot-dependent puzzle consist of a game of twister.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on February 24, 2011, 12:16:41 AM
Wheeled and floater... this is the first thing that comes to mind, for some reason. (http://www.imdb.com/media/rm1586075904/tt0083866)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on February 24, 2011, 12:20:14 AM
That's not the first thing that pops into my mind when I hear Floater. Ever.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: LHG on February 24, 2011, 06:46:48 AM
...special construction(tool hand), floater, and wheeled...

This is the first thing that comes to my mind. (http://www.starwars.com/databank/droid/r2d2/)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on February 24, 2011, 02:26:54 PM
And this is the second thing:

Spoiler: show

(http://upload.wikimedia.org/wikipedia/en/b/ba/Flying_Dalek.jpg)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on February 24, 2011, 03:33:56 PM
Hey, R2 was one shouted "Exterminate!" from becoming the REAL Menace.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on February 24, 2011, 04:30:04 PM
Drat, you've got me watching this again. (http://www.youtube.com/watch?v=WL5ud5_K-GY)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Iprophet on February 24, 2011, 06:08:31 PM
I've a quick question with the weapon Basics line of feats.  Most of them grant a stance, but I can't see a reference restricting them to a specific weapon or group of weapons.  Does this mean I can use Turn the Millstone with my Zweihander?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on February 24, 2011, 06:19:41 PM
Yes. Any 2-handed weapon will trigger the Turn the Millstone stance.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on February 24, 2011, 06:20:56 PM
I've a quick question with the weapon Basics line of feats.  Most of them grant a stance, but I can't see a reference restricting them to a specific weapon or group of weapons.  Does this mean I can use Turn the Millstone with my Zweihander?

Yep.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on February 24, 2011, 08:02:46 PM
Can NPCs gain bonus action dice from feats or class abilities?

Anyone want to tackle this one?

Without anything official on this, I would say no. NPCs don't get action dice on their own, not even PLs or ACs do either. They spend out of the players or GM's pool. And unless an ability that grants an action die is listed under the index cost page, they don't get access to it. And the powers that grant you access to action die if you refuse to answer... might get the GM killed if he uses it too often.

I've a quick question with the weapon Basics line of feats.  Most of them grant a stance, but I can't see a reference restricting them to a specific weapon or group of weapons.  Does this mean I can use Turn the Millstone with my Zweihander?

If a stance doesn't name a specific weapon proficiency or type, then it can be used with anything. Same goes for the weapon tricks, if it doesn't actually say for instance Knife Attack Trick or Polearm Defense Trick, you can use that trick with any weapon.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on February 24, 2011, 10:41:02 PM
that's what Floater is for  >:D

Do you honestly think I couldn't find a way to use that combo against you? Hmmm?  I'm hurt. :'(

Sorry you're right, I know how devious you can be.  ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: jameswllorimer on February 25, 2011, 03:39:31 AM
The Rune Knight's Rune-Carved ability - once learned does the RK know all of those runes, and thus can choose to apply different ones to different weapons, or do you pick 2 at 1st level, 2 more at 5th etc?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on February 25, 2011, 04:17:40 AM
You pick 2 runes at every level, and can only apply them to your Favored Weapon.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on February 25, 2011, 05:27:21 AM
Is there anything mechanically unsound about an unborn with the flesh special construction picking up a blood feat as a non level-1 feat?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on February 25, 2011, 06:46:57 AM
Is there anything mechanically unsound about an unborn with the flesh special construction picking up a blood feat as a non level-1 feat?

So you're asking if a Flesh construction can break the basic rule of Level 1 only attached to the Blood feat in question? There's only 2 problems with that:

1) They're not folk
2) They're getting it after Level 1

Mechanically, I don't see how it will cause the system to collapse. But is it playing by the rules? No, not at all.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on February 26, 2011, 12:54:57 AM
Not my fault the rules don't take into account non-humans being used as the basis of flesh golems  :P
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on February 26, 2011, 08:34:36 AM
Not my fault the rules don't take into account non-humans being used as the basis of flesh golems  :P

A re-animated dead body (or parts of dead bodies sewn together) is just another construction material. I don't think the species it comes from really matters (not in my opinion anyway).

P.S. Yes, I know you're being facetious, but I can't help myself. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: mhd on February 26, 2011, 09:56:36 AM
A re-animated dead body (or parts of dead bodies sewn together) is just another construction material. I don't think the species it comes from really matters (not in my opinion anyway).

The source of the rituals/technology might count, though. Orcish weird scientists are even weirder.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on February 26, 2011, 09:58:30 AM
Maybe a series of "Made by ____" feats, for both constructs and undead.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on March 02, 2011, 03:24:00 AM
Can NPCs gain bonus action dice from feats or class abilities?

Per "Using an NPC" on page 241...

Quote
An NPC doesnít have and canít gain any stat, option, or ability unavailable during NPC creation. This includes but isnít limited to Origins, Subplots, and Lifestyle.

So no.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on March 02, 2011, 03:26:29 AM
The Favored Gear feat states "choose one specific piece of gear" - does this mean Favored Gear (pistol, military) or Favored Gear ("Old Kicker") i.e. one named individual piece of equipment and not all those of a type; and thus not be able to use it for all of those type you carry.  I suspect the Old Kicker route, but I want to be sure.

I've always interpreted this as the Old Kicker route.

This is indeed the intended interpretation.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on March 02, 2011, 02:24:53 PM
Can NPCs gain bonus action dice from feats or class abilities?

Per "Using an NPC" on page 241...

Quote
An NPC doesnít have and canít gain any stat, option, or ability unavailable during NPC creation. This includes but isnít limited to Origins, Subplots, and Lifestyle.

So no.

I thought that was likely true, but it does seem sad that NPCs can't benefit from swagger.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on March 02, 2011, 02:43:04 PM
Can NPCs gain bonus action dice from feats or class abilities?

Per "Using an NPC" on page 241...

Quote
An NPC doesnít have and canít gain any stat, option, or ability unavailable during NPC creation. This includes but isnít limited to Origins, Subplots, and Lifestyle.

So no.

I thought that was likely true, but it does seem sad that NPCs can't benefit from swagger.

That's why it's not on the NPC class abilities list :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on March 02, 2011, 05:24:18 PM
Swaggering is for PC's
NPCs are just not cocky/stupid enough to make such a blatant display of overconfidence. ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on March 02, 2011, 08:55:14 PM
Characters on each side of the equation needs things that are uniquely their own; otherwise, they start to lose part of their identity within the architecture of the system.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on March 03, 2011, 07:43:22 AM
Do multiple instances of grueling and dread combatant stack? It's a possible combo at least once, via Stern & Orc Blood
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on March 03, 2011, 08:20:38 AM
Do multiple instances of grueling and dread combatant stack? It's a possible combo at least once, via Stern & Orc Blood

I would say no.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on March 05, 2011, 01:15:30 AM
Does a held character stop being flat-footed when they are attacked or when they try to escape?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on March 05, 2011, 04:37:40 AM
You lose flatfooted as soon as you act or are acted upon
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on March 08, 2011, 07:14:42 AM
Is the additional skill point from the Sharp Mind origin ability multiplied by 4 at first level?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on March 08, 2011, 07:32:20 AM
Is the additional skill point from the Sharp Mind origin ability multiplied by 4 at first level?

No. It says you gain 1 additional skill point per level, rather than increasingyour class skill points by 1.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ComicJam on March 08, 2011, 07:38:14 AM
Is the additional skill point from the Sharp Mind origin ability multiplied by 4 at first level?

No. It says you gain 1 additional skill point per level, rather than increasingyour class skill points by 1.

Do these extras multiply by 4 at first level?

Cheers! :D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on March 08, 2011, 08:35:32 AM
Is the additional skill point from the Sharp Mind origin ability multiplied by 4 at first level?

No. It says you gain 1 additional skill point per level, rather than increasing your class skill points by 1.

Didn't think so
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on March 08, 2011, 09:09:59 AM
Is the additional skill point from the Sharp Mind origin ability multiplied by 4 at first level?

No. It says you gain 1 additional skill point per level, rather than increasingyour class skill points by 1.

Do these extras multiply by 4 at first level?

Cheers! :D

No, that is exactly what I was telling Mr. Andersen :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ComicJam on March 09, 2011, 04:52:53 AM
Is the additional skill point from the Sharp Mind origin ability multiplied by 4 at first level?

No. It says you gain 1 additional skill point per level, rather than increasingyour class skill points by 1.

Do these extras multiply by 4 at first level?

Cheers! :D

No, that is exactly what I was telling Mr. Andersen :)
You know, I think I just rolled a 1...  :-[

Cheers! :D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on March 09, 2011, 09:37:56 AM
How do I determine carrying capacity for strength above 25? As I read it, it's the same for Str 26-30, then 31-35 .
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on March 09, 2011, 10:55:02 AM
26 is 21 x 2, 27 is 22 x 2, etc. For each +5, you multiply by 2.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on March 09, 2011, 12:32:36 PM
Ah, thanks
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on March 16, 2011, 03:13:17 PM
There's a question that was brought up in this thread (http://www.crafty-games.com/forum/index.php?topic=4788.0), that for ease of answering and such I'll repost here:

Terrifying Look specifies that it increases the Will save DC's from stress damage by 4. However, standard NPC's don't make Will saves, they make generic damage saves from stress damage. How do these interact? As per RAW, Terrifying Look doesn't affect standard characters, which I think is a bit silly.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on March 16, 2011, 04:31:34 PM
I suppose the same question would also apply to the Harsh Beating ability (which increases the Fort save DC from subdual damage by 4).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Golden Dragon on March 16, 2011, 05:04:23 PM
There's a question that was brought up in this thread (http://www.crafty-games.com/forum/index.php?topic=4788.0), that for ease of answering and such I'll repost here:

Terrifying Look specifies that it increases the Will save DC's from stress damage by 4. However, standard NPC's don't make Will saves, they make generic damage saves from stress damage. How do these interact? As per RAW, Terrifying Look doesn't affect standard characters, which I think is a bit silly.

We've played it as explained. Since Standard NPCs don't have a separate stress damage, terrifying look is no help.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on March 17, 2011, 12:13:48 AM
Maybe we just aren't supposed to be that afraid of standard NPCS    >:D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on March 21, 2011, 07:12:36 PM
I would rule that those abilities apply to relevant NPC Damage saves (e.g. terrifying look would raise the DC only when the NPC suffers stress damage).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on March 23, 2011, 03:22:54 AM
So if you were to get Sterner Stuff from two sources, then what?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Big_Jim on March 23, 2011, 10:53:55 AM
I would rule that those abilities apply to relevant NPC Damage saves (e.g. terrifying look would raise the DC only when the NPC suffers stress damage).

So that's errata then? That's the intention of such abilities? I though it was deliberate balance that it (and related abilities) didn't affect Damage saves.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on March 23, 2011, 11:06:30 AM
So if you were to get Sterner Stuff from two sources, then what?

I don't understand the question. Are you asking if they stack?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on March 23, 2011, 11:07:36 AM
I would rule that those abilities apply to relevant NPC Damage saves (e.g. terrifying look would raise the DC only when the NPC suffers stress damage).

So that's errata then?

I didn't say that. I said that I would rule this way. I haven't discussed this with Alex and Crafty Games has not ruled on this. Important distinction. ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on March 23, 2011, 01:00:49 PM
So if you were to get Sterner Stuff from two sources, then what?

I don't understand the question. Are you asking if they stack?

Sorry. Well kinda, stacking seems a bit much. I seem to remember there was a general rule for stacking but I can't find it.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on March 23, 2011, 07:33:41 PM
Sterner Stuff doesn't really grant a bonus. In a roundabout way, it sort of inflicts a penalty.  :P I'd let it stack, largely because it's not that powerful an ability to start with, and especially because you can stack keen all day long on a weapon if you want to.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: warlock69 on March 30, 2011, 12:16:36 PM
This was probably already asked before, but I need some clarification on how grappling works.

Since the Grapple action description states during continued grappling "the winner of this check may pin the opponent or choose 1 Grapple benefit", some people have suggested that a pin or any Grapple benefit may be applied by a held or pinned character.  So, a held character could pin the character holding him or a pinned character could throw the character pinning him.  It doesn't really make sense to me.  Sure, trained wrestlers can perform reversals, but this is more of a trick than a common ability.  In fact, Reversal is a Grapple trick in Spycraft 2.0.

Under Conditions, it is stated that held or pinned characters may only attempt to escape their hold or pin, respectively.  So, given their condition, I figured the only option available to them on a successful Grapple action would be the Break Free Grapple benefit.  Allowing otherwise contradicts the definition of these conditions.

I think what is confusing people is the term "winner".  It is necessary for word economy and because more than two characters may be grappling with one another.  However, since you aren't expressly saying "the character performing the hold or pin" or "the character being held or pinned" under each Grapple benefit entry, people are applying their own interpretation to it.

Anyway, am I reading the rules correctly?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on March 31, 2011, 10:54:32 AM
I'm only noticing this today. What happened to Pathfinder Supremacy? It seems it now only doubles the numerical effects of one Pathfinder Basics feat. It really s*cks! Or am I reading it wrong?  ???
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on March 31, 2011, 11:15:07 AM
I'm only noticing this today. What happened to Pathfinder Supremacy? It seems it now only doubles the numerical effects of one Pathfinder Basics feat. It really s*cks! Or am I reading it wrong?  ???

That's what it's done since the First Printing...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on March 31, 2011, 11:18:21 AM
I'm only noticing this today. What happened to Pathfinder Supremacy? It seems it now only doubles the numerical effects of one Pathfinder Basics feat. It really s*cks! Or am I reading it wrong?  ???

Three things to consider-
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on March 31, 2011, 11:27:02 AM
I was somehow under the impression that the feats just built on each other individually.
For example: Pathfinder Basics (Swamp) was improved by Pathfinder Mastery (Swamp) and so on.

So if I'm reading Morg Correctly, it actually works like this:
Take any Pathfinder Terrain up to Supremacy.
If you then pickup a different Basics terrain, the Mastery and Supremacy feats automatically apply.

I suppose that makes a certain amount of sense since the wording of Mastery and Supremacy don't have "Choose one of your Pathfinder Basics feats" type text in them, and the limited availability of feats to begin with would make doing it the way I thought it worked impractical.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on March 31, 2011, 11:30:34 AM
I suppose that makes a certain amount of sense since the wording of Mastery and Supremacy don't have "Choose one of your Pathfinder Basics feats" type text in them, and the limited availability of feats to begin with would make doing it the way I thought it worked impractical.

Correct. Mastery and Supremacy affect all your Pathfinder Basics feats.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on April 01, 2011, 12:35:03 AM
Okay, I didn't get that. I mean, I got it for Mastery ("when in one of your Pathfinder terrains...") but not for Supremacy ("All numerical benefits of your Pathfinder Basics feat" without 's'). But you're right, there's no "Special" line for Mastery nor Supremacy, so they logically apply to all Pathfinder Basics feats. This definitely makes them both very cool. Aaaah, for once, the subtlety of wording eluded me.   ;D

On a side note though, I don't believe Supremacy's benefit applies to Pathfinder Mastery.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on April 01, 2011, 06:41:54 AM
On a side note though, I don't believe Supremacy's benefit applies to Pathfinder Mastery.

That's intentional
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on April 01, 2011, 04:11:58 PM
Okay, I didn't get that. I mean, I got it for Mastery ("when in one of your Pathfinder terrains...") but not for Supremacy ("All numerical benefits of your Pathfinder Basics feat" without 's'). But you're right, there's no "Special" line for Mastery nor Supremacy, so they logically apply to all Pathfinder Basics feats. This definitely makes them both very cool. Aaaah, for once, the subtlety of wording eluded me.   ;D

On a side note though, I don't believe Supremacy's benefit applies to Pathfinder Mastery.

Read the sentence you are seeing as "All numerical benefits of your Pathfinder Basics feat" again. The word Basics isn't there :). Pathfinder Feats, not Pathfinder Basics Feats :).

That's intentional

Huh. That's not how I was interpreting the text on the page...?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on April 01, 2011, 04:16:20 PM
Sorry Morg, but looking at the second printing pdf, it says Pathfinder Basics.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on April 01, 2011, 04:22:01 PM
Huh, I hadn't noticed that before, but that is indeed a change from 1st to 2nd printing.

1st Printing: ...your Pathfinder feats are doubled...
2nd Printing: ...your Pathfinder Basics feat are doubled...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on April 01, 2011, 04:33:23 PM
Sorry Morg, but looking at the second printing pdf, it says Pathfinder Basics.
Huh. My pdf is outdated too then. Easy to fix :). Fresh download time.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gilbetron on April 12, 2011, 08:34:56 AM
I've searched a bit and haven't found an answer to this relatively basic question:  Are there any penalties for using a ranged weapon against a foe in melee range?  It seems like the answer is "no", at least as far as I can figure.  Is that correct?  Seems odd that you can use a bow or rifle without any penalty against someone that is actively up in your business ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on April 12, 2011, 08:58:29 AM
I've searched a bit and haven't found an answer to this relatively basic question:  Are there any penalties for using a ranged weapon against a foe in melee range?  It seems like the answer is "no", at least as far as I can figure.  Is that correct?  Seems odd that you can use a bow or rifle without any penalty against someone that is actively up in your business ;)

There are not, currently. Considering Load times and the overall damage codes of arrows vs. other melee weapons, though, it's far more efficient to fight with a melee weapon than a ranged one close up.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on April 12, 2011, 01:24:50 PM
I've searched a bit and haven't found an answer to this relatively basic question:  Are there any penalties for using a ranged weapon against a foe in melee range?  It seems like the answer is "no", at least as far as I can figure.  Is that correct?  Seems odd that you can use a bow or rifle without any penalty against someone that is actively up in your business ;)

There are not, currently. Considering Load times and the overall damage codes of arrows vs. other melee weapons, though, it's far more efficient to fight with a melee weapon than a ranged one close up.

Unless your ranged weapon has the spike quality ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on April 12, 2011, 06:27:57 PM
As a simulation the Mastercraft handling of missile weapons may not ring totally true to some (firing at into a melee without additional penalty, being able to fire a crossbow while your opponant hacks at you...)
However, as a game that's fun to play the treatment has advantages: it fits with the 'cimematic' faster combat system of Mastercraft and supports common character concepts. the 'archer' is a common character type in fantasy but is less fun to play if you primary weapon is gimped on round 2 of every combat.

If the Crafty boys were to change this I'd politely ignore the changes.  ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: meadicus on April 13, 2011, 05:58:55 AM
It doesn't feel quite right to me that everyone (NPCs included) is able to just pick up and use Bows in melee. So I introduced the Spycraft penalties, -4 firing in, -4 firing out, but made Bow Basics and Bow Mastery cancel them out. Similarly for hurled.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on April 13, 2011, 07:59:47 AM
It's really not difficult to use a bow in melee, but if you wish, this can make sense.

However, I really feel the ranged penalty is quite useless (and even silly sometimes). If something is blocking your sight toward your target, they already get a cover bonus! And if nothing does, why would it be more difficult to shoot at a target while someone is adjacent to it ? It is still dangerous though, since you can easily confirm critical misses in order to hit an adjacent character.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on April 13, 2011, 11:53:11 AM
People in melee combat aren't just standing there swinging their swords at each other. They're moving, dodging and weaving, and generally making themselves as hard to hit as possible. Plus, you're also trying *not* to hit your friends, which makes aiming that much more difficult. Hence the minus.

Same thing with using a bow in melee. If you stop while someone's swinging a sword at you to pull the string and aim, then you're dead as the guy trying to hit you with a sword, just succeeded. So while you're ducking and dodging and weaving all while trying to aim at someone 30 or 40 feet away, that's where the minus comes from. Granted, you could also put that minus into a defense penalty if you actually stop to aim, as that makes you easier to hit.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on April 13, 2011, 02:37:20 PM
I think this is about style really. Perhaps for the more simulationist among you a campaign quality would be useful.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on April 14, 2011, 01:03:40 PM
Consider: Your ally and your enemy are mixing it up in melee and you want to get into the fight with a dagger, sword, or even a staff. Shouldn't you be taking a penalty because they are engaged with each other and you could easily hit your ally? Yes, to a degree, but I see no argument being raised that melee weapons should have a penalty when used on targets in melee with allies.

Assume that in both cases - ranged AND melee that difficulty is already folded into the attack roll itself. You are either overcomming the challenge of not hitting a nearby ally or overcomming the challenge of hitting a target who is not otherwise occupied fighting your friend - the difficulties are about the same and wash out.

Consider: as long as I have about 18 inches of seperation to allow the bow to transfer mechanical energy to the arrow (quite reasonable distance in a melee - swords have a minimum effective range too...), as a bow wielder I'm waving around a line of absoultely lethal ouchie, same as a melee-armed combatant. You point a ready bow in someone's face and they're gonna flinch/dodge/save theselves rather than prosecute their own attack. Drawing back a bow isn't that much slower than drawing back back a sword. The traditional vulnerability of archers to melee folks has a lot more to do with the armor that achers ussually have on (namely NONE) than with their weapon not being able to threaten and discourage the enemy even at toe-to-toe range.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on April 14, 2011, 06:48:00 PM
someone call Mythbusters!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Golden Dragon on April 14, 2011, 06:52:49 PM
someone call Mythbusters!

So that we can then move the debate to whether the Mythbusters properly simulated the situation?  ::)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on April 14, 2011, 09:47:35 PM
someone call Mythbusters!

So that we can then move the debate to whether the Mythbusters properly simulated the situation?  ::)

I'd trust them over the incompetent morons over on "Deadliest Warrior".
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on April 14, 2011, 10:18:55 PM
Speaking of Mythbusters, Grant -- while cosplaying as the 10th Doctor -- was recently inducted as an honoury member of the 501st.

I remember a time when the various bows were going to be fed into the Crafty damage algorithm. What ever became of that?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on April 19, 2011, 11:24:26 PM
Question. Soldier with the Favored Gear (any weapon) feat. Soldier already rolls 2 action dice for each spent, and Favored gear lets you roll 2 dice for every attack/skill check with the Favored Gear item.

So... rolling 3 dice? Or what?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on April 20, 2011, 12:35:32 AM
I would say yes, 3, although the wording doesn't support that.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on April 20, 2011, 07:41:41 AM
Question. Soldier with the Favored Gear (any weapon) feat. Soldier already rolls 2 action dice for each spent, and Favored gear lets you roll 2 dice for every attack/skill check with the Favored Gear item.

So... rolling 3 dice? Or what?

Pg 29, under Doubled Action Dice: "Doubled Action Dice: Some abilities allow you to roll 2 dice when you spend 1 action die. When two or more of these abilities apply to the same roll, you still only roll 2 dice for each action die spent."
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gilbetron on April 21, 2011, 12:19:28 PM
Do abilities that allow you to 2 dice when spending an action die to boost a roll (such as the Emissary's "Sympathetic" core ability) combine with the Sage's Wise Counsel ability?  In other words, if I spend an action die to boost a teammate's Wisdom-based skill, do I roll 2 action dice?

And do action die bonuses (like Lady Luck's Smile and Fortune Favors the Bold) apply to both dice or just one?  ie I roll 2d4 on a Wisdom-based roll and get a 1 and a 2.  I have +2 to my action dice rolls.  Is my total 5 or 7?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on April 21, 2011, 02:34:06 PM
I honestly do not knwo the answer to your first question.  the "use your die type and your action die modifiers" leads me to think that you do roll the two dice in that case (Soldier / Sage luckmonger of party wide HITTING).

the second part of that question has been asked and answered.  And I think I was the one to ask it.  Nope, the bonus to the action die roll applies to the TOTAL roll, not the individual dice.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on April 21, 2011, 02:49:42 PM
When you use Wise Counsel, you roll one of your dice and add the result to your team mate's roll, so the roll benefits from whatever the Sage can bring to bear, but none of the recipients abilities. You're not giving them an Action Die, you're spending one of your dice and giving them the bonus.

If the Sage has a roll 2 and add ability that applies to the check, it applies when using Wise Counsel. If the recipient has the ability, it does not apply.

And the +X applies to the Action Die result, not the individual dice. So in your example, you get a 5.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on April 21, 2011, 03:03:31 PM
I'd think that Lady Luck's Smile would apply to both dice rolled, since it affects individual dice, while Fortune Favors the Bold affects the result, not the dice.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on April 21, 2011, 03:35:14 PM
When you use Wise Counsel, you roll one of your dice and add the result to your team mate's roll, so the roll benefits from whatever the Sage can bring to bear, but none of the recipients abilities. You're not giving them an Action Die, you're spending one of your dice and giving them the bonus.

If the Sage has a roll 2 and add ability that applies to the check, it applies when using Wise Counsel. If the recipient has the ability, it does not apply.

And the +X applies to the Action Die result, not the individual dice. So in your example, you get a 5.

Krensky is correct.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on April 21, 2011, 03:58:02 PM
I agree, Antilles, Lady Luck's Smile would trigger on either or both dice since it's expanding the detonation range, but adding to the roll.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on April 21, 2011, 04:00:30 PM
Krensky is correct.

But of course. ;)

That little subtlety is something I learned a long time ago with the Chance Feat heavy Action Dice monkey that is the Pointman in my SG-1 game. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gilbetron on April 22, 2011, 09:35:00 AM
Ok thanks for the clarifications!

A follow-up question:  If a teammate has a "Practiced" feat/ability, say Investigate, and my PC uses Wise Consul, does the "get action die back on failure" work for the action die my PC spends?  I'm thinking no, as only the teammate's action die is refunded, and Wise Consul lets that teammate use the *result* of my PC's action die.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on April 22, 2011, 11:16:37 AM
Ok thanks for the clarifications!

A follow-up question:  If a teammate has a "Practiced" feat/ability, say Investigate, and my PC uses Wise Consul, does the "get action die back on failure" work for the action die my PC spends?  I'm thinking no, as only the teammate's action die is refunded, and Wise Consul lets that teammate use the *result* of my PC's action die.

You are correct. That combo would not work.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on April 22, 2011, 02:55:23 PM
When you [a sage] use Wise Counsel, you're not giving them [your teammate] an Action Die, you're spending one of your dice and giving them the bonus.

This is the money shot of Krensky's statement, and a fine single-line explanation that clarifies most any "does this combo work" question.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on April 23, 2011, 06:58:49 AM
On the other hand, most Chance feats combine with Wise Counsel nicely, given the phrasing.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on April 23, 2011, 08:16:12 AM
Certainly, if they belong to the Sage in question. I've got an action-die rapist Sage player out here who's rolling d6+8 or something every time, and being able to spread that love around makes him one of the most popular guys at the table.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on April 28, 2011, 08:56:49 AM
In passing, thinking about Spellbound and looking at the concepts going into Channeler and Sage 9th level spells I read across the Nature's Fury rules on page 369 in FC and realized something seemed off with the Lightning rules:

A Near Strike lists 1d6 Flash damage among it's effects, which is basically a non-effect (since that'd be a DC of 1 to 6, DC 15 for half), is this right or is it something remaining from a previous concept?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Twin Agate Dragons on May 04, 2011, 07:03:59 AM
Curious as to where I can find an update document that I can print out to stick inside my copy of the 1P Hardback.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on May 04, 2011, 07:30:54 AM
Follow links to the Downloads page and download the Erratta.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Twin Agate Dragons on May 04, 2011, 09:05:18 AM
Follow links to the Downloads page and download the Erratta.
Apparently I'm an idiot. I can't find the downloads page.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on May 04, 2011, 09:19:19 AM
http://www.crafty-games.com/downloads

You'll find it under "Fantasy Craft downloads" > "Errata" :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Golden Dragon on May 04, 2011, 09:35:37 AM
If you haven't been to the company front page in a while, the link will take you to the front page the first time. It should work fine the second time.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on May 10, 2011, 08:22:39 AM
As we prepare for a new batch of characters and a new campaign, plenty of new ideas are popping up.  And with them come questions.

Tire, Trip, Threaten, and similar half actions.  Can they be done with various feats and gimmicks that provide free attacks? (Contempt, Charging basics, Combat Instincts, etc)

(hinged on the above answer) If you have a human talent that provides you the ability to target multiple foes with a special attack action, can you generate those multiple targeting attacks with free attacks?

has there been an official answer to the question of Martial Arts applying to natural attacks?

I am sure more will come up - that is the nature of our group
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on May 10, 2011, 09:01:18 AM
Page 205, Second Printing: A free attack is a free-action Standard Attack.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on May 10, 2011, 09:05:51 AM
Reading for the win.  thank you good sir.

Mr. two shields of doom is going to have to settle for only 2 tire actions per round.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on May 12, 2011, 05:55:03 PM
As written, Expertise (I'm reading courtier's power play version, but applies to other classes) seems to be nearly useless for some skills like Bluff and Sense Motive that seem to be used almost exclusively in an opposed roll mode, and you can't take 10 in an opposed roll.

I think I'd add the ability to use take 10 in opposed rolls as an additional benefit of expertise.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on May 12, 2011, 10:04:01 PM
I've always done that too. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on May 12, 2011, 10:43:54 PM
"You may always take 10 with this skill"

I remember that phrase from 2.0, but searching the text for it uttery fails to find it
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on May 12, 2011, 10:50:29 PM
"You may always take 10 with this skill"

I remember that phrase from 2.0, but searching the text for it uttery fails to find it

I'm not positive I remember it in 2.0, but I know for sure I remember it in 1.5.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Desertpuma on May 13, 2011, 09:24:48 AM
In SC2.0, it was always part of the 5th or 6th level class ability under Skill Mastery except for the Advocate who allowed it under their 4th level ability as well.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on May 13, 2011, 03:15:24 PM
Actually, Skill Mastery in 2.0 just lowered error range and the time it took to take 10
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on May 18, 2011, 02:27:59 AM
Since Blindsight is essentially superior to both Darkvision I and II, does possessing it count as meeting the requirements for character options that require some form of Darkvision?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on May 19, 2011, 03:00:19 AM
Since Blindsight is essentially superior to both Darkvision I and II, does possessing it count as meeting the requirements for character options that require some form of Darkvision?

Not specifically, though I could see a GM making that call at his table.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on May 20, 2011, 12:47:47 PM
Pondering my next feat choice, and came up with a question.

Fortune's Fool (Chance Feat)
Each time you suffer a critical failure you gain a bonus d4 action die.  You may use this ability a number of times per session eaul to the number of Chance Feats you have.

Does this mean that I only gain the bonus action die when the GM activates my critical failure?  (Until he does it is merely an error)

The GM might not be so inclined to activate the failures of a fully kitted out Priest of Fortune (Action die rolls +8 for the win!) ... of course, that might be a reason to take the feat as well... sort of like critical failure protection through intimidation.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on May 20, 2011, 01:34:01 PM
Pondering my next feat choice, and came up with a question.

Fortune's Fool (Chance Feat)
Each time you suffer a critical failure you gain a bonus d4 action die.  You may use this ability a number of times per session eaul to the number of Chance Feats you have.

Does this mean that I only gain the bonus action die when the GM activates my critical failure?  (Until he does it is merely an error)

The GM might not be so inclined to activate the failures of a fully kitted out Priest of Fortune (Action die rolls +8 for the win!) ... of course, that might be a reason to take the feat as well... sort of like critical failure protection through intimidation.

Correct on all counts.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on May 20, 2011, 01:37:53 PM
Then I think I might be better served (combat wise) with Sword Basics.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on May 20, 2011, 10:46:23 PM
Not sure if this has been asked before, but I was wondering why the Two-Weapon feat tree is in the Basic Combat section rather than the melee combat section? it seems to make more sense in the Melee section as it requires the use of actual melee weapons, rather than a feat that can be used whether you're unarmed, melee or ranged.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on May 20, 2011, 11:15:50 PM
Not sure if this has been asked before, but I was wondering why the Two-Weapon feat tree is in the Basic Combat section rather than the melee combat section? it seems to make more sense in the Melee section as it requires the use of actual melee weapons, rather than a feat that can be used whether you're unarmed, melee or ranged.

The bold part is incorrect.  This feat does not require they be 2 melee weapons.  It just requires that you have 2 1-Handed weapons equipped.  This feat can be used to shoot a pair of Hand Crossbows, fire a pair of Sidearms or even hurl a pair of Throwing Knives.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on May 20, 2011, 11:25:15 PM
That reasoning only works for the level 1 version of the feat, however. You can't use twin crossbows or twin pistols with the level 2 version which gives you 4 attacks. Also, hurled weapons are covered by Angry hornet and blackened sky, having multiple feats cover the exact same action doesn't make much sense either.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on May 21, 2011, 12:20:19 AM
Having two black powder pistols one in each hand is fastest way to get off two shots.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on May 21, 2011, 12:30:53 AM
That reasoning only works for the level 1 version of the feat, however. You can't use twin crossbows or twin pistols with the level 2 version which gives you 4 attacks. Also, hurled weapons are covered by Angry hornet and blackened sky, having multiple feats cover the exact same action doesn't make much sense either.

Except they don't cover the exact same action.  One is taking a single attack with 2 different weapons, the other is for taking 2 attacks with a single weapon.

Angry Hornet would not allow you to attack twice with a hand crossbow, as it has the load quality.  The same goes for the sidearms and hurled weapons.  Using Two-weapon Fighting would allow you to take 2 attacks using any of those weapons.  The assertion that multiple feats are covering the exact same action is incorrect.

As soon as more advanced weapons, such as guns with magazines, are introduced into the Mastercraft fold, as might be expected to be seen with Spycraft 3, you very well could take 4 attacks while wielding a pair of ranged weapons.

In any event, whether or not Two-Weapon Fighting should be allowed with hurled and ranged attacks is tangential to the original question, which is why Two-Weapon Fighting wasn't a melee feat.  The answer is simply because Two-Weapon Fighting isn't limited to melee combat.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kaptn_Lath on May 21, 2011, 01:52:12 PM
How about Quick Draw (or Knife Basics) + Two-weapon fighting + Blackened Sky = How many attacks? Knifes don't have the load quality.

Umm actually maybe never mind, Blackend sky requires a full round action to make the 4 attacks, and two-weapon fighting requires a half action to make one attack with two weapons, so you could use both in the same round right?

Edit: Meant couldn't not could.. oh crap... lol
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on May 21, 2011, 05:42:59 PM
How about Quick Draw (or Knife Basics) + Two-weapon fighting + Blackened Sky = How many attacks? Knifes don't have the load quality.

Umm actually maybe never mind, Blackend sky requires a full round action to make the 4 attacks, and two-weapon fighting requires a half action to make one attack with two weapons, so you could use both in the same round right?

Under normal circumstances that would not be possible, no.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on May 22, 2011, 09:16:16 PM
How about Quick Draw (or Knife Basics) + Two-weapon fighting + Blackened Sky = How many attacks? Knifes don't have the load quality.

Umm actually maybe never mind, Blackend sky requires a full round action to make the 4 attacks, and two-weapon fighting requires a half action to make one attack with two weapons, so you could use both in the same round right?

Edit: Meant couldn't not could.. oh crap... lol

What you can actually do is combine Angry Hornet with TWF to throw four knives at -4, with no chance of being flat-footed.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kaptn_Lath on May 22, 2011, 11:04:55 PM
cool, I want to make a knife throwing Saurian Assassin. Increase the chance of a poison working by hitting him with multiple poisoned knives. The damage is just bonus.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on May 22, 2011, 11:45:58 PM
What you can actually do is combine Angry Hornet with TWF to throw four knives at -4, with no chance of being flat-footed.

Actually, what you want to do is combo TWF and Knife Basics for any combination of four melee or hurled attacks at -2.

Technically, you can't use Angry Hornet with Knives (even with hurl they're not Thrown Weapons) or Knife Basics with Throwing Knives (not technically Knives).

Oh, and Kapth:

Remember that as written, nothing stops you from stacking the DC enhancing upgrades. Also, for combat usage you want to stick with poisons with 1 minute incubations with the Fast-Acting upgrade.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: TheMadGent on May 23, 2011, 06:28:39 AM
You could also pick up the Venom Master trick to decrease the first incubation to instantaneous, but you'd need to stack covert feats to use it repeatedly.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on May 23, 2011, 01:08:15 PM
various skill Mastery feats, and the Priest Core ability allow for re-rolls (on a limited basis).

can those re-rolls be used on errors? (before the critical failure is activated)

While I am at at - since the current project is working on a mage...

the Mage's Pouch is listed as a "kit", and as such it can be made with the Masterwork quality (reducing error range by one).  Outside the budget of my level one caster, but something to think about.  The question is, is that 'right'?

A Mage Pouch is a 2 handed toolkit, essentially prohibiting Mages from casting and holding a weapon or shield.  Fair Enough.  But what about something like a Dagger with the Drake Craftsmanship option?  Would you have to wield the dagger in two hands to qualify as the Mage Pouch?

and how does Hidden Casting interact with the Mage's Pouch?  You may cast spells "Your Spellcasting checks are not obvious.  You make no sound while casting and may even cast spells when you cannot speak." - Seems to me that in a Sorcery campaign, folks would know what a Mage's Pouch generally looks like, and using that pouch would be at least a bit obvious.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on May 23, 2011, 04:47:12 PM
Pg. 44: When you fail an attack check with your ritual weapon or a skill check with a Priest class skill and donít suffer an error, you may spend an action die to re-roll the check.

Pg. 99: Once per scene, you may also re-roll a check with either of those skills.

So it looks like the Skill Feats ignore errors, but Priestliness does not.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on May 23, 2011, 10:45:40 PM
my bad, I ran off of memory.  really my bad when I consider that my book was right there.  Consider the Priest part removed.  Replace with Spellcasting Mastery
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kaptn_Lath on May 25, 2011, 03:36:56 PM
On Page 110 (Second Printing) it says under Known Spells "... learns a number of spells of any level equal to his Wisdom score + his spellcasting ranks."

Is its actually your Wisdom score or is it a typo and supposed to be Wisdom modifier? I would like official word on that.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Desertpuma on May 25, 2011, 03:39:08 PM
It is definitely Wisdom Score not modifier.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on May 25, 2011, 03:57:46 PM
Yep, it's Wisdom Score (and for clarity's sake, it's score plus Spellcasting ranks, not total Spellcasting skill bonus). So if you've got a 15 wisdom and max spellcasting ranks at first level, you know 19 spells right out the gate. Note that when either of those scores rises (increasing the total of Score+Ranks), you learn more spells accordingly.
Title: Talented
Post by: Gentry on May 28, 2011, 08:56:44 PM
Can you take Talented more than once, since it's applying to Basic Skill Mastery, which can be taken more than once? Or is this a "if it doesn't say it, you can't" instance?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on May 29, 2011, 01:49:06 AM
I believe the question has been asked and it's a no. Indeed, if it doesn't say, you can't.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on May 29, 2011, 01:54:09 AM
There's something weird with the Investigate skill. Three of its checks (namely Decipher, Identify and Research), have a line that says "failure increases the error range of future attempts by 2 per action die spent". Failure, not critical failure. So?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on May 29, 2011, 07:55:19 PM
I think that's intentional, and lets the GM make repeated attempts to research/identify/decipher the same subject harder during the same scene in an adventure. Considering that Critical Failure with those abilities ends the attempt, end of story.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on May 29, 2011, 07:57:54 PM
Question about a Deadeye Elf.

An elf already ignores the 2nd and 4th Range increment and has improved vision range. The Thousand Yard stare from the class ignores the 2nd and 4th Range Increment and gives improved vision range, though reduced from what an elf gets.

Do these combine? Or is that one power that is useless for an elf to actually get.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on May 30, 2011, 12:45:50 AM
I think that's intentional, and lets the GM make repeated attempts to research/identify/decipher the same subject harder during the same scene in an adventure. Considering that Critical Failure with those abilities ends the attempt, end of story.
Then it should read:
"each failure increases the error range of future attempts by 2."

And yes, critical failure already means you can't attempt any further check on this item/subjet until the end of the scene.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on May 30, 2011, 03:48:05 AM
Question about a Deadeye Elf.

An elf already ignores the 2nd and 4th Range increment and has improved vision range. The Thousand Yard stare from the class ignores the 2nd and 4th Range Increment and gives improved vision range, though reduced from what an elf gets.

Do these combine? Or is that one power that is useless for an elf to actually get.

Nothing about the ability seems stackable with the elf ability to me. Fortunately, it's an optional ability and the elf version of the ability is modestly better, so elves get to keep their shtick.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on May 30, 2011, 03:59:11 AM
Question about a Deadeye Elf.

An elf already ignores the 2nd and 4th Range increment and has improved vision range. The Thousand Yard stare from the class ignores the 2nd and 4th Range Increment and gives improved vision range, though reduced from what an elf gets.

Do these combine? Or is that one power that is useless for an elf to actually get.

Nothing about the ability seems stackable with the elf ability to me. Fortunately, it's an optional ability and the elf version of the ability is modestly better, so elves get to keep their shtick.

I'd say Psion's right, as written.

Although, if someone wants them to stack as a house rule, I'd use the Elf's range increment and then have them ignore increments 3, 5, and 7.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on May 30, 2011, 08:08:04 AM
Question about a Deadeye Elf.

An elf already ignores the 2nd and 4th Range increment and has improved vision range. The Thousand Yard stare from the class ignores the 2nd and 4th Range Increment and gives improved vision range, though reduced from what an elf gets.

Do these combine? Or is that one power that is useless for an elf to actually get.

It's useless for an elf. Fortunately, you have other choices.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on May 30, 2011, 08:08:58 AM
I think that's intentional, and lets the GM make repeated attempts to research/identify/decipher the same subject harder during the same scene in an adventure. Considering that Critical Failure with those abilities ends the attempt, end of story.
Then it should read:
"each failure increases the error range of future attempts by 2."

And yes, critical failure already means you can't attempt any further check on this item/subjet until the end of the scene.

Ah, good catch. Noted :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on June 06, 2011, 01:32:57 PM
Wow, egg on face.

looking through the GM screen that someone was nice enough to fabricate for us, I noticed that somehow I had missed that the RULES limit the use of Action Dice for boosted damage to Lethal, Stress, and Subdual Damage only (smart, but that makes my lightning spear using Fortune Priest sad).  Also means we have to not throw any more action dice at the burglar's Stilletto of Acid, and the Mages' Scorching Rays (Searing ray is all good).

Our table has been having some concern over stacking the sneak attack damage that our Goblin Burglar is kicking out as part of his weapon's acid damage.  Shouldn't we impose the same "Lethal, Subdual, or Stress" damage limitation on Sneak Attack?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on June 14, 2011, 02:36:52 PM
New Mage, new question.

if a Mage has Divine spells provided by the first Step in a Path (Courtesy of the Blessed Feat, Shaman Specialty) [Path of Water, giving Create Water and Water Walk] - Do the Divine Spells use total caster level or just Divine Caster Level? (aka 1)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on June 14, 2011, 03:23:08 PM
I'd say Caster Level is Caster Level. I'd say Blessed only gives characters with no other source of Caster Level an effective CL of 1.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on June 14, 2011, 03:28:07 PM
That's how I interpret the Good Book as well.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on June 14, 2011, 03:50:08 PM
Caster Level is Caster Level. We very deliberately did not seperate arcane from divine caster levels.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bhurano on June 15, 2011, 02:07:03 AM
Hello there,

since I've been advised to bring some of my question here around I will do so. :)

1. The Spell Divine Favor states that the caster gets 1/3 of his level as a attack and damage bonus. Does this also apply to spells. Since there is nothing contradicting this view of mine, I assume so. Which would be really great, because our current GM likes to hand the standard characters quite some armor. So, can it be used with spells or not? Clarification: Only the Damage bonus is used, the attack bonus isn't applied in my group.

2. While we are on it, is it possible to use something akin to "Called Shot" with targeted spells (not area spells, mind you  ;)). I mean it strikes me as possible/approbiate, because you have to hit an enemy with your spellcasting skill anyway. And because of this... why not targeting some weak spot (right in his face comes to mind, punched with magic missile fists  ;D or a crystal dagger spell who slices through the chink of an armour  >:D).

3. Ghost Mastery and Supremacy give me both a slight headache how to use it. Ghost Mastery states you can hide in the open... how?  :-\I mean improvising something in a clean room is... difficult... but it would be awesome in a prison break... and moreover it might emphasize the difference between a trickster mage who can enhance his ability to vanish (invisibility, chamaeleon spells, etc.) and a crook who knows how to be invisible. And with Supremacy you could hide in a bare room, with dust on the floor and still nobody would notice you  :o, since you can't be targeted by perception rolls. So Notice and Search are flat out negated... or am I wrong?

Thanks for the help, guys. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on June 15, 2011, 07:40:06 AM
Does being in Berserk Stance (non-Supremacy version) interfere with using divine magic, i.e. path spells?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on June 15, 2011, 07:50:12 AM
Given you don't actually make a skill check to cast them, I don't see why it should.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on June 15, 2011, 07:54:00 AM
Hello there,

since I've been advised to bring some of my question here around I will do so. :)

1. The Spell Divine Favor states that the caster gets 1/3 of his level as a attack and damage bonus. Does this also apply to spells. Since there is nothing contradicting this view of mine, I assume so. Which would be really great, because our current GM likes to hand the standard characters quite some armor. So, can it be used with spells or not? Clarification: Only the Damage bonus is used, the attack bonus isn't applied in my group.

That seems fair. Damage is damage, but per the RAW this applies to damage rolls (so a spell that inflicts exactly 10 damage might not be affected, depending on the GM's interpretation)

Quote
2. While we are on it, is it possible to use something akin to "Called Shot" with targeted spells (not area spells, mind you  ;)). I mean it strikes me as possible/approbiate, because you have to hit an enemy with your spellcasting skill anyway. And because of this... why not targeting some weak spot (right in his face comes to mind, punched with magic missile fists  ;D or a crystal dagger spell who slices through the chink of an armour  >:D).

Again, I would leave this to GM call. Personally, I would say no - magic can be TREMENDOUSLY powerful compared to weapons and the tools of other characters have access too, and unlike D&D classically has we are not interested in magic becoming the way to be better than everyone at everything. Your mage might have to use his sword if he wants to hamstring an enemy :)

Quote
3. Ghost Mastery and Supremacy give me both a slight headache how to use it. Ghost Mastery states you can hide in the open... how?  :-\I mean improvising something in a clean room is... difficult... but it would be awesome in a prison break... and moreover it might emphasize the difference between a trickster mage who can enhance his ability to vanish (invisibility, chamaeleon spells, etc.) and a crook who knows how to be invisible.

So you don't like they can hide in the open? As with magic we don't determin the details - we presume the guy's just that good at hiding.

Quote
And with Supremacy you could hide in a bare room, with dust on the floor and still nobody would notice you  :o, since you can't be targeted by perception rolls. So Notice and Search are flat out negated... or am I wrong?

Notice/Awareness check, and Search/Perception checks. There's a rule in the invisible condition that says you can take a full round action to try and guess where someone is using Search. That's what it refers to.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on June 15, 2011, 07:54:54 AM
Does being in Berserk Stance (non-Supremacy version) interfere with using divine magic, i.e. path spells?

Mr. Andersen is correct - this is why the Force of Nature doesn't explode into a billion little pieces conceptually :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on June 15, 2011, 10:26:42 AM
A friend's looking through the book, trying to make a character when he came across something funny...

Anti-Magic Field II has enduring, so it can be made permanent with Permanency. How? Doesn't the anti-magic field cancel out the permanency spell? (Yeah yeah, I know a GM can work around it, just thought I'd point it out.)

Edit: Also, can you only cast Anti-Magic Field on yourself? If I understand the Distance: Personal thing correctly, that's what it means, and that makes me even more curious who on god's green earth would ever want to make Anti-Magic Field II permanent...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on June 15, 2011, 11:07:20 AM
Anti-Magic Field II has enduring, so it can be made permanent with Permanency. How? Doesn't the anti-magic field cancel out the permanency spell? (Yeah yeah, I know a GM can work around it, just thought I'd point it out.)

I actually think of this as a feature, as I'd let a caster say "no" to anyone casting Permanency on one of his Anti-Magic Fields. 

Quote
Edit: Also, can you only cast Anti-Magic Field on yourself? If I understand the Distance: Personal thing correctly, that's what it means, and that makes me even more curious who on god's green earth would ever want to make Anti-Magic Field II permanent...

Um, anyone who wants to be largely immune to magic effects for a while? ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on June 15, 2011, 02:22:32 PM
Anti-Magic Field II has enduring, so it can be made permanent with Permanency. How? Doesn't the anti-magic field cancel out the permanency spell? (Yeah yeah, I know a GM can work around it, just thought I'd point it out.)

I actually think of this as a feature, as I'd let a caster say "no" to anyone casting Permanency on one of his Anti-Magic Fields. 

It was more the fact that by RAW, the enduring bit is pointless as you cannot cast Permanency on it, at all, even if it is you who cast the Anti-Magic Field.. I mean, yeah, if I was a GM I could just rule that if a caster begins casting Permanency immediately after casting Anti-Magic Field II he can effectively 'pause' Anti-Magic Field until it's done casting, kind of like holding the charge of a touch spell, or change Permanency so that you can cast it before casting the spell that you want to make permanent.
The fact that I'd have to make house rules to actually use the spell as written suggests to me there's something wrong somewhere.

Quote
Quote
Edit: Also, can you only cast Anti-Magic Field on yourself? If I understand the Distance: Personal thing correctly, that's what it means, and that makes me even more curious who on god's green earth would ever want to make Anti-Magic Field II permanent...

Um, anyone who wants to be largely immune to magic effects for a while? ;)

Congratulations! Aside from the stat bonuses from Arcane Might, and any Skill feats you picked as bonus feats, you've just nullified every class ability you have! I hope you have a good selection of skills and non-spellcasing-related feats, otherwise you'll be mostly useless!

I just can't see anyone doing that, and thus I see no reason for the enduring tag. Maybe if you could cast it on objects or areas, but otherwise it's a cleverly hidden 'nerf your class into oblivion' trap, as far as I can see.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on June 15, 2011, 02:47:28 PM
Big Arnie the wizard is off to fight the anceint dread sorcerer. The sorceror wields terrible spells for more potent than Arnies magic. Arnie glances twoard his sword...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on June 16, 2011, 01:24:16 AM
Is it really so hard to overlap 2 anti-magic fields so they suppress each other (but not cancel) then cast permancy on one of them?

Come on. I thought you people were gamers ::)!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on June 16, 2011, 02:11:51 AM
Is it really so hard to overlap 2 anti-magic fields so they suppress each other (but not cancel) then cast permancy on one of them?

Come on. I thought you people were gamers ::)!

I'm so ashamed  :-[
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on June 16, 2011, 06:35:15 AM
So, the only way to get a permanent Anti-Magic Field II requires two level 19 mages? Okay, that reduces the possibility from impossible to highly unlikely and very cumbersome, but what about why? If a mage can only cast anti-magic field on himself, why make it permanent?

Edit: Oh wait, I just realized an Anti-Magic Field I can supress a II field, even though it is a 'weaker' version. That plan suddenly became a lot more doable and less cumbersome, but it's still not very practical...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on June 16, 2011, 07:32:42 AM
I've always thought of a permanent anti-magic field as something that one fairly powerful wizard built in conjunction with some construction types...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ArawnNox on June 16, 2011, 07:49:48 AM
I've always thought of a permanent anti-magic field as something that one fairly powerful wizard built in conjunction with some construction types...

Or something a King has put on his Throne Room/Treasure Vault to prevent magical spying/magical assassins/angry fey guests (Sleeping Beauty, see what I did there?)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on June 16, 2011, 08:05:31 AM
That's what I thought, too, but if I'm reading the rules correctly, since the spell lacks Distance: Touch, it can only be cast upon the caster.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on June 16, 2011, 08:17:05 AM
Antimagic II would, in some settings, be like having an EMP centred on your person.  Everything in sight powered by magic would halt - magic carpets and flying castles would fall out of the sky, magical wardings imprisoning captive demons would fade away, and people within range who might usually depend on magical defences would suddenly become vulnerable to assassination attempts.

It's for very select applications, but within them, it could work.  And sometimes, particularly when you're up against other spellcasters, it can pay to turn the magic off (http://www.giantitp.com/comics/oots0627.html).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on June 16, 2011, 08:37:17 AM
Well, yes, I'm not saying that Anti-Magic Field II has no uses, even if you can only cast it on itself, I'm merely wondering why a level 15 mage, which is the absolute earliest you can cast Anti-Magic Field II, would ever want to make it permanent, and thus nullify his entire class?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on June 16, 2011, 02:45:18 PM
Looks like future proofing to me - the effect itself is reasonable to be made permanent... now you just need to find a trick or mechanic that allows you to move it off you. I've written class abilites that say "You may allow your buddy mage to cast personal spells X, Y, and Z on you as if they they had a range of touch." That ability didn't go up to 9th level, but the basic premise is there.

Maybe an item that acts as a spell trap - enduring spells cast onthis itme become permanent (now there's a handy throne in some settings).

Maybe there is a poweful artifact gateway in your setting - it cast permanency on anyone passing through it, 'locking' their spells in (and no, it's not suppressed by your petty mortal magic.

Having enduring in a spell duration is a flag. It could get used in a number of ways; some obvious, some extremely corner-case. It puts it in a class of spells, all of which share that flag. While the permanency spell is the only thing that utilizes that flag now, its not the only thing that can ever use it :). Anti-magic shell II was flagged as an interesting trade-off. You would lose a lot, but in many settings with magic you would become truely formidable (and likely uniqe) power in the setting. If I were working up a power-build using it, I'd be looking at other ways to spend my spell points (*coughruneknightcough*).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on June 16, 2011, 05:30:45 PM
Congratulations! Aside from the stat bonuses from Arcane Might, and any Skill feats you picked as bonus feats, you've just nullified every class ability you have! I hope you have a good selection of skills and non-spellcasing-related feats, otherwise you'll be mostly useless!
Clearly I missed something here.  Why do most of your feats vanish in the anti magic zone?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on June 16, 2011, 05:35:51 PM
Congratulations! Aside from the stat bonuses from Arcane Might, and any Skill feats you picked as bonus feats, you've just nullified every class ability you have! I hope you have a good selection of skills and non-spellcasing-related feats, otherwise you'll be mostly useless!
Clearly I missed something here.  Why do most of your feats vanish in the anti magic zone?

The key phrase is "aside from... and any skill feats... you've just nullified".   They aren't part of what's nullified.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on June 16, 2011, 05:42:13 PM
You'll notice I wrote non-spellcasting feats, as without the ability to cast spells spellcasting feats would be kinda, y'know, useless.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on June 17, 2011, 12:15:49 AM
I'm just suggesting don't read too much into it. It's flagged for potentially interesting interactions. Yes, pulling any of them off is cumbersome and impractical... but many fun things fit that description :). It looks like a plot device waiting to happen to me.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on June 17, 2011, 01:40:43 AM
For example All sorts of odd and counter intuitive things come out of arms races (tank armour that is designed to explode springs to mind). Each side races to counter the enemies counter. the situation with anti-magic could come about in a magical arms race between to wizards or for more fun between two nations during a fantasy world war.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on June 17, 2011, 07:36:47 AM
"The old guy seemed pleasant enough. Happy to have guests and even chatty about the spells I was researching. Why do they call him 'The Silent One'?"

"Because of what he has given for this nation. He is perhaps the most knowlegeable man I know when it comes to the ways of magic - and he sundered his heart and his breath for our safety. He has swallowed Silence itself"

"...What?"

"Did you not notice the simplicity of the furnishing in his tower? Fireplaces used for light as much as heat? That we aproached on foot? Where he passes sky-carpets fall from the sky like frozen sparrows, lamp stones grow dim as common rocks, sending mirrors turn deaf and mute. For a mile in every direction guildmages and warcasters alike shiver in fear, the words of magic dead in their mouths and as potent as grit. He is the Silent One and any army that marches with him in their midst need fear no raging flamestrike, no scrying eyes, not unseen whispers of death nor summoning. We send seven virgins to that tower every month and they thank him for the privilege."

"Really?!? Seven..."

"Oh, yes. We like to keep him comfortable. Could you imagine if he were to... defect?"
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on June 17, 2011, 08:04:36 AM
Those dudes are hosed when someone else sends him four kinda slutty chicks who know what they're doing...   >:D
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on June 17, 2011, 01:36:30 PM
In the words of Billy Connelly: "Give me two firebreathin' WHORES!"
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on June 25, 2011, 06:09:52 PM
So non-proficient weapon use, can't find a rule for that. My 2e background say no proficiency = cannot use weapon. My general gaming experience sez use the untrained skill check rule. What do other people do?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on June 25, 2011, 07:17:48 PM
-4 to hit, +2 error.

See page 205, second column, first paragraph.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on June 25, 2011, 10:28:58 PM
thanks
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on June 27, 2011, 01:41:49 AM
So, is there any reason why the Favoured Gear chain was scripted in such a fashion that it apparantly doesn't work with armour?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on June 27, 2011, 03:28:06 AM
So, is there any reason why the Favoured Gear chain was scripted in such a fashion that it apparantly doesn't work with armour?

Wouldn't it work with stuff like Drake armour and spellcasting checks?  Or is that too much of a stretch?  (Same idea for various magic items that boost / interact with skills - Threat Range, Skill Ranks, or even Trained Skill when used with a skill that needs a kit.)

Actually on that train of thought - would a Drake favoured weapon let you use the feat chain benefits for spellcasting weapons?  It is being used for skill checks (without it they're untrained) after all.  Seems less of a stretch then flat skill boost.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on June 27, 2011, 05:23:30 AM
Drake armour is an unhelpful outlier case given that the majority of armour users aren't magic users (and any usefulness is purely because it's armour acting as something other than armour)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on June 27, 2011, 07:25:25 AM
So, is there any reason why the Favoured Gear chain was scripted in such a fashion that it apparantly doesn't work with armour?

Is there something wrong with using the Armor feat chain instead  ???
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on June 27, 2011, 08:42:25 AM
Well, with a friendly GM you can get some mileage out of a favoured piece of armor... basically, have it apply to everything that suffers from armor check penalty. And/or have the favored AD benefit only apply to AD spent to increase your Defense.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on June 27, 2011, 08:43:01 AM
So, is there any reason why the Favoured Gear chain was scripted in such a fashion that it apparantly doesn't work with armour?
Is there something wrong with using the Armor feat chain instead  ???
You can regularly change the piece of gear you are Favoring, and there will be times when it would be nice for that bit to protective?

Actually, it looks like a piece of armor could be covered by the Favored Gear feat.  (Where is the chain, I didn't see it in the Gear Feats?)  It wouldn't do much, since you don't use armor for Skill or Attack checks, but I would give a respectable bonus to saving against damage and/or big discounts to repair.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on June 27, 2011, 08:49:31 AM
For a start it means that you can't key anything based around the FG chain to armour -- well you can, but you don't get as much out of it than if you use non-armour items. But the armour chain is more the equivalent of the various weapon chains than it is the favoured gear chain (being after all combat and not gear feats).

It seems to me that Favour Gear's +2 attack/skill check bonus when using AD should also apply to using AD to boost Defence (not sure how'd you handle the crit fail immunity for a defensive item). Sig Gear's pre-rolled d20 could replace the standard +10 to Defence. Trademark again would let you use the bonus AD to boost Defence or even DR
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on June 27, 2011, 09:02:05 AM
For a start it means that you can't key anything based around the FG chain to armour -- well you can, but you don't get as much out of it than if you use non-armour items. But the armour chain is more the equivalent of the various weapon chains than it is the favoured gear chain (being after all combat and not gear feats).

It seems to me that Favour Gear's +2 attack/skill check bonus when using AD should also apply to using AD to boost Defence (not sure how'd you handle the crit fail immunity for a defensive item). Sig Gear's pre-rolled d20 could replace the standard +10 to Defence. Trademark again would let you use the bonus AD to boost Defence or even DR

Sounds like a great house rule to me. The FG chain was built to work with the vast majority of gear, but making it work with every conceivable piece of gear ("OMG how does this apply to a pocketwatch?!?!") is basically impossible.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on June 27, 2011, 09:20:36 AM
"OMG how does this apply to a pocketwatch?!?!"

(http://www.zataz.com/forum/style_emoticons/default/Applause.gif)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on June 27, 2011, 09:22:41 AM
I think it'd make better errata.

Unless it's drake, orc and ogre armour (the ones with attack/skill checks attached to them), the chain doesn't work with what I think many people would consider to be -- unlike a pocket watch --  a non-trivial section of the game's (and genre's) gear that it should logically mesh with as easily as swords and sailing ships
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Doublebond on June 27, 2011, 10:19:07 AM
I'm now trying to conceptualize how you would make a Rune Knight work with armor as their favored gear.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on June 27, 2011, 10:33:52 AM
So, is there any reason why the Favoured Gear chain was scripted in such a fashion that it apparantly doesn't work with armour?

Yes, there is: benefits to active abilites are limited by time (2 half-actions/1 full action per round) while bonuses to passive benfits are not.

This is exactly the distinction that made hook work fine (bonus to active ability) and guard blow into a million tiny peices before errata.

Favored Gear benefits active abilites. What you are asking about is a benfit to passive abilites, and while both can come from gear, boosting one of them is FAR more danagerous than the other.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on June 27, 2011, 11:47:17 AM
I'm now trying to conceptualize how you would make a Rune Knight work with armor as their favored gear.
It would start by counting as their Casting Kit.
Yes, there is: benefits to active abilites are limited by time (2 half-actions/1 full action per round) while bonuses to passive benfits are not.
I visualize "Favored Armor" as perfectly maintained and jealously guarded, thus more likely to survive the likes of Acid and Sunders.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on June 27, 2011, 11:53:21 AM
I'm now trying to conceptualize how you would make a Rune Knight work with armor as their favored gear.
It would start by counting as their Casting Kit.
Yes, there is: benefits to active abilites are limited by time (2 half-actions/1 full action per round) while bonuses to passive benfits are not.
I visualize "Favored Armor" as perfectly maintained and jealously guarded, thus more likely to survive the likes of Acid and Sunders.

That all is a different feat. As Favored Gear is now, it's pretty clear it won't affect armor (or at least, not provide any truly handy benefits for it). Shoehorning a bunch of new functions into the existing feat is a mistake - expect something like Favored Armor to appear in Gear for the Ages, as that's the perfect home for it.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on June 28, 2011, 03:50:13 AM
I'm now trying to conceptualize how you would make a Rune Knight work with armor as their favored gear.

How about Ogre armour?  That inflicts damage, so the damage boosting effects and action dice stuff should work (for Unarmed/Grapple).  You get a rune knight who hurls themself at the enemy, or uses levitate + frog splashes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Nova on June 28, 2011, 05:31:13 AM
Rune Knight states Favored Gear (Any 1 Weapon). So you won't qualify to take the class if its armor when you level to it. Given the abilities specify "your favored weapon", the class is pretty much useless any level where you switch out to an armor.

Under most circumstances, your favored gear will be a weapon, mount or vehicle anyways. The Rune Knight gets excellent mileage thanks to Battle Mage in regards to the favored/signature/trademark feats, given its usable on either and the bonus action die is not just doubled, but the same bonus added to your next check of the other sort, as per battle mage.

You do lose a lot of the class' efficiency if you choose a long load weapon, but it can have fairly decisive shots in exchange. Just don't pick a grenade or single rocket or you'll be regretting it until next level.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on June 28, 2011, 12:30:33 PM
I'm now trying to conceptualize how you would make a Rune Knight work with armor as their favored gear.

How about Ogre armour?  That inflicts damage, so the damage boosting effects and action dice stuff should work (for Unarmed/Grapple).  You get a rune knight who hurls themself at the enemy, or uses levitate + frog splashes.

Suddenly, I have the Battlerager from the Drizzt books in my head.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on June 28, 2011, 12:32:48 PM
Thibbledorf Pwent at your service.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Ešrendle on June 28, 2011, 01:35:52 PM
Since shields count as weapons, I would definitely allow gauntlets inscribed with the holy words of a divine patron or other mystic runes of power to do the same. Electro-force cross might be stretching it though.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on June 28, 2011, 02:10:10 PM
Since shields count as weapons, I would definitely allow gauntlets inscribed with the holy words of a divine patron or other mystic runes of power to do the same. Electro-force cross might be stretching it though.

If those gauntlets are weapons (like, say a caestus), I don't think that would be a problem.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Takeru on July 01, 2011, 11:47:05 AM
Hello there, everyone! On the behest of my DM, I made an account here to ask the following question.

As an Assassin (of the party loving pretty boy "I have more knives then half the town" type), I found the Shove and "Get Over Here" tricks as really good ways to knock opponents around and possibly get some environment based kills going on, but I ran into a bit of a problem:

People on mounts.

According to the RAW, a mounted character counts as a single character the size of the mount. This is obviously a problem for me, since horses would be able to outrun me, and people on said horses likely have really dangerous pointy bits aimed at me. I was wondering if I could use "Shove" (push an opponent back 1 square) or "Get Over Here" (pull an opponent towards you X squares) to tear a mounted rider from their horse. I hear that "Trip" works to demount a character by making both their mount and themselves sprawled, but what about movement-based tricks that target a single character?

My DM is fairly stumped on this point as well, so he pointed me here to ask questions. Would I be able to yank a horseman from his horse and then get at his juicy soft bits with my Stiletto, or would I be forced to have to deal with a man on a horse that I (with no significant tripping ability) have no way of bringing down into stabbing distance?

As a side-question, are Shove and Get Over Here good options for an Assassin? I have yet to actually play this character, but I like the idea of shoving and pulling guards off of precarious towers to their swift and squishy demise.  ;D

Thanks for helping a Fantasy Craft Newbie out!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 01, 2011, 12:43:20 PM
Hey there, and welcome!

The inability to easily shove a rider from his horse (by giving the mounted character the same size) is entirely on purpose - you've got to reach up and pull that dude with the pointy bits aimed at you down! Your Shove or Get Over Here will affect the mounted character as a whole - pushing horse and rider back or pulling them closer.

Now, if you want to be good at tripping, some Acrobatics (a handy skill for many Assassins) is all you need. Maybe you should grab it with an Origin Skill? Beyond the enhanced ability to Trip, you also get all that tumbling, jumping, and other nonsense that made guys like Altair and Enzio so much fun to play :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on July 01, 2011, 12:57:41 PM
with all due respect Alex, tripping a horse isn't happening.  Courtesy of the horse having improved stability, it counts as another size category up, and thus is out of the size range for Medium size characters to trip (or Shove, or Bull Rush

Curiously, Get Over Here is not limited by size (time for Harpoon Wielding Pechs to bring down dragons)

If I was looking to house rule it, I would allow a rider to use his Riding Bonus instead of Fort Save against Get Over Here!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Takeru on July 01, 2011, 02:23:39 PM
Wow, speedy reply!   :o

So "Get Over Here" won't pull a guy from the saddle? Bummer. Oh well, I think it can still yank people off of ledges and such, so I'm going to go ahead and keep it. Didn't know that Trip was affected by Acrobatics, though! I've got it as an Origin Skill (along with Sneaking, is that what it's called?) to help out with the assassin flair.

Have another question: is there any way besides tripping to make a mounted character demount? I don't think I'll typically need too, since I think I could just stab the horse to death with that free ambush and sneak attack dice, but it doesn't hurt to see if there's a way to demount somebody if they're riding a big nasty I don't want them riding.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on July 01, 2011, 03:30:18 PM
One way to quickly event the odds when unhorsing someone with a trip action is to... mount up yourself :D. (you don't have to own the animal, just borrow one for a round or 2)

The other alternative is to hit them so hard they have little choice but to let the horse take the hit... which can be enough to drop the animal in one shot, putting the target back on a more even footing. Not too many mounts are gonna be special characters, so they're pretty fragile.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on July 01, 2011, 03:59:05 PM
I'd probably allow it as a Grapple benefit, or if the winner chose Throw, but this is in the realm of house rules.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on July 02, 2011, 11:55:57 AM
Speaking of homebrew solutions, and since various polearms were specifically designed to pull people from their saddles:

Hooked from his horse (polearm trip trick, requires edged forte).  While using a polearm with the trip quality to make a trip attack against a mounted opponent, you count as one size category larger.

EDIT: Alternatively to "you count as one size larger", it might be more fun to state "you may ignore limitations based on the size of the mount", if only so that Pech halberdiers can work.

Some similar solution could also work for whips (while using a whip to...), or lassos and bolas, (while using a hurled weapon with the trip quality to...).

Dismounts without such tools are trickier, as they fall into three categories: flashy, wire-fu style unarmed dismounts; jumping onto somebody's horse before throwing them off it/slitting their throat/whatever; and catching someone unawares by the leg and simply yanking them down.  But they've all got cinematic precedent however realistic or otherwise they may be, so I may yet try and homebrew something after the Haye/Klitschko match. sometime soon.

EDIT: The key ingredient to the first two is a jump, and to the second is being sneaky.  So... a jump trick that enables a free trip attempt against a mounted opponent as if they weren't mounted; a jump trick that enables a grapple against a mounted opponent as if they weren't mounted; and a trip trick that allows a dismount attempt regardless of the size of the mount against a flat-footed opponent would cover them.  Too late to put that into the proper words just now, however.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on July 02, 2011, 06:34:15 PM
Paddy, I was thinking something similar to your Polearm trick. After all, one of the primary uses of polearms in combat was to dismount/kill people on horses, it makes sense that there should be a trick or feat that lets you, you know, do that. And making it a polearm trick has the added benefit of making someone with Spear Mastery able to perform it with a Spear or polearm, which is oodles of fun...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on July 03, 2011, 10:30:27 AM
Another idea that might work would be a feat, maybe along the following lines:

Horseman's bane
Ride you down?  Tumble down, more like.
You are skilled in how to unsettle and unseat mounted opponents.  Any stress damage you do to a mounted opponent increases by three, and you also gain a trick:
Unseat (trip trick): You may attempt to dismount any character of no more than two size categories larger than you, whatever the size of their mount.

Said trip trick could then be fluffed however the player preferred; generally, I think this is a tad more elegant than the wide range of tricks I was considering before.  Alternatively, the flat bonus could be increased stability vs mounted opponents, and the trick an intimidate trick called "spook mount".  Not sure which is better, on the whole.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on July 03, 2011, 09:47:07 PM
I don't like it being a Trip trick because Tripping a mounted character is difficult (as stated previously, Horses are Large and have Improved Stability, that's a heafty advantedge). How about this:

Unseat (Polearm trick, forte): With a hit on a mounted character, the rider becomes sprawled in an unoccupied square adjacent to his mount (your choice). This attack only does half damage (round up).

I could see a series of tricks (possibly in a feat tree) related to attacking mounted characters specifically. Of course I still think there needs to be a Mounted Combat feat chain... Hmm... see me over in LtI...

Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on July 03, 2011, 10:24:08 PM
Just remember that you're using a large weapon, so that effectively makes it a Large v Large attempt
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on July 03, 2011, 10:35:23 PM
Just remember that you're using a large weapon, so that effectively makes it a Large v Large attempt
Uh, weapon size does not factor into Trips. You're thinking Disarm. Though the Trip quality would cut the horse's advantage in half, so it's not too difficult to trip a horse... hmm, fun fact, Race Horses and Mules are harder to trip than War Horses...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on July 03, 2011, 11:13:37 PM
Well, what happens if you treat unmounting a mounted characteer as disarm? After all, you might say that a sword is mounted on the character using it...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on July 05, 2011, 02:21:01 AM
Though the Trip quality would cut the horse's advantage in half, so it's not too difficult to trip a horse...

The key obstacle isn't the +2 per size category, but the limitation that you may not trip a character two or more sizes larger than you. 
Title: Another Assassin Newbie question
Post by: Takeru on July 06, 2011, 08:27:57 AM
Thanks for the answers guys! I don't mean to be a bother, but I've got another pair of questions about how certain things work.

1: With Knife Basics it says I'm armed with all of my knives at all times. Does that mean I don't have to spend a half action to "Handle Item" and draw them if I wish to make an attack, because they all already count as armed? I'm a bit unsure of that, but it'd be really helpful to be able to swap to whichever knife is tactically best in the heat of combat without fumbling around for them.

2: Assassins can make a Mask or Ambush check as a free action each scene, and I'm curious as to how that works for disguises. Would I be allowed to just say "By the way I've been wearing a guard disguise underneath a cloak this whole time" and gain a costume (which counts as trained without a kit) whenever I want, or would it be a way of 'rerolling' the Mask Check for whatever costume I'm currently wearing?

Thanks for being so patient with me. I'm an old hat when it comes to D&D, but Fantasy Craft is a whole new system to me and I'm trying to work out the kinks before my game starts. 
Title: Re: Another Assassin Newbie question
Post by: Coyote0273 on July 06, 2011, 09:53:50 AM
Thanks for the answers guys! I don't mean to be a bother, but I've got another pair of questions about how certain things work.

1: With Knife Basics it says I'm armed with all of my knives at all times. Does that mean I don't have to spend a half action to "Handle Item" and draw them if I wish to make an attack, because they all already count as armed? I'm a bit unsure of that, but it'd be really helpful to be able to swap to whichever knife is tactically best in the heat of combat without fumbling around for them.

2: Assassins can make a Mask or Ambush check as a free action each scene, and I'm curious as to how that works for disguises. Would I be allowed to just say "By the way I've been wearing a guard disguise underneath a cloak this whole time" and gain a costume (which counts as trained without a kit) whenever I want, or would it be a way of 'rerolling' the Mask Check for whatever costume I'm currently wearing?

Thanks for being so patient with me. I'm an old hat when it comes to D&D, but Fantasy Craft is a whole new system to me and I'm trying to work out the kinks before my game starts. 

1: This is how I've always treated it in my games. It makes the knife expert badass with knives, but just knives.

2: There's more to "disguise" than actually changing your appearance. How you walk has a lot to do with it too. Easiest way to think about it, is how many movies have the runner escaping the chasers by ditching a hat in a crowd, or grabbing a hat and jumping into a crowd of them? Or tossing away their jacket, or something equally simple like that. That's whats going on here.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Takeru on July 06, 2011, 06:39:13 PM
Ahhh, thanks!  ;D

Don't have any more questions for now, but I'll come back if anything pops up.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Foghorn on July 11, 2011, 08:38:13 PM
This scene (http://www.youtube.com/watch?v=WE9shVp7guQ&feature=related) from Sherlock Holmes with Robert Downey Jr. is what I usually use to illustrate the quick Mask check.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on July 12, 2011, 12:18:24 AM
Something that came up in License to Improvise: If you spend a skill point on spellcasting at a time of your choosing using the I can swim feat, do you also immediately get a spell of your choosing?  If so, it would seem to make it a very tempting option for high Int mages...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on July 12, 2011, 02:10:03 AM
Depends entirely on how acquiring spells works in your campaign.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: spinningdice on July 12, 2011, 02:53:12 AM
It was me that suggested it, so maybe I'm biased. It's never come up for spells, but used to do it for focus skills in spycraft. Personally i don't have a problem with it as, while cool, I can swim is a little underpowered for most builds.
Title: More Questions!
Post by: Takeru on July 19, 2011, 04:56:23 PM
Hey guys, me again! I've got a few more questions for the wisdom of the forums, once again about my Assassin.

Weapons with the "Lure" quality can be used to make Ranged Feints, and weapons with the "Returning" quality fly back to your hand if they don't actually strike the opponent. But when making a Ranged Feint, do you have to actually THROW the Lure Weapon, and if so, does the Returning quality of a Boomerang allow it to fly back to your hand after the feint attempt?

I ask because I have a combo in mind. A boomerang is hurled at someone in combat in a fake attack to throw them off-guard, letting me Feint within Close Quarters and make them flatfoot. Then the rest of my turn is spent throwing (since it is a knife, it is always considered armed) either a Dagger with the Corded upgrade, or a Throwing Knife with the Corded upgrade (if throwing knives count as 'knives' as well as 'hurled') to perform a Ranged Sneak Attack at them, while using my "Get Over Here!" trick upon them.

If they're struck, I'll do 2d6 sneak attack damage (4d6 if I'm in a stance and using a Dagger or ruling a Throwing Knife is a Knives Weapon), which will make the fortitude save they need to make against Get Over Here much harder; hopefully pulling them within killing distance or off of a precarious ledge or whatever I need to do with them.

I just need to know three things.

1: Would Boomerangs need to be thrown to make a Ranged Feint?
2: If yes, would "Returning" trigger on a successful Ranged Feint?
3: Do Throwing Knives count as Knife Weapons?

Thank you so very much for helping me out. I'm loving the system so far, and my first game is tomorrow.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on July 19, 2011, 05:19:05 PM
Well, since neither upgrade nor quality mentions anything about 'if ranged, this action uses 1 ammo' or similar text, so I'd say that no, you don't actually throw the weapon, just go through the motions as if you were about to. So,

1. No, Boomerangs (and other ranged weapons) need not be thrown to make a Ranged Feint.
2. Irrelevant due to answer 1.
3. Nope, since they're under the Hurled Weapons section, they count as Hurled weapons.

Otherwise, your combo looks solid. Here's hoping you'll have a good game tomorrow :).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on July 19, 2011, 06:04:25 PM
Well, since neither upgrade nor quality mentions anything about 'if ranged, this action uses 1 ammo' or similar text, so I'd say that no, you don't actually throw the weapon, just go through the motions as if you were about to. So,

1. No, Boomerangs (and other ranged weapons) need not be thrown to make a Ranged Feint.
2. Irrelevant due to answer 1.
3. Nope, since they're under the Hurled Weapons section, they count as Hurled weapons.

Otherwise, your combo looks solid. Here's hoping you'll have a good game tomorrow :).

It's worth noting that the very similar tricks in the Adventurer's Companion do use 1 shot, though I'd definitely still allow returning to work.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Takeru on July 19, 2011, 10:41:23 PM
Thanks! One last question.

Since Throwing Knives are "Hurled" weapons, what about Daggers that are being Hurled? Those still count as Knives, right? Because that bit is a bit integral to my plan. 2d6 would only boost the fort save by 2-12, while 4d6 boosts it by 4-24; easily putting it into the realm of "I have you now!"
Title: Re: More Questions!
Post by: Krensky on July 19, 2011, 10:46:30 PM
1: Would Boomerangs need to be thrown to make a Ranged Feint?
2: If yes, would "Returning" trigger on a successful Ranged Feint?
3: Do Throwing Knives count as Knife Weapons?

My two bits.

1. Need? No.
2. A GM call since it's not explicit. I'd allow it.
3. No, but some GMs will.
4. Even with Hurled, daggers are still listed under the Knives category and are Knives.
Title: Re: More Questions!
Post by: Agent 333 on July 22, 2011, 11:41:48 PM
1: Would Boomerangs need to be thrown to make a Ranged Feint?
2: If yes, would "Returning" trigger on a successful Ranged Feint?
3: Do Throwing Knives count as Knife Weapons?

My two bits.

1. Need? No.
2. A GM call since it's not explicit. I'd allow it.
3. No, but some GMs will.
4. Even with Hurled, daggers are still listed under the Knives category and are Knives.


To expound: Any Knife thrower that plans on taking advantage of the Knife Basics/Mastery/Supremacy feats should be throwing daggers instead of Throwing Knives. Or, if that's too expensive add Hurl to a bunch of Hooks and throw them like Moon Knight (or Batman, if you want to count a batarang as a hook...). Not sure if that still works in second printing, but in first printing it comes out a lot cheaper than buying daggers...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on July 26, 2011, 06:52:34 PM
Quick high-five to 333 for mentioning Moon Knight ahead of Batman.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Golden Dragon on July 30, 2011, 09:15:13 AM
What's the penalty for attacking an invisible character who is not hidden?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on July 30, 2011, 10:39:02 AM
What's the penalty for attacking an invisible character who is not hidden?

None. Invisible is a condition that makes you hidden when you move X distance. When you lose hidden, you are temporarily visible until you move again, at which time you become hidden.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Golden Dragon on July 30, 2011, 10:50:21 AM
What's the penalty for attacking an invisible character who is not hidden?

None. Invisible is a condition that makes you hidden when you move X distance. When you lose hidden, you are temporarily visible until you move again, at which time you become hidden.

That's how I was reading it. Thanks for the confirmation.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on July 30, 2011, 04:17:57 PM
You know what would be great? A FAQ sheet for Fantasy Craft. I'm thinking a two sided one sheet.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on July 30, 2011, 07:20:15 PM
You know what would be great? A FAQ sheet for Fantasy Craft. I'm thinking a two sided one sheet.

We'll be happy to host it if anyone wants to put it together.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on August 01, 2011, 11:00:57 AM
Not sure if these have been answered, but it came up in conversation today.

Spellcasting and Criticals: If you're casting a spell, and you roll a critical, does that prompt the auto-fail for a standard NPC? And Damaging spells that aren't attack spells (magic missile and Devotion Hammer for instance), do they prompt the auto fail as well?

Called Shot: Can you use this trick with magic?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on August 01, 2011, 11:40:59 AM
Not sure if these have been answered, but it came up in conversation today.

Spellcasting and Criticals: If you're casting a spell, and you roll a critical, does that prompt the auto-fail for a standard NPC? And Damaging spells that aren't attack spells (magic missile and Devotion Hammer for instance), do they prompt the auto fail as well?

Called Shot: Can you use this trick with magic?

I would leave these questions up to the GM, as they're highly situational. That said, I would also limit any critical to just one effect (so you get the spell point back or your target auto-fails or whatever).

I'll flag this one. I think it might make for an interesting article in the last chapter of Spellbound.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 01, 2011, 01:38:26 PM
Not sure if these have been answered, but it came up in conversation today.

Spellcasting and Criticals: If you're casting a spell, and you roll a critical, does that prompt the auto-fail for a standard NPC? And Damaging spells that aren't attack spells (magic missile and Devotion Hammer for instance), do they prompt the auto fail as well?

Called Shot: Can you use this trick with magic?

For what it's worth....Under the section on Attack Spells, it says specifically that you can spend an action die on a critical attack Spellcasting check to either get your Spell Points back, or to cause a critical hit, not both. So that should answer #1.

The second part is more about defining attack Spellcasting checks as "attacks" in the same way as shooting a gun or swinging a sword. Food for thought. Fortunately, not many other spells require a hit (which means they rarely need to sweat DR in the process).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on August 01, 2011, 02:42:52 PM
Fortunately, not many other spells require a hit (which means they rarely need to sweat DR in the process).

Just to clarify, are you saying that because Magic Missile doesn't require a hit, it also doesn't have to worry about DR?  (Per RAW only, obviously a GM can call as they wish.)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: QDI on August 07, 2011, 10:05:54 AM
Hello,

A little question on the feat "Fire Elder" for Ogres.

It gives a Spell Defense equal to Intimidate Bonus so around 7-8 at level 1, 11-12 at level 5 and 16-18 at level 10.

It is really low compared to the Spellcasting DDs (13, 16, 19...) so it won't have much impact in game.

Is there something I have missed to make this Spell Defense worthwhile?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on August 08, 2011, 05:43:55 AM
Spell Defense is a tremendous ability. The bonuses you suggest are quite low and require minimal investment for the character (i.e. average Strength and standard skill point investment), so they shouldn't be more than minimally rewarding. Take it to the next level using a few well-chosen abilities and feats (Skill Mastery, Prodigal Skill, etc.) and these bonuses will increase quite significantly, making this feat a very interesting investment. But even then, the character is not supposed to become completely immune to magic. That would be rather gamebreaking for many campaigns.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: QDI on August 08, 2011, 06:12:18 AM
Thanks for your answer. Just a few comments :

Well, the insight bonus from Basic skil mastery isn't included in your "Intimidate Bonus" (only ranks and Strength modifier) so the only way to boost your Spell Defense is Prodigal skill (more ranks) or a high Strength.

Even, if at level 10 I am facing a spellcaster, he will cast level 4 spells so he will have to beat a 25 Spellcasting DD if he wants to affect me (Spell Defense or not).

At this moment, with 22 Strength my Spell Defense will be around 10+6+6 = 22 < 25 so it will just do nothing.

To be useful and not gamebreaking, Spell Defense should always be 1-3 points higher than the DD of Spellcasting that Spellcasters from character's level have to beat. As this one is written, it might protect against lower level spellcasters but these ones shouldn't be a real threat (low DD for Saves, difficulties to get through my Defense...).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 08, 2011, 06:36:51 AM
He'll be casting level 4 spells according to what?

When evaluating PC abilities, do not compare them to other PCs. Compare them to NPCs. A NPC caster has much fewer spells, often a lower skill bonus, and typically far fewer Spell Points.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: QDI on August 08, 2011, 07:22:08 AM
Okay, thank you :)

I still find it a bit odd that, at level10, with two feats and other investments, it just helps against level 1 and 2 spells from (I-V) spellcasters and is useless in other cases. Something scaling with levels (like a malus to opponents spellcasting checks) might have been smoother.

Maybe more play (FC is globally awesome) will change my mind.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on August 08, 2011, 07:50:33 AM
Well, the insight bonus from Basic skil mastery isn't included in your "Intimidate Bonus" (only ranks and Strength modifier) so the only way to boost your Spell Defense is Prodigal skill (more ranks) or a high Strength.

I can't see any possible reason why not.  The only reason the book has Intimidate (Str) listed as the bonus is to show that that's the attribute in question - because Intimidate normally uses Wisdom.  The book certainly doesn't say "equal to your intimdate ranks plus strength modifier" - it says Intimidate bonus, and that definitely includes feats and other benefits (magic items for one).

For what it's worth, when I played a fire ogre I was effectively immune to spells cast by Standard NPCs.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: QDI on August 08, 2011, 07:59:39 AM
Well, from page 63 :

SKILL BONUS
A characterís bonus with a skill is equal to his ranks in it + modifier with the skillís key attribute (which may be negative).

For me, it doesn't include Insight or other bonuses.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Forcegypsy on August 08, 2011, 09:11:11 AM
Unless something has changed, crafty generally uses only two terms when referring to skills. Skill rank, which is the amount of raw skill points used for the skill, and skill bonus which is skill rank plus everything else (attribute, insight, gear, magic,etc...). If they mean you to exclude any modifiers they'll call it out specifically.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Number Three on August 08, 2011, 10:32:52 AM
Except that, as QDI mentions

Quote from: page 63, Fantasy Craft, 2nd Printing
A character's bonus with a skill is equal to his ranks in it + his modifer with the skillís key attribute (which may be negative).

Which... really gimps the Skill Mastery chain, IMO, reduces the effectiveness of any class ability that derives from that value, and screws with things like Team Checks, where the lowest or highest skill bonus might not be after factoring in permanent bonuses like insight and gear.  Sounds like the definition needs to be expanded, but I can't change the RAW, only the RATT.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 08, 2011, 10:54:32 AM
While that's definitely the rule as written, I'm inclined to think that considering how the term is used elsewhere that the intent is probably closer to taking the whole non-discretionary bonus to the roll.

Also, remember that Spell Defense from multiple sources stack and the Fire Elder is essentially an Ogre Mage. The Spell Defense element of the feat is one benefit of many, and it's up to you to make it as relevant as you like. They make great Mage Hunters (using the feat in AC) if you're willing to give up casting. That SD kicker makes a number of spells, abilities, and effects that grant SD almost an immunity.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: meadicus on August 08, 2011, 11:05:11 AM
SKILL BONUS
A characterís bonus with a skill is equal to his ranks in it + modifier with the skillís key attribute (which may be negative).

It also says on the same page that the player makes a skill check by "rolling 1d20 and adding his appropriate skill bonus" (emphasis mine). So I would certainly rule the insight bonus applies as much anywhere else that says 'skill bonus' as it does there.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 08, 2011, 11:10:13 AM
SKILL BONUS
A characterís bonus with a skill is equal to his ranks in it + modifier with the skillís key attribute (which may be negative).

It also says on the same page that the player makes a skill check by "rolling 1d20 and adding his appropriate skill bonus" (emphasis mine). So I would certainly rule the insight bonus applies as much anywhere else that says 'skill bonus' as it does there.

To me, the description of Team Checks on p 66 is the most convincing that this is the case, because basing that strictly on Ranks and Attribute Bonus makes the mechanic produce wonky, counter intuitive results. So I would say that the term is misused in a lot of places, or it's supposed (like a lot of things) to be the total bonus to the roll.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: QDI on August 08, 2011, 11:45:58 AM
Thank you all for your help !

Also, remember that Spell Defense from multiple sources stack.

Where did you read this information?

I've looked up the books and the internet without success...
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on August 08, 2011, 11:46:54 AM

Even, if at level 10 I am facing a spellcaster, he will cast level 4 spells so he will have to beat a 25 Spellcasting DD if he wants to affect me (Spell Defense or not).


This also assumes he will *only* be casting level 4 spells. From experience, most characters don't only use their most powerful spells, especially with such a limited casting pool to go from.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on August 08, 2011, 11:47:36 AM
Thank you all for your help !

Also, remember that Spell Defense from multiple sources stack.

Where did you read this information?

I've looked up the books and the internet without success...

Unless it is specifically stated otherwise, everything in Crafty games stack. Everything.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on August 08, 2011, 12:04:27 PM
However, Spell Defense has bugger all to do with spell level, just casting DC. If an NPC is capable of casting a level 4 spell reliably, he's also able to bypass a <25 Spell Defense reliably, no matter what level spell he casts.

Also, as for Spell Defense stacking... I'm of the mind that they don't, since they to me read more like 'threat range 19-20' instead of 'increase threat range by 1', if you understand what I mean by that.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 08, 2011, 12:14:18 PM
Not only does pretty much anything from different sources stack, most stuff is retroactive. If you gain another +1 Int bonus, you gain another your Career Level in Skill Points. Similarly, if you take Spell Library you learn new Spells when your Lifestyle goes up. There are a few other things like that, but those are the two most people used to other d20 games miss the most.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 08, 2011, 12:16:43 PM
Also, as for Spell Defense stacking... I'm of the mind that they don't, since they to me read more like 'threat range 19-20' instead of 'increase threat range by 1', if you understand what I mean by that.

I do, but DR from different sources, say from a chainshirt and Fortunes of War, stack and they read the same.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 08, 2011, 12:20:24 PM
Thanks for your answer. Just a few comments :

Well, the insight bonus from Basic skil mastery isn't included in your "Intimidate Bonus" (only ranks and Strength modifier) so the only way to boost your Spell Defense is Prodigal skill (more ranks) or a high Strength.

Actually, it is included. Your 'intimidate ranks' is just ranks. Your 'intimidate bonus' is all your modifiers, including the specified attribute modifer. So there are a number of ways you could push the bonus up.

Quote
Even, if at level 10 I am facing a spellcaster, he will cast level 4 spells so he will have to beat a 25 Spellcasting DD if he wants to affect me (Spell Defense or not).

Spell defense is about making lower level spells as difficult as higher level spells. Your opponent might have prefered to use a simpler, more rleable spell, possibly to conserve spell points. A solid spell defense takes away some of his options, or at least makes them unappealing. Your definition of "nothing" is flawed :).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 08, 2011, 12:22:52 PM
Unless it is specifically stated otherwise, everything in Crafty games stack. Everything.

Uh, bonuses stack. Flat values... not so much.

If you had 2 abilities that said +2 (unnamed) bonus to spell defense, yeah, stackage. Two abilites that say "Spell defense 23" gives you a spell defense of 23 :).

(this is basically the same as two abilites that give you a threat range of 19-20 don't stack with each other, while abilites that give you +1 threat range stack with each other and the best flat value available to you)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 08, 2011, 12:27:18 PM
SKILL BONUS
A characterís bonus with a skill is equal to his ranks in it + modifier with the skillís key attribute (which may be negative).

It also says on the same page that the player makes a skill check by "rolling 1d20 and adding his appropriate skill bonus" (emphasis mine). So I would certainly rule the insight bonus applies as much anywhere else that says 'skill bonus' as it does there.

Yeah... because if skill bonus didn't include other modifers then no other bonus to skill checks works... ever. I'm pretty sure that's not the intent :).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 08, 2011, 12:30:42 PM
Uh, bonuses stack. Flat values... not so much.

If you had 2 abilities that said +2 (unnamed) bonus to spell defense, yeah, stackage. Two abilites that say "Spell defense 23" gives you a spell defense of 23 :).

But that runs counter to earlier answers regarding the stacking of Armor or Tough Hide with Magicly granted DR or from Abilities like Fortunes of War.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 08, 2011, 12:50:05 PM
But that runs counter to earlier answers regarding the stacking of Armor or Tough Hide with Magicly granted DR or from Abilities like Fortunes of War.

*shrug* What's counter about DR saying "these stack" and Tough hide saying "this stacks in an extremely limited fasion"? Heck, even DR has exceptions that DR from armor doesn't stack with itself.

Trying to say there is a general rule that everything stacks is simply not true. The most basic rule is "bonuses stack, set values do not - and both of those have specific exceptions spelled out." The biggest immediate exceptions to that being named bonuses do not stack (and that in turn has an exception that Dodge bonuses do stack...).

Set values are formated as set values specifically to avoid stacking. The threat ranges in the skill feats, the increased skill rank caps, and pretty much every instance of spell defense that I'm aware of are all set values not numbers with +/- in front of them. They do not say bonus. They are not bonuses.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: QDI on August 08, 2011, 01:12:28 PM
Spell defense is about making lower level spells as difficult as higher level spells. Your opponent might have prefered to use a simpler, more rleable spell, possibly to conserve spell points. A solid spell defense takes away some of his options, or at least makes them unappealing. Your definition of "nothing" is flawed :).

Well, that's not really true:

Quote from: Antilles
However, Spell Defense has bugger all to do with spell level, just casting DC. If an NPC is capable of casting a level 4 spell reliably, he's also able to bypass a <25 Spell Defense reliably, no matter what level spell he casts.
[/s]

Ok, I can see why. Still not so appealing in my mind.

As for the question of "Skill bonus", the problem is the definition given in the book, which is very clear. I don't see how it could be an omission and I don't want to fight with my DM on how this clear definition goes against the rules as intended...


Sorry, didn't knw who Morgenstern was ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 08, 2011, 02:18:30 PM
As for the question of "Skill bonus", the problem is the definition given in the book, which is very clear. I don't see how it could be an omission and I don't want to fight with my DM on how this clear definition goes against the rules as intended...

No fighting needed. Point him to Morgenstern's (aka Scott Gearin) post on it. He just has to decide if he wants to use the book, or the developer's commentary on the intent.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 08, 2011, 02:19:53 PM
But that runs counter to earlier answers regarding the stacking of Armor or Tough Hide with Magicly granted DR or from Abilities like Fortunes of War.

*shrug* What's counter about DR saying "these stack" and Tough hide saying "this stacks in an extremely limited fasion"? Heck, even DR has exceptions that DR from armor doesn't stack with itself.

Trying to say there is a general rule that everything stacks is simply not true. The most basic rule is "bonuses stack, set values do not - and both of those have specific exceptions spelled out." The biggest immediate exceptions to that being named bonuses do not stack (and that in turn has an exception that Dodge bonuses do stack...).

Set values are formated as set values specifically to avoid stacking. The threat ranges in the skill feats, the increased skill rank caps, and pretty much every instance of spell defense that I'm aware of are all set values not numbers with +/- in front of them. They do not say bonus. They are not bonuses.

Nothing really, it just clarifies the issue and firmly sticks DR back into the special exception category.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 08, 2011, 03:00:40 PM
It may be helpful for people comming from 3.X Dungeouns and dragons to know how spell defense came about - it is essentially D&Ds spell resistance folded directly into the spellcasting check. In D&D there is a caster level check vs the resistance to see if the spell works on a critter with spell resistance. Since the Mastercraft spellcasting check is in essence a caster level check (with a couple of whistles and bells), one roll can do double duty to see if A) you cast well enough to persuade the universe to allow your spell to happen (basic DC) and B) cast well enough to affect something that is particularly not into be worked over by magic (spell defense DC).

Spell defense really does do nothing at 13 and below, which is why abilities that grant it tend to wave big numbers around (and part of the reason adding those numbers together directly is a bad idea :)). The Spell Defense = skill bonus type doesn't kick in right away. If you really work at it it probably starts having an impact around level 4 (I'm thinking +3 from attribute, 7 ranks, and then feats piled on that). But it is something that will grow over time. It's pretty much running 10 points behind a similar commitment to spellcasting bonus, so its always going to be a modest defense against magic dablers, not fullblown hunt/kill mages. That's why its a part of a cluster of benefits making up a feat- its not intended to be a major benefit. Major spell defense values tend to look a lot more like Career Level +20. Starting at 21 and scaling up to 40 is a strong statment about magic bouncing off of you, and abilities like that are often confined to a single school because they shut down all but the most focused casters.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 08, 2011, 03:09:36 PM
As for the question of "Skill bonus", the problem is the definition given in the book, which is very clear. I don't see how it could be an omission and I don't want to fight with my DM on how this clear definition goes against the rules as intended...
Sorry, didn't knw who Morgenstern was ;)

I'm not invested with awesome divine fiat these days, just trying to be helpful :). Adding in those missing pluses in will make the ability slightly usefull rather than completely marginal.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on August 08, 2011, 03:19:14 PM
You may not have divine fiat, but to my mind anyway, you can make definitive commentary on the RAI for the main book. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: QDI on August 08, 2011, 03:57:46 PM
I'm not invested with awesome divine fiat these days, just trying to be helpful :). Adding in those missing pluses in will make the ability slightly usefull rather than completely marginal.

Still thanks a lot for taking the time to explain us!

Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Fastidious Monk on August 10, 2011, 10:47:46 AM
This came up in our game last night...

A character with Thick Hide was attacked by Acid Damage, but I wasn't sure how Acid interacted with Thick Hide. 

I understand Thick Hide is considered wearing partial armor you can't take off.  Under Acid Damage on page 210 it says both the character and his armor take the damage, if the damage is higher than the DR.  If it is not, just the armor takes the damage.  The damage was less than his DR, but what happens to the Thick Hide?  I could not find any saves for it.  Do you assign an Construction score to it and call for a save and it "heals" over time?  Or, is it just a benefit from having Thick Hide and "immune to Acid Damage" under the DR?

Thanks
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2011, 11:27:30 AM
Since I wouldn't imagine the character would lose his skin, I would ignore the acid damage effects on destroying armor.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on August 10, 2011, 09:42:16 PM
Fortunately, not many other spells require a hit (which means they rarely need to sweat DR in the process).

Just to clarify, are you saying that because Magic Missile doesn't require a hit, it also doesn't have to worry about DR?  (Per RAW only, obviously a GM can call as they wish.)
[/quote]

Don't wanna be a pest - but I'd really like an answer to this, if possible.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 10, 2011, 10:43:33 PM
Fortunately, not many other spells require a hit (which means they rarely need to sweat DR in the process).

Just to clarify, are you saying that because Magic Missile doesn't require a hit, it also doesn't have to worry about DR?  (Per RAW only, obviously a GM can call as they wish.)

Don't wanna be a pest - but I'd really like an answer to this, if possible.
[/quote]

No, I meant that most spells are not damage dealing spells and thus do not have to worry about piercing armor.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on August 10, 2011, 10:50:10 PM
Fortunately, not many other spells require a hit (which means they rarely need to sweat DR in the process).

Just to clarify, are you saying that because Magic Missile doesn't require a hit, it also doesn't have to worry about DR?  (Per RAW only, obviously a GM can call as they wish.)

Don't wanna be a pest - but I'd really like an answer to this, if possible.

No, I meant that most spells are not damage dealing spells and thus do not have to worry about piercing armor.
[/quote]

Ah, gotcha.  Thanks much.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Morgenstern on August 11, 2011, 11:39:55 PM
I want to know why the last three posts all have broken quotes :).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on August 12, 2011, 08:15:04 AM
Is there an upgrade one can build into a black powder weapon (rifle) to reduce the loading speed?  Offhand, tripling the price comes to mind.

In the late 1700s the British had a breach loading rifle, the Ferguson. (http://www.guns.com/qthe-gun-that-could-have-won-americaq-the-notorious-ferguson-rifle.html)  Its RoF was 6-10 per minute.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 12, 2011, 09:33:20 AM
Is there an upgrade one can build into a black powder weapon (rifle) to reduce the loading speed?  Offhand, tripling the price comes to mind.

In the late 1700s the British had a breach loading rifle, the Ferguson. (http://www.guns.com/qthe-gun-that-could-have-won-americaq-the-notorious-ferguson-rifle.html)  Its RoF was 6-10 per minute.

Not yet. The Bandolier + Quick Draw will reduce your Load by 4, which is damn fast, though.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on August 12, 2011, 10:20:59 AM
Is there an upgrade one can build into a black powder weapon (rifle) to reduce the loading speed?  Offhand, tripling the price comes to mind.

In the late 1700s the British had a breach loading rifle, the Ferguson. (http://www.guns.com/qthe-gun-that-could-have-won-americaq-the-notorious-ferguson-rifle.html)  Its RoF was 6-10 per minute.

Not yet. The Bandolier + Quick Draw will reduce your Load by 4, which is damn fast, though.

With Bandolier and Quick Draw, which would be your "properly trained" individual, you can fire 2 shots about every 3 melees. Which is just faster than 6 shots per minute. Add in Surge of Speed for another half action, and it becomes even quicker firing times.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on August 13, 2011, 12:12:11 AM
Is there an upgrade one can build into a black powder weapon (rifle) to reduce the loading speed?  Offhand, tripling the price comes to mind.

In the late 1700s the British had a breach loading rifle, the Ferguson. (http://www.guns.com/qthe-gun-that-could-have-won-americaq-the-notorious-ferguson-rifle.html)  Its RoF was 6-10 per minute.

Not yet. The Bandolier + Quick Draw will reduce your Load by 4, which is damn fast, though.

With Bandolier and Quick Draw, which would be your "properly trained" individual, you can fire 2 shots about every 3 melees. Which is just faster than 6 shots per minute. Add in Surge of Speed for another half action, and it becomes even quicker firing times.

These times are about as fast as it can be done prior to breach loaders. I ran a game in another system set in a fairly accurate 1730. Firearms were basically fire just before melee then forget it and draw your sword.
Is this how they work out during play in FC for most characters?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on August 13, 2011, 12:27:05 AM

These times are about as fast as it can be done prior to breach loaders. I ran a game in another system set in a fairly accurate 1730. Firearms were basically fire just before melee then forget it and draw your sword.
Is this how they work out during play in FC for most characters?


In my experience so far, yes. I've got one gun user with Quick Draw, but he tends to run around with 3 pistols and a rifle, so he gets several quick shots in before he has to pull out his sword. But if you're beset by bad guys, you're usually going to drop it quick and pull out a melee weapon. If it's more ranged, or you have time, you can get off several shots with one gun.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: aegis on August 13, 2011, 01:00:49 AM
Is there an upgrade one can build into a black powder weapon (rifle) to reduce the loading speed?  Offhand, tripling the price comes to mind.

In the late 1700s the British had a breach loading rifle, the Ferguson. (http://www.guns.com/qthe-gun-that-could-have-won-americaq-the-notorious-ferguson-rifle.html)  Its RoF was 6-10 per minute.
As others said, there's nothing like that yet, but you can already reduce the loading time with the right options. For what you seek, I don't know, +100% per -1 load quality would seem fair to me, and maybe no more than -2 if you want to reproduce the weapon you're mentioning. Right now, I've rather created a new Essence in my IK game. It reduces load by 2 for 10 Reputation (or by 4 for 20 with a Greater Essence). However, I've ruled that no effect can reduce a load quality beyond 0, just to avoid pistol bursts at the moment.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on August 16, 2011, 08:36:47 AM
Question / Observation that came up last night.

Quote
OVERPOWERING STRIKE (Adventurer's Companion)
Melee Attack Trick: The character puts his weight into
the attack, hoping to send the target reeling. If the characterís
weapon has the massive quality, he may increase his error range
by 2 to apply the massive quality even if the target is not smaller
than him.

There is nothing about this trick that says a regular Medium user cannot apply it to strikes targeting Large, Huge, or bigger targets.  (we can always hope that truly monumental targets have a Fortitude save to resist the sprawling, but ones do happen).  Is this right? (and proper) or should this be an item for the next Errata Document?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 16, 2011, 09:35:19 AM
Question / Observation that came up last night.

Quote
OVERPOWERING STRIKE (Adventurer's Companion)
Melee Attack Trick: The character puts his weight into
the attack, hoping to send the target reeling. If the characterís
weapon has the massive quality, he may increase his error range
by 2 to apply the massive quality even if the target is not smaller
than him.

There is nothing about this trick that says a regular Medium user cannot apply it to strikes targeting Large, Huge, or bigger targets.  (we can always hope that truly monumental targets have a Fortitude save to resist the sprawling, but ones do happen).  Is this right? (and proper) or should this be an item for the next Errata Document?

The entire point of the trick is to allow you to use Massive (which only works against targets smaller than you) to apply to anyone. So yeah, it's right. Is there a problem you can describe with it?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Kerebrus on August 16, 2011, 09:51:37 AM
Not yet, only a discovery - last night was all non-combat drama.

Toppling something spectacularly big will be a goal.  (Party member with Black Cat may have to be involved).

also, we ended up a little dumbfounded for an elegant description last night.
Situation, haggling check to sell off loot acquired on our latest trek.
Both the seller and the buyer critically failed on their haggle checks.
for the purchase price, we applied both numbers (base 50% then 300%, then 25% of that)
what we collectively couldn't describe was what happened.  They each chewed on their own tongues.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on August 16, 2011, 02:42:31 PM
Not yet, only a discovery - last night was all non-combat drama.

Toppling something spectacularly big will be a goal.  (Party member with Black Cat may have to be involved).

also, we ended up a little dumbfounded for an elegant description last night.
Situation, haggling check to sell off loot acquired on our latest trek.
Both the seller and the buyer critically failed on their haggle checks.
for the purchase price, we applied both numbers (base 50% then 300%, then 25% of that)
what we collectively couldn't describe was what happened.  They each chewed on their own tongues.

That's a fantastically terrible roll, and while I think you could have a lot of fun with that, iirc only one party can critically fail, as you're only at risk for such a failure if you roll within your Error Range AND fail the check, so whomever had the higher bonus was an incredibly lucky unlucky sot.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on August 16, 2011, 03:23:34 PM
Not yet, only a discovery - last night was all non-combat drama.

Toppling something spectacularly big will be a goal.  (Party member with Black Cat may have to be involved).

also, we ended up a little dumbfounded for an elegant description last night.
Situation, haggling check to sell off loot acquired on our latest trek.
Both the seller and the buyer critically failed on their haggle checks.
for the purchase price, we applied both numbers (base 50% then 300%, then 25% of that)
what we collectively couldn't describe was what happened.  They each chewed on their own tongues.

I might hinge the description on profound mutual misinterpretation - each side assuming the other wants something entirely other than what they're actually after, then both quickly agreeing to an easy deal to get past their embarrassment and get out of the conversation as soon as possible.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on August 28, 2011, 10:04:51 PM
When you substitute a skill bonus for an attack check, what gets substituted? Does a swordsman using Sense Motive to hit with his sword still get the bonus of the Martial Spirit stance?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on August 28, 2011, 10:07:35 PM
When you substitute a skill bonus for an attack check, what gets substituted? Does a swordsman using Sense Motive to hit with his sword still get the bonus of the Martial Spirit stance?

On top of this, do you get your attribute bonus also? Like would the swordsman still get his strength bonus on top of his sense motive?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on August 28, 2011, 10:15:08 PM
When you substitute a skill bonus for an attack check, what gets substituted? Does a swordsman using Sense Motive to hit with his sword still get the bonus of the Martial Spirit stance?

On top of this, do you get your attribute bonus also? Like would the swordsman still get his strength bonus on top of his sense motive?

When an ability is phrased that way, you substitute the first item's FULL bonus (including attribute and other modifiers) in place of the second FULL bonus (including attribute and other modifiers).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on August 28, 2011, 10:27:41 PM
So is that a no on stances? Can I avoid the penalty for converting damage by using such a trick?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on August 28, 2011, 10:42:16 PM
So is that a no on stances? Can I avoid the penalty for converting damage by using such a trick?

Sorry? Please elaborate.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on August 28, 2011, 11:02:08 PM
I think he means that when you normally convert damage, from say lethal to subdual, you take a (-4 I think? I haven't got access to the books atm) penalty to the attack check. What pawsplay is wondering is if penalties such as this come under 'other modifiers' and is thus overwritten when you substitute the attack check with a Sense Motive check, f.ex.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on August 29, 2011, 07:13:06 AM
I think he means that when you normally convert damage, from say lethal to subdual, you take a (-4 I think? I haven't got access to the books atm) penalty to the attack check. What pawsplay is wondering is if penalties such as this come under 'other modifiers' and is thus overwritten when you substitute the attack check with a Sense Motive check, f.ex.

No. The attack is still an attack - the only difference is the "+XX" you add to that roll.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on August 29, 2011, 07:59:35 AM
I think he means that when you normally convert damage, from say lethal to subdual, you take a (-4 I think? I haven't got access to the books atm) penalty to the attack check. What pawsplay is wondering is if penalties such as this come under 'other modifiers' and is thus overwritten when you substitute the attack check with a Sense Motive check, f.ex.

No. The attack is still an attack - the only difference is the "+XX" you add to that roll.

The modifiers I was talking about above are the ones always factored into your personal bonus. That's generally what we mean when we use the word "bonus."

Conditional modifiers apply after any adjustments to your personal bonus come into play.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Jake on August 29, 2011, 06:13:29 PM
I know this was brought up some where but I can't find it, when craft/buying magic gear with Charm's Spell Effect are 0 level spells free and unlimited or not allowed?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on August 29, 2011, 09:03:17 PM
I know this was brought up some where but I can't find it, when craft/buying magic gear with Charm's Spell Effect are 0 level spells free and unlimited or not allowed?

Treat them as if their spell effect is 1 for the purposes of cost and other derivatives - just as you would when costing out a similar magic item.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Jake on August 29, 2011, 10:08:28 PM
Thanks Pat!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: dorward on September 03, 2011, 03:32:12 PM
I'm not sure if I'm missing something, or if this is just one of those "significantly different from that other d20 game" things, but am I right in thinking that the only problems with standing next to an enemy in combat are:


So you can:


Ö all without penalty?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on September 03, 2011, 03:54:35 PM
Yep.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on September 03, 2011, 05:04:44 PM
I'm not sure if I'm missing something, or if this is just one of those "significantly different from that other d20 game" things, but am I right in thinking that the only problems with standing next to an enemy in combat are:

  • the rules surrounding movement (i.e. only 5-foot steps unless you move away from them)
  • what they can do to you on their turn
  • what they can do to you using tricks / feats / etc (i.e. not things that every character has

So you can:

  • cast spells
  • shoot a ranged weapon out of melee
  • shoot a ranged weapon at the enemy in the next square

Ö all without penalty?

Yes and no.

There could be problems with casting and shooting while someone is trying to stab you, but they aren't explicitly called out.

Under Resolve/Concentrate: A character must make 1 Concentrate check per round when the GM determines that his current action(s) are threatened by one or more distractions.

So can you do those things?  Yes.

Can you do them with impunity?  It's up to your GM.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: dorward on September 03, 2011, 11:54:57 PM
Great. Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on September 09, 2011, 09:01:58 PM
Question. In the ranged combat feats they say "thrown weapon" as opposed to "hurled weapon". Does that mean they work with any weapon that can be thrown? Like a dagger as opposed to requiring a throwing knife? Long as the person has the Hurled prof to qualify?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on September 09, 2011, 09:26:43 PM
Question. In the ranged combat feats they say "thrown weapon" as opposed to "hurled weapon". Does that mean they work with any weapon that can be thrown? Like a dagger as opposed to requiring a throwing knife? Long as the person has the Hurled prof to qualify?

Thrown Weapons are a subcategory of Hurled, just like Fencing Blades are a subcategory of Edged, Clubs of Blunt and so on, it just happens that Hurled only has two subcategories, Thrown and Grenades.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 10, 2011, 05:13:36 PM
Question. In the ranged combat feats they say "thrown weapon" as opposed to "hurled weapon". Does that mean they work with any weapon that can be thrown? Like a dagger as opposed to requiring a throwing knife? Long as the person has the Hurled prof to qualify?

That's the intent, yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Ešrendle on September 12, 2011, 03:45:19 AM
What benefit does the Signature Gear feat provide? Since there is no guarantee that your roll at the beginning of the scene would be higher than the roll you would make at the moment, I can't understand its utility (except for allowing a choose to fail option which doesn't fit thematically). Furthermore, it actually negates one of the advantages of the first feat in its chain (being able to spend two AD on the roll).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: dorward on September 12, 2011, 05:19:14 AM
What benefit does the Signature Gear feat provide? Since there is no guarantee that your roll at the beginning of the scene would be higher than the roll you would make at the moment

It reduces risk. You have a guaranteed result available should you choose to use it. Get a low number at the start of a scene? Ignore it. Get a decent number? Use it when you know it is going to get you a good enough result.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gilbetron on September 16, 2011, 12:30:15 PM
If a character is wearing armor and casts Disguise Self, does the disguise penalty of that armor (or a straight up "obvious" penalty) apply?  I'm thinking "no" because the spell causes "possessions" to change as well, and the it is a "Disguise result" not a bonus.  Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 16, 2011, 02:14:35 PM
If a character is wearing armor and casts Disguise Self, does the disguise penalty of that armor (or a straight up "obvious" penalty) apply?  I'm thinking "no" because the spell causes "possessions" to change as well, and the it is a "Disguise result" not a bonus.  Thanks!

You have it correct.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Khaalis on September 22, 2011, 01:54:07 AM
Ok, I have a question. I tried to do an advanced google search for this topic but couldn't find anything so I apologize if this has been asked before.

Issue: Magic Stone (level 1  spell)
"You transmute up to 3 pebbles into magic hurled ammunition, each inflicting a different type of damage."

Where is the rest of the description?
What does this spell actually do?
What exactly is "magical hurled ammunition"? 
What are the three different types of damage?


In the original d20 version it created 3 stones that could be thrown (range increment 20') or slung (range increment 50') and that had a +1 bonus to attack and damage rolls on  base 1d6 damage. They also did double damage (2d6+2) against undead.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on September 22, 2011, 02:37:05 AM
Not an official answer, but my interpretation is that you take 3 small rocks, as per the hurled weapon on page 181, and change their damage type from lethal to... well, anything else. Stress, subdual, divine, acid, sonic, you name it, you can inflict 1+STR damage of it.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 22, 2011, 09:02:08 AM
Where is the rest of the description?

It doesn't need more. Follow...

Quote
What does this spell actually do?

Keep following...

Quote
What exactly is "magical hurled ammunition"?

"Magic" = largely descriptive, though potentially triggering a wide variety of game effects, both printed and via GM interpretation
"Hurled" = can be thrown
"Ammunition" = can be used in various borderline weapons in the Hurled category (e,g, bola, blowgun, etc.)

Quote
What are the three different types of damage?

What do you want them to be? The point isn't that you get three specific types - it's that you get to choose three different types.

So our version actually offers you more versatility and utility. ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Khaalis on September 22, 2011, 09:34:31 PM
Quote from: Crafty_Pat
{snip}
1st, thanks for the quick replies. I'm not used to spells being so widely open to interpretation in a system that isn't like Fate, Mage or Ars Magica.

What exactly do you mean by "borderline" weapons? You mention Bola and Blowgun. The bola is a weapon unto itself and the blowgun uses darts as ammunition. So, it seems that you are basically saying that the spell transmutes 3 pebbles into ANY 3 types of Hurled weapon, and that can do any type of damage to boot?

Pat's Examples:
* Bola: Does this create a single 3-headed bola? Or three bola weapons?
* Blowgun: This spell turns 3 pebbles into 3 darts correct?

Others:
* Can the spell turn 3 pebbled into 3 Javelins or Spears (for use in an Atlatl)?
* Can it create 3 Chakram or 3 Throwing Knives?

Also to clarify on the damage... you are saying that for example you can choose any of the damage types listed on p210-211 (FC Core) as well as any other "Conditions" as damage from p212-213?


If that understanding is correct, this just became an incredibly potent spell.  Thanks again for any clarifications.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 22, 2011, 10:09:20 PM
Quote from: Crafty_Pat
{snip}
1st, thanks for the quick replies. I'm not used to spells being so widely open to interpretation in a system that isn't like Fate, Mage or Ars Magica.

Interpretation is a feature of the medium, and Fantasy Craft embraces (and encourages) it as much as possible.

Quote
What exactly do you mean by "borderline" weapons?

I mean weapons that are in the Hurled weapon category but that may not always be viewed by folks as "hurled" weapons. Like the sling and blowgun, for example. (I meant "sling" when I typed "bola" there - it happens sometimes when you're doing several things at once.)

Quote
You mention Bola and Blowgun. The bola is a weapon unto itself and the blowgun uses darts as ammunition. So, it seems that you are basically saying that the spell transmutes 3 pebbles into ANY 3 types of Hurled weapon, and that can do any type of damage to boot?

See above. I meant "sling" and "blowgun," both of which use ammunition.

Quote
* Can the spell turn 3 pebbled into 3 Javelins or Spears (for use in an Atlatl)?
* Can it create 3 Chakram or 3 Throwing Knives?

No. This spell only produces ammunition.

Quote
Also to clarify on the damage... you are saying that for example you can choose any of the damage types listed on p210-211 (FC Core) as well as any other "Conditions" as damage from p212-213?

Yes (assuming your GM allows it - he, or she, always has final say with everything and may overrule one or more types of damage when you use this spell).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on September 23, 2011, 03:29:37 AM
Heh - this gives me a thought for a nice magic item.

Shuriken of Shuriken creation:
This shuriken bears a simple diagram depicting four shurikens, three in an equilateral triangle around the fourth.  If you place three rocks around the shuriken as indicated and press your hand down on this shuriken, three additional shurikens will be created as per the spell "magic stone".  You may select the damage type of each as usual.  This weapon has passed through many hands, sometimes being used by the foolish or desperate in place of the ammunition it creates.
(Charm: Magic Stone X/day).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Tamdrik on September 28, 2011, 09:52:28 AM
A few questions from a first-time player following our first session:

1) If you finish an adventure that ends in a climactic battle earning your party enough XP to level up, do you get to apply your new, upgraded Prudence score towards your "take home earnings" from the battle/adventure?

2) There isn't much discussion in the book as to PC-activated critical failures on the part of villains.  Can players activate a multi-die critical failure on villains?  Do they get any say in what effect that might have?  Can they hear what the potential effects might be before committing to spend the action dice?  For that matter, does that apply to single-die activations?

3) If you use Fortune Favors the Bold (+2 to action die rolls) as a simple benchmark, Lady Luck's Smile seems kind of underpowered.  Best-case, with d4 action dice, you still end up gaining an expected value of only +1 2/3, and it drops to about +1 once you go to d6 action dice, and less beyond that.  Is this just a natural diminishing returns feat that you take to try to squeeze every last bonus out of action dice in a focused build?  It seems like it should also grant an additional +1 to be balanced relative to FFtB (in which case it would be more useful for d4s like the bonus dice, but less useful for large dice).  Similarly, Fortune's Fool seems strictly worse than Fortunate, since the maximum number of dice you can earn is capped at what you get automatically from Fortunate.  Am I missing anything?

Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Desertpuma on September 28, 2011, 10:07:38 AM
I'll see if I can answer these...

1. Depends on your GM, if they say you can level and apply it, then you can. This one of those calls that is dependent on the GM or the gaming group you play with. Your Dungeon, your dragon, your way.

2. Absolutely players can activate a crit failure by the villains. The GM usually determines the effect, often by using a chart in the book or one of their own design. Whether or not you hear the potential effects would be up to the GM. It would apply to any activation of a crit fumble for a NPC.

3. Don't have a book on hand for this one to be able to give you a straight answer.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Tamdrik on September 28, 2011, 10:21:49 AM
I'll see if I can answer these...

1. Depends on your GM, if they say you can level and apply it, then you can. This one of those calls that is dependent on the GM or the gaming group you play with. Your Dungeon, your dragon, your way.

2. Absolutely players can activate a crit failure by the villains. The GM usually determines the effect, often by using a chart in the book or one of their own design. Whether or not you hear the potential effects would be up to the GM. It would apply to any activation of a crit fumble for a NPC.

3. Don't have a book on hand for this one to be able to give you a straight answer.

1. Ok, so no officially-sanctioned way the mechanic works, then.

2. I meant multi-die activations, but I notice now that Jinx says "costs one less die", so I assume that means multi-die activations are possible.  I didn't see any charts in the book, just the one set of examples of things that could happen to a PC at each die level, so I guess it's just up to the GM to determine an appropriate result.  I was just worried that I'd say, "I want to spend 3 dice to activate his critical failure", and the GM could respond, "okay, his initiative round drops by 3" or something similarly useless without any recourse.  Again, I guess it's up to the GM.

Thanks for the response.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Desertpuma on September 28, 2011, 10:42:53 AM
In regards to the first one, it is entirely something allows people to customize aspects of your game. I would suggest you all agree in your gaming group to handle it one way and go from there.

The effects of villain critical failures have always been up to the GM all the way back to Spycraft 1.0 or Spycraft Classic. But if as a group, you spent 3 and the GM only dropped his initiative by 3, I'd ask for a stiffer outcome or to get 2 of the Action Dice back. Typically for 3 AD spent a weapon will break or the villain get seriously wrong information or completely buy into the story you are telling him. I've had players crit succeed vs the villain crit fail on a skill test of diplomacy, intimidation, sneak vs search or notice. Players faces really light up in moments like that.

Important thing to remember: the Crafty game system, Mastercraft, is about three very core concepts: balance amongst all players, including the GM, telling a good story, and everyone having fun. If those three are not met, something's wrong. So the GM should be as willing to really mess up his villain if the players activate the crit fail as he is to activate their crit fails. Sometimes, just sometimes, taking the failure makes for a much more fun and interesting story for everyone.

These are probably one of the most friendly forums of any game on the net. We really help each other here. Welcome to Crafty Games.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 28, 2011, 11:12:22 AM
1. Ok, so no officially-sanctioned way the mechanic works, then.

We like to keep certain things open to table rules.

Quote
2. I meant multi-die activations, but I notice now that Jinx says "costs one less die", so I assume that means multi-die activations are possible.  I didn't see any charts in the book, just the one set of examples of things that could happen to a PC at each die level, so I guess it's just up to the GM to determine an appropriate result.  I was just worried that I'd say, "I want to spend 3 dice to activate his critical failure", and the GM could respond, "okay, his initiative round drops by 3" or something similarly useless without any recourse.  Again, I guess it's up to the GM.

You can apply the same rules to villains in this case as heroes. Puma's right, though - the GM gets to determine the exact effects and whether two or more dice (or, in fact, whether any dice) may be spent to activate criticals.

Quote
3) If you use Fortune Favors the Bold (+2 to action die rolls) as a simple benchmark, Lady Luck's Smile seems kind of underpowered.  Best-case, with d4 action dice, you still end up gaining an expected value of only +1 2/3, and it drops to about +1 once you go to d6 action dice, and less beyond that.  Is this just a natural diminishing returns feat that you take to try to squeeze every last bonus out of action dice in a focused build?  It seems like it should also grant an additional +1 to be balanced relative to FFtB (in which case it would be more useful for d4s like the bonus dice, but less useful for large dice).  Similarly, Fortune's Fool seems strictly worse than Fortunate, since the maximum number of dice you can earn is capped at what you get automatically from Fortunate.  Am I missing anything?

The effects of these three feats are very different, and while they're not precisely balanced against one another statistically, they serve very different play styles...

Fortunate statistically diminishes as your character levels, though not by much, and not universally (a bonus die used for anything other than boosting a result is just as useful no matter what level you are).

Fortune Favors the Bold also statistically diminishes as your character levels, but always guarantees you a minimum action die result when rolling, which can be especially useful with certain boosting and ability combinations.

Lady Luck's Smile again diminishes statistically (noticing a trend?) but operates a lot like an increased threat range, making every die roll more exciting.

So it really depends on what you're after while building your character and playing the game.

Welcome to the boards!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Tamdrik on September 28, 2011, 12:52:47 PM
Quote
3) If you use Fortune Favors the Bold (+2 to action die rolls) as a simple benchmark, Lady Luck's Smile seems kind of underpowered.  Best-case, with d4 action dice, you still end up gaining an expected value of only +1 2/3, and it drops to about +1 once you go to d6 action dice, and less beyond that.  Is this just a natural diminishing returns feat that you take to try to squeeze every last bonus out of action dice in a focused build?  It seems like it should also grant an additional +1 to be balanced relative to FFtB (in which case it would be more useful for d4s like the bonus dice, but less useful for large dice).  Similarly, Fortune's Fool seems strictly worse than Fortunate, since the maximum number of dice you can earn is capped at what you get automatically from Fortunate.  Am I missing anything?

The effects of these three feats are very different, and while they're not precisely balanced against one another statistically, they serve very different play styles...

Fortunate statistically diminishes as your character levels, though not by much, and not universally (a bonus die used for anything other than boosting a result is just as useful no matter what level you are).

Fortune Favors the Bold also statistically diminishes as your character levels, but always guarantees you a minimum action die result when rolling, which can be especially useful with certain boosting and ability combinations.

Lady Luck's Smile again diminishes statistically (noticing a trend?) but operates a lot like an increased threat range, making every die roll more exciting.

So it really depends on what you're after while building your character and playing the game.

Welcome to the boards!

Thanks for the responses and welcomes, everyone.  I wanted to point out that I wasn't comparing Fortunate to FFtB or LLS, which are obviously completely different, but rather Fortune's Fool, which is comparable to (and, as far as I can tell, strictly worse than) Fortunate.

Lady Luck's Smile is a more interesting feat, but I have a hard time taking it over FFtB when it's always going to produce a lower expected outcome and is only really "better" if you're attempting a desperate roll that couldn't succeed without an action die exploding (e.g., needing a 25 on d20+d4).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on September 28, 2011, 12:58:13 PM
The question isn't which one should you take, but how many. Characters with FFtB, LLS, Fortunate, AND Fortune's Fool basically rock at everything they try.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Desertpuma on September 28, 2011, 01:06:39 PM
very true
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on September 28, 2011, 01:42:43 PM
Okay, here's a funny question. When a special character with tough ignores a critical hit, does that mean they take normal damage, or no damage?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Desertpuma on September 28, 2011, 01:53:20 PM
As I recall, Tough nullifies a failure for Standards ... I would say they take normal damage. The Standard took normal damage but the Tough nullifies his failure.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on September 28, 2011, 02:03:11 PM
Okay, here's a funny question. When a special character with tough ignores a critical hit, does that mean they take normal damage, or no damage?

The Tough text is pretty clear on this, actually:

Quote from: pg 235
If  the  NPC  is  standard,  he ignores the effect of 1 failed Damage save per scene per grade. If heís special, he may ignore all damage from a single critical hit once per scene per grade.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Tamdrik on September 28, 2011, 02:06:02 PM
As I recall, Tough nullifies a failure for Standards ... I would say they take normal damage. The Standard took normal damage but the Tough nullifies his failure.
But would it also nullify the failure resetting damage back to zero?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on September 28, 2011, 02:13:44 PM
The Tough text is pretty clear on this, actually:
If heís special, he may ignore all damage from a single critical hit once per scene per grade.

That's actually not clear. If it said, "Once per scene, when struck by a critical hit, he may ignore all damage from the attack," that would be pretty clear. But saying all damage from a critical hit makes me wonder if the damage from a critical hit is different from the damage of the attack. ... You know, it's kind of strange that activating a critical hit could actually result in no damage when ordinarily it would result in damage.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on September 28, 2011, 02:14:20 PM
I'd say yes. 'Ignores the effect' to me implies that the effect still happens, only the NPC ignores the 'drop dead/unconscious' part of the effect. Associated effects, like resetting the damage counter, would still happen.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on September 28, 2011, 02:26:54 PM
The Tough text is pretty clear on this, actually:
If heís special, he may ignore all damage from a single critical hit once per scene per grade.

That's actually not clear. If it said, "Once per scene, when struck by a critical hit, he may ignore all damage from the attack," that would be pretty clear. But saying all damage from a critical hit makes me wonder if the damage from a critical hit is different from the damage of the attack. ... You know, it's kind of strange that activating a critical hit could actually result in no damage when ordinarily it would result in damage.

If you're looking at it this way, then the bit on how criticals work (pg 207) would turn it back towards a special character taking no damage from an ignored critical, since you're not ignoring the effect of the critical, just the damage, and the critical's effect is to "ignore vitality," not deal a new set of damage, just bypass.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Big_Jim on September 28, 2011, 02:41:37 PM
Yeah, I'm confused as to how this is confusing. The way I read it:

Tough on a standard - Critical hit effect is auto fail vs the damage. Tough means that the standard character resets damage to 0 and keeps going, as stated on page 207. If the character had only one grade of Tough, then the next failed damage save kills the character. Multiple grades of tough means this effect happens once for each grade. Multiple AD may be spent to burn through multiple grades of Tough.

Tough on a special - Critical hit effect is damage moves to wounds instead of vitality. Tough means that special characters get to ignore that damage completely - it just doesn't happen. That's what makes tough on a player's mount such bad news... the rider (player character) can ignore one crit per grade completely. No worrys about it going to wounds or anything. It's gone baby.

So how are you reading these differently?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on September 28, 2011, 02:54:26 PM
Yeah, I'm confused as to how this is confusing. The way I read it:

Tough on a standard - Critical hit effect is auto fail vs the damage. Tough means that the standard character resets damage to 0 and keeps going, as stated on page 207. If the character had only one grade of Tough, then the next failed damage save kills the character. Multiple grades of tough means this effect happens once for each grade. Multiple AD may be spent to burn through multiple grades of Tough.

Tough on a special - Critical hit effect is damage moves to wounds instead of vitality. Tough means that special characters get to ignore that damage completely - it just doesn't happen. That's what makes tough on a player's mount such bad news... the rider (player character) can ignore one crit per grade completely. No worrys about it going to wounds or anything. It's gone baby.

So how are you reading these differently?

Ignoring all damage from a critical hit could imply ignoring the change in damage, since the damage of a critical hit is Wounds.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Alex on September 28, 2011, 03:25:58 PM
Ignoring all damage from a critical hit could imply ignoring the change in damage, since the damage of a critical hit is Wounds.

The damage doesn't change. Lethal is still lethal, electrical is electrical, etc. For simplicity's sake, tough basically invalidates the effects of a critical hit - that means damage in the case of specials, auto-save failure on standards, and any benefits triggered from a critical hit on both. It's effectively like the hit inflicted 0 damage instead (which also means accumulated damage would NOT be reset, Edge-gaining effects that trigger "on a hit" would still work, etc).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Big_Jim on September 28, 2011, 03:57:02 PM
...It's effectively like the hit inflicted 0 damage instead (which also means accumulated damage would NOT be reset, Edge-gaining effects that trigger "on a hit" would still work, etc).
Page 207 would seem to indicate (to me) that the damage count would reset:

Page 207: Some standard characters must fail more than 1 Damage save before theyíre out of the fight, such as those with the tough quality (see page 235). Each time one of these characters fails a Damage save, his accumulated damage resets to 0.

Since the effect vs standard characters is auto-fail, wouldn't it also reset the damage?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: paddyfool on September 28, 2011, 05:09:20 PM
...It's effectively like the hit inflicted 0 damage instead (which also means accumulated damage would NOT be reset, Edge-gaining effects that trigger "on a hit" would still work, etc).
Page 207 would seem to indicate (to me) that the damage count would reset:

Page 207: Some standard characters must fail more than 1 Damage save before theyíre out of the fight, such as those with the tough quality (see page 235). Each time one of these characters fails a Damage save, his accumulated damage resets to 0.

Since the effect vs standard characters is auto-fail, wouldn't it also reset the damage?

Not based on how I interpret what Alex and the rules are saying...

Situation 1: Standard character with a grade of Tough fails a damage save.  Tough grade triggers, damage resets to zero; next failed damage save, he's out.

Situation 2: Standard character with a grade of Tough receives a critical.  Tough grade triggers, but damage does not reset to zero since accumulated damage was not the triggering condition; the critical being activated was.  The hit happens, but inflicts 0 damage.

Situation 3: Special character with a grade of Tough receives a critical.  Tough grade triggers; the hit does 0 damage.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Deral on September 28, 2011, 05:22:02 PM
...It's effectively like the hit inflicted 0 damage instead (which also means accumulated damage would NOT be reset, Edge-gaining effects that trigger "on a hit" would still work, etc).
Page 207 would seem to indicate (to me) that the damage count would reset:

Page 207: Some standard characters must fail more than 1 Damage save before theyíre out of the fight, such as those with the tough quality (see page 235). Each time one of these characters fails a Damage save, his accumulated damage resets to 0.

Since the effect vs standard characters is auto-fail, wouldn't it also reset the damage?

Not based on how I interpret what Alex and the rules are saying...

Situation 1: Standard character with a grade of Tough fails a damage save.  Tough grade triggers, damage resets to zero; next failed damage save, he's out.

Situation 2: Standard character with a grade of Tough receives a critical.  Tough grade triggers, but damage does not reset to zero since accumulated damage was not the triggering condition; the critical being activated was.  The hit happens, but inflicts 0 damage.

Situation 3: Special character with a grade of Tough receives a critical.  Tough grade triggers; the hit does 0 damage.

Based on what Alex was saying, this sounds about right- now does a Standard Character still take damage on a critical, in addition to the failed damage save (or the negated failed damage save, as appropriate)?

Edit: Man was this post broken, I think that fixed it
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 29, 2011, 01:14:14 PM
Thanks for the responses and welcomes, everyone.  I wanted to point out that I wasn't comparing Fortunate to FFtB or LLS, which are obviously completely different, but rather Fortune's Fool, which is comparable to (and, as far as I can tell, strictly worse than) Fortunate.

My apologies for missing the additional concern in your post. Looking at Fortunate vs. Fortune's Fool I can see the concern. I have a couple questions for the gallery...

1. Who's taken Fortune's Fool so far? Of those who answer yes, who's taking it for the added benefit it provides as a Chance feat vs. its stated benefit?

2. Of those of you not taking it, who would consider it if "critical failure" were swapped to "error"?

Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Dhampire on September 29, 2011, 01:25:58 PM
Thanks for the responses and welcomes, everyone.  I wanted to point out that I wasn't comparing Fortunate to FFtB or LLS, which are obviously completely different, but rather Fortune's Fool, which is comparable to (and, as far as I can tell, strictly worse than) Fortunate.

My apologies for missing the additional concern in your post. Looking at Fortunate vs. Fortune's Fool I can see the concern. I have a couple questions for the gallery...

1. Who's taken Fortune's Fool so far? Of those who answer yes, who's taking it for the added benefit it provides as a Chance feat vs. its stated benefit?

As one who has built a couple of Chance Feat abusers, I have not had one where Fortune's Fool fit.
If I got to the point where I was out of other Chance Feats, it would likely have been taken for the sheer benefit as "another Chance Feat."

Quote
2. Of those of you not taking it, who would consider it if "critical failure" were swapped to "error"?

Thanks!

I would be more likely to take it with that change.  Yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 29, 2011, 01:34:46 PM
Based on what Alex was saying, this sounds about right- now does a Standard Character still take damage on a critical, in addition to the failed damage save (or the negated failed damage save, as appropriate)?

For simplicity's sake and because tough is supposed to negate all effects of the attack, I would rule that damage is not applied. It's as if nothing happened to the NPC at all.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on September 29, 2011, 01:39:45 PM
Re: Fortune's Fool.

I haven't taken it, but I also have a dislike of 'reactive' options. Certainly making it trigger on an error rather then a critical failure makes it more appealing, but I'm not sure I'd necessarily take it then, just do to personal taste.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on September 29, 2011, 02:07:46 PM
I haven't actually played a chance feat heavy character, but if I were to build, say, a chance explorer or fortune priest, Fortune's Fool would be fairly high on the list of feats to take. I like it both as a 'character can turn bad luck to good' mechanic, and it kinda like to imagine the GM paying an AD to give me an AD, even though it's not quite that simple.

Changing it from critical failure to error can work, though I'd think about changing the limiter to something with a max upper range, as I'd imagine there are more errors than critical failures in a session.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on September 29, 2011, 02:19:45 PM
The problem is Fortunate gives you a number of bonus d4 action dice equal to the number of chance feats.  Fortune's Fool does the exact same thing except you need to get a critical failure to get each die.  Even if Fortune's Fool triggers on an error instead of a critical failure, it still requires a series of bad rolls to get what Fortunate gives you for free.

So what if Fortune's Fool had the potential to give you something besides a single d4 action die, something more than Fortunate? 

A) If it gave 2d4 action dice per critical failure it would give you the potential to gain twice the number of dice as Fortunate, but it has to be triggered.

or

B) If it gave an untyped action die with an error it would potentially make the action dice gained better than those from Fortunate.

Just some thoughts.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on September 29, 2011, 05:15:35 PM
1. Who's taken Fortune's Fool so far? Of those who answer yes, who's taking it for the added benefit it provides as a Chance feat vs. its stated benefit?

I haven't taken it, simply because the other Chance feats offered my chance-feat heavy builds more bang for their buck, in addition to being an extra Chance feat.

Quote
2. Of those of you not taking it, who would consider it if "critical failure" were swapped to "error"?

Unlikely - While I do have uncanny ability to roll entire sessions of just either 1's and 20's, I tend to go for stuff that makes me better at doing things well, not stuff that makes moments of sucking hurt less (not to mention when I'm playing a specialist, a 1 often isn't an error anyway - so it can be entirely moot).

If the benefit changed to "When the GM spends an action die against you, you gain 1 bonus action die.  These are always 1d4s." I would be far more likely to consider it - that way it covers both critical failure along with damage boosting, and to hit boosting (and in my mind still seems in line with the flavour).  Just a thought.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Big_Jim on September 29, 2011, 06:48:04 PM
I agree with Sletchman. Haven't taken it for my Chance-monkey, and don't plan to, as it's the least attractive chance feat I can think of. The Edge manipulation feats are second on 'Don't want" list, but I think that's just me not being confident that I'll use/keep up with/remember the various Edge stuff.

I think Sletchman's suggestion is a good replacement, but I'd make the bonus die stuck at 1d4 instead of scaling.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on September 29, 2011, 09:28:46 PM
Yeah, Sletchman's idea is pretty golden compared to the current version of the feat, which as others have pointed out takes far too long to trigger.

As it stands, I'd maybe consider it worth a proficiency to gain as an initiative action because it reads as kinda similar to something like Parry.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on September 29, 2011, 09:29:42 PM
If the benefit changed to "When the GM spends an action die against you, you gain 1 bonus action die." I would be far more likely to consider it - that way it covers both critical failure along with damage boosting, and to hit boosting (and in my mind still seems in line with the flavour).  Just a thought.

It's a good one. Will consider.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on September 29, 2011, 10:29:33 PM
I will note that I played a character (A Priest focused on the Path of Fortune) to level 7 or 8 that was loaded with chance feats and never took Fortune's Fool. Non-chance feats like Well-Rounded were higher on my priority list so that I could put one point in every skill so I could blow right past the untrained cap (When you add 8 to your action dice results and have enough AD that you can use one on nearly every skill check a session, that cap of 15 is a real barrier to success).

Here's an idea: Rather than capping it based on chance feats, cap it based on Starting Action Dice. That way it's better for people with few other chance feats, but its still not horrible to take if you have a handful of others.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on September 29, 2011, 10:46:30 PM
Here's an idea: Rather than capping it based on chance feats, cap it based on Starting Action Dice. That way it's better for people with few other chance feats, but its still not horrible to take if you have a handful of others.

I personally wouldn't cap it at all, getting a d4 every time the DM uses an action die against you isn't powerful enough to deter them, but useful enough to be worth a feat (and offset the hurt a little).  If you are loaded to the hilt with chance feats then it loses no utility because "Hey, it's even more action dice!".

Just my $0.05.

I think Sletchman's suggestion is a good replacement, but I'd make the bonus die stuck at 1d4 instead of scaling.

Actually my intent, should have made that clearer.  Will edit for clarity.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Psion on October 01, 2011, 10:03:10 AM
I agree with Sletchman. Haven't taken it for my Chance-monkey, and don't plan to, as it's the least attractive chance feat I can think of.

Both my groups chance monkey (explorer/sage/deadeye) and the semi-chance monkey (swashbuckler) took it, though it was admittedly low on the list for the "same as fortune favors the bold, but slower" reason.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Tamdrik on October 07, 2011, 11:50:02 AM
Oh, hey, I thought my chance feat sub-thread had died out.  I agree that changing Fortune's Fool from critical fails to errors has the same problem as before, just not quite as bad.  I'd be fine with any number of changes (or combination thereof):

1) Change to errors, remove cap
2) Change to 2d4 per failure (or error, for that matter, still capped)
3) Change to untyped (scaling) action dice... still probably fine with errors rather than crit fails
4) Change to when action dice are spent against you, remove cap
5) On critical fail, restore your starting action dice pool

For my chance-monkey priest, I still don't think these are necessarily particularly useful relative to other chance feats, but they are at least potentially more attractive to non-chance-specialists than Fortunate, and we don't want to swing too far in the other direction.

#5 is the most radical and scary-looking, but at least in my group, I don't expect to see more than maybe 2 crit-fails per PC per session, and they could happen early (no action dice spent), or the GM could elect not to activate the error if you're going to get a load of action dice in return.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Takeru on October 10, 2011, 09:17:19 PM
Hey all, another question.

Is there any way to make Knockout Poison USEFUL in a stealthy fashion? The base knockout poison takes a whole minute for it will kick in, and that's a minute that the person you just poisoned holler and yell and scream about intruders and for his buddies to raise the alarm. The instant poison stops that problem, but since the knockout poison is measured in incubation time, it would only knock them out for a manner of SECONDS  :o

Is there something I'm not seeing about this? Because it seems that a poison with a duration measured in however long it takes to kick in would be absolutely useless as anything but "Kill everyone with damage", and I kind of want the poison so I -don't- need to kill people, and because clubbing everyone over the head with a sap doesn't work the same way a Gas Pellet full of Knockout Gas would work on a group of innocent people.

Is there any way to make Knockout Poison worthwhile, or should I just stick with a batch of fast-acting numbing poison and hope they get KOd by subdual damage before they manage to raise the alarm? I suppose I could gas people and coup de grace them with a Sap, but at that point, I should just be using the sap to club people unconscious instead of bothering with the poison.

any help?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: TheMadGent on October 10, 2011, 10:24:11 PM
Hey all, another question.

Is there any way to make Knockout Poison USEFUL in a stealthy fashion? The base knockout poison takes a whole minute for it will kick in, and that's a minute that the person you just poisoned holler and yell and scream about intruders and for his buddies to raise the alarm. The instant poison stops that problem, but since the knockout poison is measured in incubation time, it would only knock them out for a manner of SECONDS  :o

Is there something I'm not seeing about this? Because it seems that a poison with a duration measured in however long it takes to kick in would be absolutely useless as anything but "Kill everyone with damage", and I kind of want the poison so I -don't- need to kill people, and because clubbing everyone over the head with a sap doesn't work the same way a Gas Pellet full of Knockout Gas would work on a group of innocent people.

Is there any way to make Knockout Poison worthwhile, or should I just stick with a batch of fast-acting numbing poison and hope they get KOd by subdual damage before they manage to raise the alarm? I suppose I could gas people and coup de grace them with a Sap, but at that point, I should just be using the sap to club people unconscious instead of bothering with the poison.

any help?
The Venom Master trick allows you to lower the first incubation period of a poisonous attack to instantaneous.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Takeru on October 10, 2011, 10:27:50 PM
Thank you! I'll look into that, I didn't know there was a trick for poison.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on October 11, 2011, 10:45:13 AM
Also, I think you should carefully reread the rules for how poisons work, as this has the marks of thinking FC is like other d20 games.

If the NPC fails his save against a Fast-Acting Knockout poision, he doesn't wake up in a round, he gets another save. If he passes that he wakes up, otherwise he's unconsious for another round. This is where it's useful to stack the DC boosting upgrades.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on October 11, 2011, 02:07:05 PM
Fortune's Fool upgrade is in the new errata, which you can find over on the Downloads page (http://www.crafty-games.com/downloads).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Tamdrik on October 15, 2011, 03:02:52 PM
Path of Fortune II says I can activate criticals "without spending an action die", but does it have any effect on multi-die critical activations?  I'm assuming you can't automatically get a 4-die critical success for free, but does it reduce the cost by one for a multi-die critical?  Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on October 15, 2011, 04:56:29 PM
Path of Fortune II says I can activate criticals "without spending an action die", but does it have any effect on multi-die critical activations?  I'm assuming you can't automatically get a 4-die critical success for free, but does it reduce the cost by one for a multi-die critical?  Thanks!

A generous GM might allow that to reduce the cost of all criticals by 1.

A less generous GM might say that the ability only works with single-die expenditures.

I'm comfortable with either interpretation.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on October 16, 2011, 12:30:29 AM
Just got back from my FC game and we ran into a discrepancy in one of the Magic Item Essences.  I don't recall it having been mentioned before and a quick search in the forums and the errata did not turn up a solution, so I wanted to bring it up here.

The essence in question is Vitality, Greater.

In the Second Printing:
   Page 195 lists that essence as giving you +20 vitality.
   Page 198 indicates that essence raises max vitality by +15.

Which was it intended to be?

Looking at some of the other bonuses, Rep costs are mostly proportional with the Magic Item bonus, so we are currently running with 20 vitality, since it costs about twice as much rep as the 10 vitality version (25 instead of 12).

Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on October 16, 2011, 10:56:57 AM
Just got back from my FC game and we ran into a discrepancy in one of the Magic Item Essences.  I don't recall it having been mentioned before and a quick search in the forums and the errata did not turn up a solution, so I wanted to bring it up here.

The essence in question is Vitality, Greater.

In the Second Printing:
   Page 195 lists that essence as giving you +20 vitality.
   Page 198 indicates that essence raises max vitality by +15.

Which was it intended to be?

Looking at some of the other bonuses, Rep costs are mostly proportional with the Magic Item bonus, so we are currently running with 20 vitality, since it costs about twice as much rep as the 10 vitality version (25 instead of 12).

Thanks!

Where on page 196?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on October 16, 2011, 11:02:15 AM
Page 198, "This item increases your max vitality by 10 (or 15 for greater)

The table on 195 says 10 and 20 respectfully.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on October 16, 2011, 11:04:02 AM
Page 198, "This item increases your max vitality by 10 (or 15 for greater)

The table on 195 says 10 and 20 respectfully.

Ah, sorry. Still haven't had my morning coffee.  ::)

I would go with cap raised by 20 for now (which is a little different than +20). I'll let you know if something blows up or Alex corrects me (if he doesn't do so here).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on October 16, 2011, 12:15:41 PM
I would go with cap raised by 20 for now (which is a little different than +20).

To me the table is meant as a reference, so saying "+10 vitality" or "+20 vitality" should be fine as those tend to be a synopsis of the effects while the text descriptions give some more specifics on the effect.  It was the 10/20 vs 10/15 that was throwing me for a loop.

10/20 fits the pattern for magic items better.

+2 Edge is 8 rep, while +4 is 15
+3 MPH is 10 rep, while +7 is 20
Threat Range: +1 threat range is 10 rep, while +2 is 20
+1 save bonus is 8 rep, while +3 is 25

You also get the same thing with the Charms, as they are a straight X Rep / Bonus so if you double the bonus, you double the costs.

Since Vitality, Lesser costs 12 and Vitality, Greater costs 25, it would seem appropriate for its effect to double along with the cost.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: gilim on October 22, 2011, 08:15:26 PM
Not sure if it came up someone else, though I had a look and couldn't find it.

With glint of madness, you get a free threaten when you take down an opponent.
Saurians with desert clutch and ruthless humans get the menacing threat quality.  Meaning they get to target 3 opponents with their threaten maneuver. 

Do these work together for the free threaten?  Or is it specifically only one other opponent?

Menacing threat is hard to qualify for, so it seems like it should be effective.  But is it too much?
For the saurian it is a 2 feat combo, one of them requiring lvl 1 commitment.  For the human you are passing over much better talents to get it. 

Thanks :)

Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on October 23, 2011, 01:23:19 AM
No, they work together.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on October 23, 2011, 01:26:32 AM
Not sure if it came up someone else, though I had a look and couldn't find it.

With glint of madness, you get a free threaten when you take down an opponent.
Saurians with desert clutch and ruthless humans get the menacing threat quality.  Meaning they get to target 3 opponents with their threaten maneuver. 

Do these work together for the free threaten?  Or is it specifically only one other opponent?

I'd absolutely allow that combo. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Jake on October 27, 2011, 03:07:39 PM
When applying vehicle upgrades to holdings, such as Agile and Powered, do you use coin or reputation?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on October 27, 2011, 07:02:44 PM
When applying vehicle upgrades to holdings, such as Agile and Powered, do you use coin or reputation?

I would always go with Reputation, so as to avoid crossing those streams. Blending the economies gets... complicated.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Jake on October 28, 2011, 07:27:57 AM
Thanks, Pat.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: VisualStatic on November 06, 2011, 09:48:06 AM
Question about the Animal Partner feat, what kind of control or influence does the owner have?

Is it just like having a well trained pet?  or is there a more of connection.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 06, 2011, 10:22:03 AM
Question about the Animal Partner feat, what kind of control or influence does the owner have?

Is it just like having a well trained pet?  or is there a more of connection.

The extent of all NPC control is intentionally left up to the GM. In some cases it might be near-telepathic, if the world and story allow for it. In others it might simply indicate really strong training.

In all cases, as with any other NPC hireling, henchman, helper, or minion, the GM ultimately controls the character. They have opinions, goals, methods, and dreams, and none of them are any more willing to die or sacrifice their values than your garden variety player character. ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: VisualStatic on November 06, 2011, 02:51:55 PM
Question about the Animal Partner feat, what kind of control or influence does the owner have?

Is it just like having a well trained pet?  or is there a more of connection.

The extent of all NPC control is intentionally left up to the GM. In some cases it might be near-telepathic, if the world and story allow for it. In others it might simply indicate really strong training.

In all cases, as with any other NPC hireling, henchman, helper, or minion, the GM ultimately controls the character. They have opinions, goals, methods, and dreams, and none of them are any more willing to die or sacrifice their values than your garden variety player character. ;)

Thanks Pat, that works for me.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on November 16, 2011, 07:52:46 AM
If you get Crunch! twice in an Origin, do they stack?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: pawsplay on November 16, 2011, 08:02:30 AM
Are melee attacks and unarmed attacks separate things? Can someone use All-Out Attack with an unarmed attack?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on November 16, 2011, 08:49:04 AM
Are melee attacks and unarmed attacks separate things? Can someone use All-Out Attack with an unarmed attack?

Unarmed attacks are not considered melee attacks. Anything that applies to one does not apply to the other. You cannot make All-Out Attacks with your fists (or claws, or whatever).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 16, 2011, 10:57:11 AM
If you get Crunch! twice in an Origin, do they stack?

Yes.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Soulcatcher on November 18, 2011, 11:59:10 AM
Some Species feats decrease the disposition of members of other species, but only if they're aware of the species of the character with the feat.  Reviled does not have that qualifier.  Is that a deliberate difference?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 18, 2011, 12:30:53 PM
Some Species feats decrease the disposition of members of other species, but only if they're aware of the species of the character with the feat.  Reviled does not have that qualifier.  Is that a deliberate difference?

Yes. The idea in most of those cases is the species can't be totally concealed, and even when it is, say visually, the character still tips his hand with various widely known characteristics and mannerisms.

It's an easy fix, of course, if you would prefer to add the caveat.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Soulcatcher on November 18, 2011, 12:38:17 PM
Some Species feats decrease the disposition of members of other species, but only if they're aware of the species of the character with the feat.  Reviled does not have that qualifier.  Is that a deliberate difference?

Yes. The idea in most of those cases is the species can't be totally concealed, and even when it is, say visually, the character still tips his hand with various widely known characteristics and mannerisms.

It's an easy fix, of course, if you would prefer to add the caveat.

Thanks.  That raises another question in my mind:  Why do the quasi-demonic Fire Braves not have reviled, given that shapeshifting can't fully hide their nature.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on November 18, 2011, 03:40:27 PM
It hides it enough. Personally I'd houserule it to make the loss of reviled conditional on being in disguise, because, yeah, a demonic shapeshifting ogre really should be even more disliked than the ordinary variety.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 18, 2011, 06:07:39 PM
Thanks.  That raises another question in my mind:  Why do the quasi-demonic Fire Braves not have reviled, given that shapeshifting can't fully hide their nature.

Uh, because we didn't need the points back in the design? Because it didn't come to us during development?

One of those. You pick. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Catodon on November 22, 2011, 04:05:00 PM
Or maybe through history there are enough Fire Brave war heroes who turned their backs on thier demonic tendencies...

Point being you could have an in world explanation.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 22, 2011, 04:20:39 PM
Or maybe through history there are enough Fire Brave war heroes who turned their backs on thier demonic tendencies...

Point being you could have an in world explanation.

...and even more importantly, as you point out, in-world reasons can and often should justify the rules, rather than the other way around.

Now always, but a good deal of the time - at least if you're in any way wanting a truly balanced game. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: ss2020 on November 23, 2011, 04:21:39 PM
Does this mean it protects from all of the weapon's damage or just the +2?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on November 23, 2011, 05:22:30 PM
Does this mean it protects from all of the weapon's damage or just the +2?

Does what protect from what?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MilitiaJim on November 23, 2011, 06:48:33 PM
Does this mean it protects from all of the weapon's damage or just the +2?
Does what protect from what?
Jokes about yer mum and/or bastard swords?

Sorry, couldn't help that.  Would anyone like an adult egg cream while I'm mashing these potatoes?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on November 23, 2011, 08:18:50 PM
Does this mean it protects from all of the weapon's damage or just the +2?
Does what protect from what?
Jokes about yer mum and/or bastard swords?

Sorry, couldn't help that.  Would anyone like an adult egg cream while I'm mashing these potatoes?

Yeah... egg nog and guns... a classic idea. ;)

On the other hand, since I'm reloading a register for a major retail chain booze sounds very appealing.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: seizui on November 26, 2011, 12:52:17 AM
This is going to seem like a silly question. Granted, the reason I ask this is that this is generally that goes along with the concept.

I was curious as if there would be any sort of penalty if you attempt to use.. say, a boomerang for melee. While it is normally thrown, if I recall, hunting boomerangs tend to be used to bash its target.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on November 26, 2011, 04:18:13 AM
I personally think a hunting boomerang should have the Bludgeon quality, for the reason you mention.  Fortunately, that's a super easy fix - just add the Bludgeon upgrade and you're good to go, just +25% cost (for a total of 11 silver).
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on November 28, 2011, 09:31:09 PM
I was curious as if there would be any sort of penalty if you attempt to use.. say, a boomerang for melee. While it is normally thrown, if I recall, hunting boomerangs tend to be used to bash its target.

I'd allow it at my table. :)

I personally think a hunting boomerang should have the Bludgeon quality, for the reason you mention.  Fortunately, that's a super easy fix - just add the Bludgeon upgrade and you're good to go, just +25% cost (for a total of 11 silver).

...and this is a great way to do so, if you want to.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: seizui on November 28, 2011, 10:34:05 PM


@Sletchman & Crafty_Pat

Thanks for answering the question! On that note, it would be recommended to get a proficiency in blunt weapons, wouldn't it?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on November 29, 2011, 12:38:48 AM
Oh, definitely. The GM would be well within his rights to slap you with the untrained penalty if you didn't have the proficiency.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on November 29, 2011, 11:48:55 AM
Oh, definitely. The GM would be well within his rights to slap you with the untrained penalty if you didn't have the proficiency.

Definitely this. There's a whole world of difference in going hand to hand with a weapon and throwing it at someone 20 yards down.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on December 01, 2011, 10:01:54 PM
If you use the Sorcery: Difficult Magic campaign quality, which doubles the casting time of all spells, does that include non-arcane magic? Like say a Priest casting a divine spell-like miracle? Or someone using The Gift and their level 0 spells?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Khaalis on December 01, 2011, 11:47:27 PM
{edit} Ignore this post. I forgot that Miracles was a separate quality.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on December 02, 2011, 12:29:06 AM
I don't know that it'd apply even under RAW, as it's a sub quality/modification of the Sorcery quality, not the Miracles quality.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Coyote0273 on December 02, 2011, 12:49:04 AM
Hence the question. :)

In my particular campaign, Sorcery is Difficult, but also Potent. So it's hard to cast, but for those that can cast it, it's very powerful. Campaign reasoning is that as technology is becoming more common, magic is being harder to cast and use.

When it comes to the divine magic, if miracles isn't affected the same, their spells would be quicker to cast, but less potent than the harder arcane spells. Which works within the same thematic reasoning as well.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on December 02, 2011, 01:58:18 AM
Normally, I wouldn't apply the Sorcery sub qualities to Miracles as the two are independent Campaign Qualities.

However, the whole purpose of Campaign Qualities is to modify the game to fit with your vision of the world.  If technology interferes with divine powers in the game than apply Difficult and Potent magic to spells from Paths.  If technology doesn't interfere with divine powers, then don't.  So long as everyone knows which way it is working for that specific game, you're golden.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on December 14, 2011, 05:18:03 AM
It's in the back of the Epoch chapter, not the mechanics chapter.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: mothball on December 27, 2011, 04:43:40 PM
Hey guys. My group and I came across an interesting by-product of casting the Insanity spell on someone last session. I couldn't find any mention of it on the forum, so I'm posting here.

Insanity says that on a roll of 15-20, the character becomes enraged. At the start of the init count, you roll again.

Under enraged, it says that you roll a DC 20 resolve check to calm yourself, or it fades at the end of the scene. The big thing is that at the very end of the condition, it states: "In either case, the character falls unconscious immediately after."

So, would Insanity make people fall unconscious if they end up rolling the enraged condition?

I argued that it wouldn't, otherwise the spell would be terminal, just like sleep. That's what we went with, but I'm just wondering what an official ruling would be?

Thanks. (Love FC, keep up the good work.)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: MugMug on December 29, 2011, 03:04:48 PM
So, would Insanity make people fall unconscious if they end up rolling the enraged condition?

Rules Lawyer:
The enraged condition description defines two methods to lose that condition, either of which ("in either case") results in unconsciousness. The Insanity spell provides a third method to flip that toggle, which method is not described as causing unconsciousness. So, Insanity can cause the enraged condition without causing unconsciousness.

Common Sense:
Of course it wouldn't cause unconsciousness, as that "would be terminal, just like sleep." :)

Walter
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on January 18, 2012, 02:40:11 PM
The summoning spells all carry the line "the (summoned thing) may not act during the round it appears". This means you must spend a full round summoning the creature, and then the creature spends a full round doing nothing (though you can certainly do other stuff once the spell's complete). So a summoning spell cast immediately after Initiative is rolled won't have an offensive impact on a combat until Round 3 (though it could have a defensive impact, as it's a meatshield for a round while it does nothing). This is a comparative slowdown of the spell's effect over 3.x (as there the summoned creature can act immediately upon appearing). Is this intended? 
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: VisualStatic on January 18, 2012, 02:54:05 PM
The summoning spells all carry the line "the (summoned thing) may not act during the round it appears". This means you must spend a full round summoning the creature, and then the creature spends a full round doing nothing (though you can certainly do other stuff once the spell's complete). So a summoning spell cast immediately after Initiative is rolled won't have an offensive impact on a combat until Round 3 (though it could have a defensive impact, as it's a meatshield for a round while it does nothing). This is a comparative slowdown of the spell's effect over 3.x (as there the summoned creature can act immediately upon appearing). Is this intended? 

My guess and how I would rule it, is that the summoned thing appears at the end of the round it was summoned in, but get no actions that round.
I.e  Summoned round 1, appears at the end of round 1 and gets no action, can act in Round 2.

My 2 cents.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Big_Jim on January 18, 2012, 03:22:19 PM
VisualStatic is on the right course, me thinks.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on January 18, 2012, 03:54:42 PM
I'd be with you both on that, except that the casting time for the summoning spells is listed as 1 Round, and when a casting time is measured in non-action increments (i.e. "1 half action", "1 full action", etc.), "the effect happens at the start of the casterís first Initiative Count after the casting is complete" (pg 113). So as written it appears that:

Round the First: You declare "I cast a spell" (doubtless with every intention of attacking the darkness)

Round the Second: At your Init count, your "1 Round" spell casting time is complete, and your summoned creature appears. It cannot act here in round 2, but is at least a physical presence that can absorb an incoming blow or two. Note that you the spellcaster are free to do other stuff in this round (like run away and let your summoned creature take one for the team, or spend a few seconds to spell out for your summoned creature what you want it to do).

Round the Third: Your summoned creature can act normally (presumably during your Init count, for ease of use).

Is there a balance issue at play here? Was the spell slowed down for a reason? Was the casting time of one round intended, or should it have been 1 Full Action (in which case the "it appears but can't act this round" notion would hold up much better)?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on January 18, 2012, 04:09:42 PM
I'd be with you both on that, except that the casting time for the summoning spells is listed as 1 Round, and when a casting time is measured in non-action increments (i.e. "1 half action", "1 full action", etc.), "the effect happens at the start of the casterís first Initiative Count after the casting is complete" (pg 113). So as written it appears that:

Round the First: You declare "I cast a spell" (doubtless with every intention of attacking the darkness)

Round the Second: At your Init count, your "1 Round" spell casting time is complete, and your summoned creature appears. It cannot act here in round 2, but is at least a physical presence that can absorb an incoming blow or two. Note that you the spellcaster are free to do other stuff in this round (like run away and let your summoned creature take one for the team, or spend a few seconds to spell out for your summoned creature what you want it to do).

Round the Third: Your summoned creature can act normally (presumably during your Init count, for ease of use).

Is there a balance issue at play here? Was the spell slowed down for a reason? Was the casting time of one round intended, or should it have been 1 Full Action (in which case the "it appears but can't act this round" notion would hold up much better)?

This was my understanding of the rules, too.  I think of it more along the lines of the creature recovering from disorientation.  "WTF just happened? Where am I and how did I get here?  Why are these people trying to kill me!?".

Round the Third: Your summoned creature can act normally (presumably during your Init count, for ease of use).

Since it doesn't act the turn it comes into play, it can act on its own initiative, too.  Making it wait to act until the following round removes the problem of deciding what happens if its initiative ends up higher than yours and should have already acted this round.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on January 18, 2012, 04:54:58 PM
As written, you're totally correct Gentry.  it takes a round to cast, a round for the creature to sit around, and it finally acts on round 3.  I personally play that it acts on round 2, after taking the entirty of round 1 to summon it (during which time it can't act).  My reasoning is mostly a non-mechanics one - no one I play with would ever use summons in combat with the rules as written.  For what it's worth, I would also guess the reason it is listed as "1 round" is to stop the player using other options to do a bunch of other stuff while summoning - they have to concentrate fully on the summons - not because it should take 2 full rounds before you summon really takes effect.

I'd most definitely like to hear some designer intent on this one though.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Bill Whitmore on January 18, 2012, 06:05:09 PM
Thinking on it some more, this doesn't really bother me.  If you let it act the round it appears it could be subject to abuse through Spell Conversion that reduces the casting time to a free action.  Also, things that give you more actions are the ones most subject to abuse and this gives you the equivalent of a full turn's worth of actions for every single summoned creature every single round they exist.

If I was to change anything it would be to change the casting time to 1 Full Action rather than allow it to act the turn it appears.  Then the elemental would appear at the end of your turn and be available to act the following round.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on January 19, 2012, 03:38:55 AM
If I was to change anything it would be to change the casting time to 1 Full Action rather than allow it to act the turn it appears.  Then the elemental would appear at the end of your turn and be available to act the following round.


That's basically what I do (because rereading my post it wasn't very clear).  No one has yet to abuse summons, so I'm cool with that way.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on January 19, 2012, 06:07:46 AM
It's one full round on purpose, to give others the chance to scuttle the casting. This is common with significantly powerful spells (and really, there aren't many effects more powerful than effectively magnifying your action output).

This was my understanding of the rules, too.  I think of it more along the lines of the creature recovering from disorientation.  "WTF just happened? Where am I and how did I get here?  Why are these people trying to kill me!?".

Quote
Since it doesn't act the turn it comes into play, it can act on its own initiative, too.  Making it wait to act until the following round removes the problem of deciding what happens if its initiative ends up higher than yours and should have already acted this round.

These too. :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on January 28, 2012, 05:47:49 AM
Would Shapeshifter III be a reasonable cost for someone wanting to use the PL feat as  basis for an alternate form?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on January 28, 2012, 11:29:29 AM
Would Shapeshifter III be a reasonable cost for someone wanting to use the PL feat as  basis for an alternate form?

Sorry... cost? No entiendo.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on January 29, 2012, 12:33:48 AM
Well, PL gives you 50+[Blah] XP to build with. Shapeshifter 3, which allow the NPC to adopt the form of a PC, is 12 XP. If someone says "I basically want my PL to be the Hulk while I play Bruce Banner", do you see saying "You must have shapeshifter III" as a reasonable cost for allowing them to use the PL that way?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on January 30, 2012, 05:15:44 PM
Well, PL gives you 50+[Blah] XP to build with. Shapeshifter 3, which allow the NPC to adopt the form of a PC, is 12 XP. If someone says "I basically want my PL to be the Hulk while I play Bruce Banner", do you see saying "You must have shapeshifter III" as a reasonable cost for allowing them to use the PL that way?

I wouldn't let anyone use a PL that way. It's not intended to become a gateway to shapeshifting madness. It's intended to do what it says on the tin.

Also, let's please keep this thread to legitimate questions related to the official rules as written and obviously intended. Theory and unintended applications are best presented in the License to Improvise board.

Thanks!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Blankbeard on February 04, 2012, 09:27:03 AM
Does a Battering Ram count as a melee weapon for purposes of feats and tricks?  I've always assumed that melee weapons were just weapons with no range but I have to admit I'm a bit nervous at applying darting weapon to a battering ram. 

It's not quite as bad as a drake martial artist who gets Bite III through spell or class ability (2d10+4, threat 15-20 with Master's Art) but that's very unlikely before 5th level and more likely closer to 12th (MA9/Dragon Lord 3) whereas the ram/darting combo will work from level 3.  (If you don't have Siege Supremacy, it works once then everyone figures out you can't attack on the turns you move.)

Personally, I wouldn't have any problem with the combo around 10th level when everyone has cool tricks but I'd give the stink eye to anyone who tried it at 3rd but it would be nice to know what the designers think.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on February 04, 2012, 09:41:50 AM
That feels pretty niche-case-y, and sounds like exactly the right spot where the GM and the player need to logically agree about what the rule will be going forward. Some game groups will be cool with it, and some won't. I'm generally in the latter group (as the idea of two quick taps with a battering ram is just silly), but I can see where in certain cases it'd be fine (a Giant or Ogre doing the swinging, or a high-powered bizarro campaign world where ridiculous weapons are more normal).

Assuming you allow it, won't it work from level 1? All you need is the Darting Weapon feat and Siege Weapons proficiency. You might not hit as often as you'd like at level 1 soaking a -2 penalty, but if you're swinging a Battering Ram you've got a Strength Bonus sufficient to keep the attack modifier in positive numbers, at least. Level 3 is where you'd move into the Siege chain. You don't max it out until 9th level (though more like 5th or 6th if you're a Soldier), so it's move-or-swing for 4-8 levels using the combo. That doesn't feel especially broken to me.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on February 04, 2012, 02:12:04 PM
That feels pretty niche-case-y, and sounds like exactly the right spot where the GM and the player need to logically agree about what the rule will be going forward. Some game groups will be cool with it, and some won't. I'm generally in the latter group (as the idea of two quick taps with a battering ram is just silly), but I can see where in certain cases it'd be fine (a Giant or Ogre doing the swinging, or a high-powered bizarro campaign world where ridiculous weapons are more normal).

What he said. Also, I would rule on a feat-by-feat basis.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Agent 333 on February 05, 2012, 11:53:05 AM
I ran a one shot that had a Rootwalker that wielded a Battering Ram with the Hurl and Cord qualities added and the Get Over Here trick. He'd chuck the battering ram at bad guys, and if they survived he'd drag them over to him and pound them into paste with it. The 3d8 + Str lethal and the 18-20 crit range combined to make it a ridiculously deadly weapon.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tfwfh on February 16, 2012, 12:06:25 PM
I have a question about the Aim action.  It grants a bonus with all Standard Attacks.  That seems to include melee attacks.  Is that intentional?
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on February 16, 2012, 02:11:17 PM
I have a question about the Aim action.  It grants a bonus with all Standard Attacks.  That seems to include melee attacks.  Is that intentional?

Yup!
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Gentry on February 16, 2012, 06:48:57 PM
You've never lined up your shot when splitting firewood?  :)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Mister Andersen on February 16, 2012, 10:46:34 PM
Also, think of all those times in the movie when you see people trying to make sure they hit the right person when an ally is in a grapple: totally using the Aim action to mitigate any cicrumstance penalties or low rolls they might suffer.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on March 19, 2012, 07:45:10 PM
The Vault room for holdings says it can store Prizes; would that allow my players to store excess prizes that they don't have enough slots to use in a adventure until such a time that they can? Or do the prizes stored there still count against their prize limit? I don't see too much point if it's the latter, since they'd just carry their prizes with them.

Thanks.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Antilles on March 19, 2012, 11:38:07 PM
Letting you keep more prizes than normal would be worth a lot more than 10 Reputation, so I'm guessing it's just a safe place to store your stuff, whether that stuff is Blacksmith Bob's special-prize longsword or the famous Singing Sword of the Elven Kings.

As for the point, I suppose in some games it wouldn't be useful, but I can see situations where it would see use, so I wouldn't call it pointless.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tfwfh on March 20, 2012, 12:19:02 AM
The way I see it, your normal prize limit is the amount of prizes you're able to keep without worry.  That's the level where your own reputation discourages thieves from trying anything.  Or your karma is strong enough to keep anything bad from happening.  Or whatever explanation your setting allows.  But if you go beyond that, then your own reputation/karma/whatever is no longer enough to keep all of your prizes safe and the GM can take some away from you.

So the Vault room in a holding would be a safe (or at least safer) place that you can store some extra magic items.  The benefit would be that the GM can't just casually steal them, but instead needs to have or create an NPC or group that is capable of getting past your holding's defenses.  It also makes it a little safer for you because you're less likely to be interrupted by the Dread Pirate Roberts while out adventuring.  Instead he'll just try to take your stuff out of your vault while you're away.  It's not really a long term solution for prize management, but if you were already at your prize limit, having a vault in your holding might let you hang on to your current prizes and still keep the (steal, thanks Antilles) famous Singing Sword of Elven Kings that you just found on your last adventure.  At least until you can get your renown up.  Assuming your GM is in a generous mood.  And even if not, that means you were robbed by the Dread Pirate Roberts!  How cool is that!?

So yeah, not the most effective use of 10 Rep, but then neither are Holdings in the first place, most of the time.  It's there at least as much for narrative reasons as anything else.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Illithar on March 20, 2012, 04:43:47 PM
Prizes aren't necessarily the typical magic sword or armor either. They could be something big, like a large magical cauldron, wagon, or boat even; items that players may not want to take with them (or could not in some cases). They may also be in possession of a highly sought after item but don't want to take it out adventuring so they lock it up to keep it safe in the vault.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on March 20, 2012, 08:36:36 PM
So the Vault room in a holding would be a safe (or at least safer) place that you can store some extra magic items.  The benefit would be that the GM can't just casually steal them, but instead needs to have or create an NPC or group that is capable of getting past your holding's defenses.  It also makes it a little safer for you because you're less likely to be interrupted by the Dread Pirate Roberts while out adventuring.  Instead he'll just try to take your stuff out of your vault while you're away.  It's not really a long term solution for prize management, but if you were already at your prize limit, having a vault in your holding might let you hang on to your current prizes and still keep the (steal, thanks Antilles) famous Singing Sword of Elven Kings that you just found on your last adventure.  At least until you can get your renown up.  Assuming your GM is in a generous mood.  And even if not, that means you were robbed by the Dread Pirate Roberts!  How cool is that!?

This, mostly. How secure a Vault is in your game is really a matter of world, story, your group and table dynamics, and your GM's preference.

Me? I'd probably only breach a Vault specifically to move the story along, and only when it felt like the best call for the long game. I'd also give the players plenty of chances to regain their stuff, because stealing from the party without compensating cool in terms of adventure and other possible upgrades is just mean.

YMMV, of course. ;)
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on March 21, 2012, 07:28:21 PM
Thanks all :)

Another question, this time for my own drake character. Besides the spell Fly I, I don't see anywhere that describes heavy armor/load interfering with winged flying . Does it not, or am I just missing it?

Thanks again.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Khaalis on March 21, 2012, 09:37:41 PM
Another question, this time for my own drake character. Besides the spell Fly I, I don't see anywhere that describes heavy armor/load interfering with winged flying . Does it not, or am I just missing it?
My interpretation would be...

Heavy Load's "and you move at only 1/2 Speed (rounded up)" and Armor's "a penalty applied to the wearerís Speed (to a minimum of 5 ft.)." applies to ALL modes of movement, including Flight, with the exception of the spell which acts a little differently because it isn't normal movement, its a spell. Its very short term so it can be slightly better than normal movement modes. However I would still apply the armor speed reduction as the spell says nothing about making an exception for armor as it does for Load.  JMHO.

Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: The_Grand_User on March 21, 2012, 09:39:17 PM
Well, yes, the normal penalities would apply. I was just wondering if there might have been anything in addition to that.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Krensky on March 21, 2012, 10:00:06 PM
You'll take the armor penalty to Acrobatics and Athletics.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: tfwfh on March 22, 2012, 07:48:33 AM
As a GM I would import the 3e DnD rule that you can't fly while carrying more than your light load (which, for a large character is still going to be considerable).  And, now that I take a closer look, I think that rule may already be in place.  According to the Flyer Mobility section for NPCs on page 227, flying characters use acrobatics to make maneuver checks.  Maneuver checks normally apply to mounts, and is how you get them to do athletics/acrobatics actions like jump and swim.  That doesn't really seem to apply, so in this case I think we're just being told to use the modifiers from the maneuver chart for making those checks.  The only ones that seem relevant to a flying character are break fall, jump, and push limit.  Jump specifically cannot be used while wearing full armor or carrying a heavy load.  If jump is intended to be the limiting factor on how fast a flying character can gain altitude, then it would stand to reason that it cannot be done at all with a heavy load.  Of course that's mostly logic and inference, I could be way off.  And it only makes partial sense.  For instance, a walking character would be able to walk up a slope while carrying a heavy load, so why not a flying character?

However, you are correct that within the RAW, flight, even winged flight does not seem to be treated any differently than any other kind of movement with regard to armor or encumbrance.  Including being unable to jump in flight while encumbered, whatever that means.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Sletchman on March 22, 2012, 10:51:34 AM
Should Harm ever provoke a save vs Massive Damage or Critical Injury?  I'm just curious about intent here.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on March 22, 2012, 03:39:58 PM
Another question, this time for my own drake character. Besides the spell Fly I, I don't see anywhere that describes heavy armor/load interfering with winged flying . Does it not, or am I just missing it?
My interpretation would be...

Heavy Load's "and you move at only 1/2 Speed (rounded up)" and Armor's "a penalty applied to the wearerís Speed (to a minimum of 5 ft.)." applies to ALL modes of movement, including Flight, with the exception of the spell which acts a little differently because it isn't normal movement, its a spell. Its very short term so it can be slightly better than normal movement modes. However I would still apply the armor speed reduction as the spell says nothing about making an exception for armor as it does for Load.  JMHO.

This is the intent of the RAW, yes.

Well, yes, the normal penalities would apply. I was just wondering if there might have been anything in addition to that.

Nope. We like to keep things simple whenever possible.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Crafty_Pat on March 22, 2012, 03:40:31 PM
Should Harm ever provoke a save vs Massive Damage or Critical Injury?  I'm just curious about intent here.

Per the intent of the RAW, yes - though your group's GM may rule otherwise on a case-by-case basis.
Title: Re: Fantasy Craft Second Printing Q&A Thread
Post by: Pedantic on March 27, 2012, 05:01:23 AM
Technically about the Adventure Companion:

The Path of Purity under the Monk's 4th step ab