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Community => License to Improvise => Topic started by: Brakk on November 16, 2010, 09:18:04 AM

Title: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on November 16, 2010, 09:18:04 AM
Greetings planeswalkers!

After months of hard work (and play!), I'm proud to present to you the first, playtest version of Planescraft, featuring the Planescape setting in the Fantasy Craft ruleset.

Go here to claim your copy:
http://www.planescraft.com/web/article.php?Planescraft&n=37

and don't forget to comment and submit ideas for improving the game!

I'd like to thank some people from the forum for their valuable help: Morgenstern, Glimmerrat, and Foghorn.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: glimmerrat on November 16, 2010, 09:34:24 AM
You don't need to thank me - your work and dilligence is nothing short of awe-inspiring.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Crafty_Alex on November 16, 2010, 12:45:26 PM
Wow. Great book. What an effort  :o

One thing - you'll want to include that this is a fan supplement and not challenging ownership of other copyrighted material. This will save you a LOT of pain potentially should some corporate type come across your site....
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Foghorn on November 16, 2010, 12:49:24 PM
I gotta agree with Glimmerrat, the project was loads of fun to work on and I was glad to. I'm looking forward to looking through the (sorta) finished product!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Sletchman on November 16, 2010, 10:02:39 PM
Amazing effort Brakk.  I sent the link to a friend of mine who is a massive fan of planescape, and I'm sure he'll love it.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Wolfx on November 16, 2010, 11:52:19 PM
I don't know if I will ever convince my group to play, but this is an awesome book. As an old Planescape fan, this made me very happy.

Great job
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: aegis on November 17, 2010, 01:13:02 AM
Impressive! I am doubtlessly going to use this!  :)
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on November 17, 2010, 01:19:05 AM
Yay!
Yeh, I know I've always been for building my own worlds just the way I like 'em but Planerscape is A) great, B) big enough to stuff in a lot of your own ideas. After just a quick look this looks as good as I'd hoped!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: tenebrae on November 17, 2010, 02:52:37 AM
Just a few comments:

I'm curious as to why you remade the planetouched races (Aasimar, Genasi, Tieflings) instead of using the built-in Heritage feats to accomplish the same result, and leave the character with a broader range of origin options?

The Circled Feat feat doesn't seem to be very useful at all. Why would you spend a feat to be able to have a feat sometimes, instead of just taking the 2nd feat with that slot? It'd seem better if it worked as "Pick one of your feats, and two more feats that you qualify for. Once per session/By spending an action die (whichever seems more fitting) you may swap your existing feat for one of the selected feats. This change is permanent until changed again."
That would fit with both the Unity of Rings (especially if you made the three feats cycle in order) and the Rule of Threes.

The Full Experience feats just seems like a terrible idea, as anything that makes PCs have differing XP totals is frustrating for both the GC and the players.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Psion on November 17, 2010, 03:51:24 PM
Cool! Your timing is impeccable. I was just about to embark on a plane-hopping segment of my current FC game. So this will make a nice resource.

I was just thinking myself about how to convert the PS factions to FC, and was considering the way that the idea of Paths line up so neatly with the way Factions worked in 2e. In 2e PS, most PCs were faction members, and got a faction ability. If the Miracles/Beneficient universe quality is in play, all characters with an alignment get the first step upon their path. So all namers get their first ability.

Of course, I recommend you add this to your recommended campaign qualities.  8)
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Psion on November 17, 2010, 05:12:05 PM
Shouldn't animal lords technically lose the animal type? (They no longer abide by the animal limitations.)

I think Einheriar should gain the everlasting quality unless my memory is faltering.

It occurs to me that under 2e rules, many greater fiends had the approximate equivalent of everlasting as well.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Arntuuri on November 18, 2010, 09:27:54 AM
Hello everyone,

Brakk asked me to register and post in this thread so as to inform everyone that he's currently on sick leave taking care of some health issues, and isn't able to respond to your comments, so I'll be playing the advocate for a bit. :) For anyone wondering, he should be back around the start of next week.

I've talked to him and forwarded all your input, and he's thrilled his work is getting a positive response. All criticism has been noted and will be addressed soon.

Keep the feedback coming, fellow planeswalkers, it's much appreciated!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Alien Rope Burn on November 18, 2010, 02:04:11 PM
Interesting! I've been running a FC game using an original setting with some Planescape influences here and there. I ran Planescape using 3e for one to two years, and used to write for Planewalker.com. So this is interesting to see!

I think in doing conversions it's better to stay close to FC than worry too much about simulating the original. A lot of those old 2e mechanics were flat-out broken and not really worth replicating in any form. For example, take Entropy Blades. In doing them for FC, I gave them a simple threat increase and a Bane trait for lesser blades. Greater blades would be closer to the original, but things like the old spell-like abilities might be overdoing it.

I recently had the Doomguard in my game, and my quick and dirty solution to represent 'faction powers', magic based on fanatical belief, was just to give them Paths like Chaos or Destruction. Obviously, in a game centering on them, you might want more unique feats or master classes or specialties. I think feats are probably the way to go, with master classes for some like Doomlord.

On first glance, not sure about Planetouched as full-on races. Though that's true to the AD&D 2e version, I think it robs FC of a lot of its versatility in dealing with that kind of concept.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: corey_s on November 20, 2010, 12:03:29 PM

This is awesome!

Reading the pdf right now - looks amazing, thanks for the great work!


Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on November 21, 2010, 11:32:30 PM
Thanks for the feedback everyone, it is much appreciated.

Quote

Posted by: Crafty_Alex    

One thing - you'll want to include that this is a fan supplement and not challenging ownership of other copyrighted material. This will save you a LOT of pain potentially should some corporate type come across your site....


No problem. I covered almost everything with OGL / OGC but will include those footnotes about not challenging ownership.

Quote

Posted by: tenebrae    

I'm curious as to why you remade the planetouched races (Aasimar, Genasi, Tieflings) instead of using the built-in Heritage feats to accomplish the same result, and leave the character with a broader range of origin options?




Quote
Posted by: Alien Rope Burn    


On first glance, not sure about Planetouched as full-on races. Though that's true to the AD&D 2e version, I think it robs FC of a lot of its versatility in dealing with that kind of concept.

Actually, their first versions were setup to take advantage of the Species feats but there were two reasons I changed that.
First one was to stay as close to the originals as possible. And the second one is to avoid having to force the player to take a 1st-level Species feat.

I'll probably move the current Species to the Appendix and replace them with those earlier FC-friendly versions. That way the GM can decide which ones he would like to use. I think that's for the best.

Quote
The Circled Feat feat doesn't seem to be very useful at all. Why would you spend a feat to be able to have a feat sometimes, instead of just taking the 2nd feat with that slot? It'd seem better if it worked as "Pick one of your feats, and two more feats that you qualify for. Once per session/By spending an action die (whichever seems more fitting) you may swap your existing feat for one of the selected feats. This change is permanent until changed again."
That would fit with both the Unity of Rings (especially if you made the three feats cycle in order) and the Rule of Threes.

Oh, I totally agree. That feat's usefulness got lost somewhere. Your suggestion is very good and I'll definitively implement it. It will just have to be different enough from the Seen It All feat. I'll post the new version here for review.

Quote
The Full Experience feats just seems like a terrible idea, as anything that makes PCs have differing XP totals is frustrating for both the GC and the players.

Yes, that one is not even useful in the case when GM doesn't award XP at all but just decides when everyone level-up's. I'll post the new version here for review.

Quote

Posted by: Psion    

I was just thinking myself about how to convert the PS factions to FC, and was considering the way that the idea of Paths line up so neatly with the way Factions worked in 2e. In 2e PS, most PCs were faction members, and got a faction ability. If the Miracles/Beneficient universe quality is in play, all characters with an alignment get the first step upon their path. So all namers get their first ability.

Of course, I recommend you add this to your recommended campaign qualities.  


Quote

Posted by: Alien Rope Burn

I think in doing conversions it's better to stay close to FC than worry too much about simulating the original. A lot of those old 2e mechanics were flat-out broken and not really worth replicating in any form. For example, take Entropy Blades. In doing them for FC, I gave them a simple threat increase and a Bane trait for lesser blades. Greater blades would be closer to the original, but things like the old spell-like abilities might be overdoing it.

I recently had the Doomguard in my game, and my quick and dirty solution to represent 'faction powers', magic based on fanatical belief, was just to give them Paths like Chaos or Destruction. Obviously, in a game centering on them, you might want more unique feats or master classes or specialties. I think feats are probably the way to go, with master classes for some like Doomlord.


At the moment, Alignments, Master Classes, Feats, Paths, Renown, and Favors support the factions so you can really create some interesting faction members.
Thanks for your suggestion on Beneficent Universe, I will add it to the book.

 
Quote

Shouldn't animal lords technically lose the animal type? (They no longer abide by the animal limitations.)

I think Einheriar should gain the everlasting quality unless my memory is faltering.

It occurs to me that under 2e rules, many greater fiends had the approximate equivalent of everlasting as well.



Yes, animal lords should lose the Animal Type and gain the Beast Type. Same thing with warden beasts.

I couldn't find a reference for Einheriar having an ability similar to everlasting. If you could find one, I'll add it.

About greater fiends and everlasting... that is correct but only when they're summoned to the plane other than their own. If you kill a fiend (or any other planar native) on its own plane, it's gone forever. I'll add a note for that under summoning sidebar.

Quote

Posted by: Alien Rope Burn

I ran Planescape using 3e for one to two years, and used to write for Planewalker.com. So this is interesting to see!

I wrote for planewalker.com during 2000 and 2001 but didn't like the lack of direction and slowness (which seems to trouble them still).
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on November 22, 2010, 10:07:02 PM
OK, here are the suggestions for new versions of Circled Feat and Full Experience feats.

Instead of awarding you with extra XP, this version gives you an additional action die which is quite useful if you have feats that rely on the number of your starting action dice.

Full Experience
You always experience life (or unlife) to its fullest.
Prerequisites: Alignment (Mind’s Eye/Society of Sensation)
Benefit: Each time you take this feat, you gain one additional action die at the start of the session.

I still feel that the Circled Feat's original concept was (somewhat) useful so instead of once per session, I changed it to work once per scene. The feat doesn't restrict you to swap itself with another feat so when you think of it better, the feat is like a temporary feat slot which allows you to gain and lose a feat depending on your needs for the current scene. Pretty neat IMO

Circled Feat
All things are connected and one cannot gain anything without giving something first.
Prerequisites: Alignment (Ring-givers)
Benefit: Choose one feat you don’t have but meet prerequisites for and one you have. Once per scene, you may substitute these two as temporary feats.

What do you think?
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: EloiseCartwright on November 22, 2010, 11:59:16 PM
Circled still has the problem that you've paid a feat to gain a feat some of the time. It would be more useful if it gave you a choice, but as I read it, it doesn't - I think that's your intention anyway - but it doesn't read that way to me.
The benefit should be more like: Once per scene you may temporarily lose one feat in order to gain 1 temporary feat for the duration of the scene.

Also Full Experience needs the note that you can take it more than once (and I'd probably limit it to no more than twice) if you're allowed to, as by default feats can be taken only once.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on November 23, 2010, 12:19:00 AM
Circled still has the problem that you've paid a feat to gain a feat some of the time. It would be more useful if it gave you a choice, but as I read it, it doesn't - I think that's your intention anyway - but it doesn't read that way to me.
The benefit should be more like: Once per scene you may temporarily lose one feat in order to gain 1 temporary feat for the duration of the scene.


Exactly. That's what the feat is aiming for. A simple rewording will do the trick, thank you  :)

Also Full Experience needs the note that you can take it more than once (and I'd probably limit it to no more than twice) if you're allowed to, as by default feats can be taken only once.

I'll note that but I think there's no need for limiting it to no more than twice. You're spending a feat slot after all to get it. Also remember that most GMs award players with bonus action dice during the game so it doesn't make for such a big difference.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Foghorn on November 26, 2010, 06:45:17 PM
I'm curious as to why you remade the planetouched races (Aasimar, Genasi, Tieflings) instead of using the built-in Heritage feats to accomplish the same result, and leave the character with a broader range of origin options?

Something I played around with in my head that I never actually did anything with on this front was using a Talent that used the appropriate Heritage feat as part of the Talent build. It uses up almost half the Origin to give them that feat, but I thought it might play into the idea of playing a full on planetouched race opposed to another Species that had the influences.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Sletchman on November 26, 2010, 10:15:25 PM
I'm curious as to why you remade the planetouched races (Aasimar, Genasi, Tieflings) instead of using the built-in Heritage feats to accomplish the same result, and leave the character with a broader range of origin options?

Something I played around with in my head that I never actually did anything with on this front was using a Talent that used the appropriate Heritage feat as part of the Talent build. It uses up almost half the Origin to give them that feat, but I thought it might play into the idea of playing a full on planetouched race opposed to another Species that had the influences.

Sounds like an interesting idea.  One I had for planetouched was a sort of "micro origin" set of options, but I could figure out the balance point.  Something like:

Planetouched
Strange Heritage: You gain a bonus feat [from list - Angelic, Devilish, Elemental, etc].
Powerful Blood: You do not gain the bonus feat from your Speciality.

You just kinda tack it onto an existing racial choice.  The problem is that the bonus feat is arguably a 2 point advantage - a bonus species feat costs 2 points in Specialities, and the "do not gain the bonus feat" is probably a -1pt advantage, leaving them at a net bonus, unless they take Sorcerer [and while I like Sorcerer, I'm not a fan of forcing a player to take any given option].  There were half a dozen other combo's I was thinking about - like Exemplar [same deal - but the bonus feat must have your race as a pre-req].  So players would be Planetouched Dwarf Miners, or Elven Exemplar Nobles.  Just a small adjustment.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on November 29, 2010, 10:09:21 PM
So a Planetouched Talent doesn't make you an Outsider but you are still considered a Human I presume? Does that come into play when (for example) an aasimar and a human have a child?

Here's Morgenstern's "basic breeding chart" he came up with when we reviewed this issue

Quote

Human x Angel = Human with option to take Angelic Heritage feat (may be supressed)

Human w/ AH x Human = Human or Human with Angelic Heritage feat
Human w/ AH x Human w/ AH = Aasimar
Human w/ AH x Angel = Aasimar (likely to take Angelic Lineage)

Aasimar x Angel = Aasimar (likely to take Angelic Lineage)
Aasimar x Aasimar = Aasimar
Aasimar x Human w/ AH = Aasimar
Aasimar x Human = Aasimar or Human with Angelic Heritage feat
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on November 30, 2010, 02:58:03 AM
I'm curious as to why you remade the planetouched races (Aasimar, Genasi, Tieflings) instead of using the built-in Heritage feats to accomplish the same result, and leave the character with a broader range of origin options?

Something I played around with in my head that I never actually did anything with on this front was using a Talent that used the appropriate Heritage feat as part of the Talent build. It uses up almost half the Origin to give them that feat, but I thought it might play into the idea of playing a full on planetouched race opposed to another Species that had the influences.

Sounds like an interesting idea.  One I had for planetouched was a sort of "micro origin" set of options, but I could figure out the balance point.  Something like:

Planetouched
Strange Heritage: You gain a bonus feat [from list - Angelic, Devilish, Elemental, etc].
Powerful Blood: You do not gain the bonus feat from your Speciality.

You just kinda tack it onto an existing racial choice.  The problem is that the bonus feat is arguably a 2 point advantage - a bonus species feat costs 2 points in Specialities, and the "do not gain the bonus feat" is probably a -1pt advantage, leaving them at a net bonus, unless they take Sorcerer [and while I like Sorcerer, I'm not a fan of forcing a player to take any given option].  There were half a dozen other combo's I was thinking about - like Exemplar [same deal - but the bonus feat must have your race as a pre-req].  So players would be Planetouched Dwarf Miners, or Elven Exemplar Nobles.  Just a small adjustment.

"a bonus species feat costs 2 points in Specialities, and the "do not gain the bonus feat" is probably a -1pt advantage, leaving them at a net bonus,"
There is something about the math that I'm not getting. To me remove feat worth 2 is -2 not -1. It could represent the value of being able to freely combine...(but it seems kinda steep).
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Sletchman on November 30, 2010, 08:52:26 AM
There is something about the math that I'm not getting. To me remove feat worth 2 is -2 not -1. It could represent the value of being able to freely combine...(but it seems kinda steep).

A bonus species feat is worth 2pts when creating an origin, all others are 1pt.  Since the only origin that comes to mind with a species feat is Sorcerer, all others would be getting a 1pt bonus above and beyond the 7pts - since they only paid 1pt for their bonus feat.

So a Planetouched Talent doesn't make you an Outsider but you are still considered a Human I presume? Does that come into play when (for example) an aasimar and a human have a child?

Depends which option you take - Angelic/Devilish Heritage makes you an Outsider as part of the feat, however Elemental doesn't change your type until Legacy so you'd still be Folk until the second one.  For what it's worth in both cases I'd consider the character a Human in terms of race, just with a portion of something else in their blood [which is how I've always consider Aasimar, Tieflings, etc].  One advantage of my concept is that you can have non-human hybrids [probably need something else to call them] - Angel/Elf, Devil/Troll and so on.  To me, an Aasimar is a Human who has a touch of the Divine.

With regards to breeding - I think it comes down to if the offspring takes an appropriate heritage feat.  I'd say that being the child of an Aasimar and a Human would give you the right to take Angelic Heritage, but I wouldn't force someone to - I'm happy to say the abilities displayed by your ancestors skipped a generation.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on November 30, 2010, 12:00:51 PM
Another option is that the energies of any plane alter a population of humans living there for generations no cross species breeding needed.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: the331st on December 09, 2010, 09:10:19 AM
Just finished our first Planescraft adventure, this fan product is by far the coolest and useful thing to come out of an RPG fandom.

Just wanted to say that this has made it into our top 10 RPG product list right under Fantasycraft.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on December 09, 2010, 10:33:20 PM
Congratulations the331st on your first Planescraft adventure and thanks for the compliments! :)
We have more materials in the works that we hope you'll enjoy as much. See you on the forums!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: the331st on December 10, 2010, 01:02:59 AM
The GM wanted me to relay that it has some of the most diverse choices and best expressions of the Planescape setting since well the AD&D rules. All of you did a great job, keep me posted (Which is to say I am Stalking this thread). ;D
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Dr Peabody on January 15, 2011, 04:29:24 PM
I just wanted you to know that this is pretty much how I found FC, after I saw the doc on Scribd.  After learning about the game system, I'm now that much more excited to try Planescraft.  It's a pretty slick conversion.  Planescape was just about my favorite thing in AD&D, back in the day, and knowing that I can play it again without having to indulge the failings of 2nd ed rules (which I did recently, with a revisit to the Night Below boxed set *facepalm*) is a blessing, I'm sure.

Thanks for all the hard work.  As I dig deeper into the game, I will be sure to post with questions and comments.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Dr Peabody on January 15, 2011, 05:33:20 PM
Actually, I have a question right now.

Keep in mind I'm asking this to make sure I'm grasping your AD&D conversion rules as I read the Planescraft guide.  It might sound like nerdiness but I have been hung up on the NPC rules of FC, in general, over the last few days and I just need to get some clarity.

The Kyton, that horrific chain monster of Baator, is one of hundreds of beasts you've adapted to FC, presumably from the 2nd ed source material (I seem to recall a Kyton in a 1st ed manual but I don't feel too confident about that memory's accuracy).  I assume you used the Planes of Law MC as the specific document.  By chance, I was using that same monster to practice the conversions you wrote up, though I was using the entry from the MC Annual 3.  I just got the full text of Planescraft, yesterday, and I immediately went to the Kyton entry to check my work.  The main discrepancies between our conversions were the omission of the Kyton's chain control power and its Intelligence score.  After a moment of consideration, I took the former to be a means of controlling XP bloat (it already has about six Qualities as a standard character) or that developing an Extraordinary attack for this NPC would be both unnecessary and frustrating (I count at least three upgrades, without including their ability to walk on the chains, as well).  If I really feel like I need that ability written out, I can probably handle it.  But the difference in Int hasn't made sense to me, yet.  My source puts them at a 5, while your version in the PC book gives them an impressive 14.  Does PoL list a different score from which your conversion was made?  I assume you didn't use the 3.X Kyton as a base, anyway, but I don't recall that particular entry.  Is there another Kyton I don't know about?  Or, worse still, do I misunderstand a fundamental aspect of your conversions?

I know the Intelligence thing and your conversion system came up on another thread.  I'm not trying to drag that back out into the open; I'm just trying to see if I get the gist of your conversions, which appear balanced (I haven't played it out, yet), and I'm not working under false assumptions that will yield unsatisfactory versions of monsters which so intimidated and intrigued me and my old Planescape comrades. 
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: pawsplay on January 15, 2011, 06:08:10 PM
Pathfinder gives Int 11. I think there is probably a great deal of variability on that creature.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on January 16, 2011, 12:30:45 AM
Also welcome Dr Peabody. :)
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Pickman on January 17, 2011, 11:49:06 AM
This looks great!

What are the paths for the Zerthimon alignment?
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on January 23, 2011, 11:13:43 PM
@Dr Peabody

Hi and welcome! Sorry for not answering earlier, I'm busy playtesting the first Planescraft adventure "Made Of Stars"  ;D

I'll have to double-check on Kytons. For now, you can assume that INT 14 is an error on my part. I'll also check out why I haven't included their animate chains ability. It could be that I couldn't find a suitable FC ability. If you have a suggestion, share it here and we'll add it in the next playtest release

@Pickman

We haven't converted any religions/gods/etc. just because On Hallowed Ground is one huge book. I'll see if we can write up conversion rules for that one. Zerthimon's alignment will be included in "Made Of Stars" adventure
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Dr Peabody on January 24, 2011, 06:10:30 PM
How well is the playtest faring?

The INT discrepancy isn't a big deal for it's own sake.  I'm just trying to be sure that what I'm seeing is or isn't a GIGO issue with my own attempts at conversions so I can rectify my mistake.  Everyone who uses different sources is going to get different results.  I wasn't aware that the Kyton had lasted through so many iterations.  And even if we used standardized source material, it's likely we would all tweak in different ways.  When I get more confident with FC and these conversions, I'll waste less time wondering about the numbers. 

I'm trying to figure a reasonable approximation of their chain animation ability, as well.  That has proved to be more difficult than I had supposed.  It's a material-specific, Range-extending, Area-thing, usable at will, more or less, and it plays at a Movement modifier, too.  What's more, without it, the Kyton is basically just a really beefy meat-bag.  Not very interesting.  I had thought it less consequential before but now I am seeing its necessity, XP bloat or no.  I'm trying to see if there is a spell which mimics the effect well enough that it might pass for a Natural Spell Quality.

As I said, I was almost halfway done with a Kyton before I read the Planescraft Bestiary.  I'm going to finish it, based on my own assessments from the AD&D source and your methods.  The exercise in conversion will prove to be essential to my Planescraft game.  I will post the resulting stat block, here, when I complete it. 

You don't have to add it to the next version, unless you think it's totally super-sweet.

I understand your issues with OHG.  That's a lot of work, right there.  If and when I get my conversions down, I'll see if I can help, should you feel you want any assistance.  I may have the .pdf of that book, around, somewhere.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on January 25, 2011, 03:46:26 PM
You could create the chains as separate NPCs and treat it something like a summoning ability...
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: pawsplay on January 25, 2011, 07:19:42 PM
A literal translation would be giving them a spell that animates a chain. I'm kind of wondering, though, whether giving them four bleeding Tentacle Slaps isn't the way to go, plus an entangling extraordinary attack.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on January 28, 2011, 01:11:28 AM
How well is the playtest faring?

Great! We finished it last week. Now I'm assembling it into a PDF :)

I went over Planescraft kyton and can confirm that INT 14 is an error. His INT should be 4. Also, animated chains power should be covered with Call of Beyond which summons Animated Melee Weapons. He should also probably get condition immunity (entangled) and superior climber. I'll definitively fix him for the next version.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on February 05, 2011, 12:30:39 AM
I'm curious as to why you remade the planetouched races (Aasimar, Genasi, Tieflings) instead of using the built-in Heritage feats to accomplish the same result, and leave the character with a broader range of origin options?

Something I played around with in my head that I never actually did anything with on this front was using a Talent that used the appropriate Heritage feat as part of the Talent build. It uses up almost half the Origin to give them that feat, but I thought it might play into the idea of playing a full on planetouched race opposed to another Species that had the influences.

Sounds like an interesting idea.  One I had for planetouched was a sort of "micro origin" set of options, but I could figure out the balance point.  Something like:

Planetouched
Strange Heritage: You gain a bonus feat [from list - Angelic, Devilish, Elemental, etc].
Powerful Blood: You do not gain the bonus feat from your Speciality.

You just kinda tack it onto an existing racial choice.  The problem is that the bonus feat is arguably a 2 point advantage - a bonus species feat costs 2 points in Specialities, and the "do not gain the bonus feat" is probably a -1pt advantage, leaving them at a net bonus, unless they take Sorcerer [and while I like Sorcerer, I'm not a fan of forcing a player to take any given option].  There were half a dozen other combo's I was thinking about - like Exemplar [same deal - but the bonus feat must have your race as a pre-req].  So players would be Planetouched Dwarf Miners, or Elven Exemplar Nobles.  Just a small adjustment.

"a bonus species feat costs 2 points in Specialities, and the "do not gain the bonus feat" is probably a -1pt advantage, leaving them at a net bonus,"
There is something about the math that I'm not getting. To me remove feat worth 2 is -2 not -1. It could represent the value of being able to freely combine...(but it seems kinda steep).

A suggestion for wording…(something like)

Planetouched
The energies of your home plane have warped your bloodline or perhaps someone very strange is a distant ancestor.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on February 05, 2011, 12:39:17 AM
So I've decided to give this a cover to cover thorough read through and post my thoughts here in bite sized lumps. I want to tell me where I'm wrong, have misunderstood or perhaps even had something worthwhile to say. I'm generally very time poor so if my language is clipped or terse that's why.

Each post will begin with the page number I'm up to: To p16.
The writing is clean and so far typo free (awesome). The illustrations capture the feel of the setting and are place next to relevant text.

I’m uneasy with the way Nethlings are handled. The % chances of reversion and level loss are likely to cause issues in play. I'd come up with another way to model the relationship between the Nethling and the Living Plane.
Also here’s a thing does a Nethling have to rogue? The non-rogue Nethling has a pre-defined set of personality traits and needs to return to share memories and receive new orders. You might want to work out a species feat for this.

Clerk: “Scribe's Kit: You are always considered to have a scribe’s kit (see Fantasy Craft page 159).”
This kind of thing makes me very nervous in character how does it work? Is it because you habitually carry these items as part of your cost of living. If so, what if you as stripped naked? Some players will complain if you say they don’t have the item with RAW. Yes, I know there are canon FC rules like this I'm not 100% happy with those either.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on February 07, 2011, 01:36:45 PM
Chaos Jester: Path of Joy ability. I feel the name could be confusing to some since the ability is not a Path in the FC sense. I’m also assuming the last sentence is plural due to a cut and paste error.
I love the lively furniture ability.

Deathbringer
I’m not sure exactly what the following ability does:
Graveyard Tales: At Level 3, you may spend an action die to converse with a dead creature or the owner of someone’s remains.

I’m enjoying reading the new classes. I can easily see these becoming ambitions in character and OOC for players.

Loopholes Bureau Investigator: I think a sentence explaining what a Loophole is in the Planescape universe is in order here.
P49
Hmmm with so much linked to Alignments I wonder if putting descriptions of alignments near the front of the book, say right after Species, would be a good idea.

Karch Mastery: “Imbue with Magic (Ready Trick): You may cast a single spell on your karach item, defining a trigger that prompts spell’s completion (e.g. first strike against a target).”
To imbue with a spell do I need to be a spellcaster? Am I limited to spells that I know?

Logical Operation: suggestion Prerequisites: Modron or Alignment (Mathematicians)

Revealing Sign: suggestion Prerequisites: Modron or Alignment (Mind’s Eye/Sign of One)

Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on February 08, 2011, 03:14:15 AM
Thanks for the much appreciated feedback! I will answer your questions as soon as I discuss it with the team (which will be today).
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on February 08, 2011, 03:23:54 AM
No probs, I'm doing this because you've done great work and deserve some feedback. My intention is to run a fine toothed comb through the whole thing. If you get sick of me just say so.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on February 08, 2011, 11:52:25 PM
We discussed your remarks before having our regular session yesterday :)

Nethlings
Yes, Nethlings are pretty much the same as they were before. I too am not happy about the percentage. It should probably be changed to a fixed DC. As for the non-rogue nethlings, we think that a sidebar explaining how they differ will be enough for everybody.

Scribe's Kit
This issue should be discussed in FantasyCraft Q&A thread.

Path of Joy
The name will be altered.

Graveyard Tales
The ability allows you to converse with an Undead creature regardless of the language / mental barriers. It also allows you to summon the ghost / soul from someone’s remains and talk to them. I’ll clarify that.

Alignments
Reordering the book’s layout will be almost impossible because of the way it was done. Maybe if someone more skilled in InDesign would work on it, it could be done but for now the Chapters layout is pretty much fixed  :(

Karach Mastery
You don’t have to be a spellcaster and you’re not limited to the spells you know. The idea is that you are able to make your karach blade do the trick but it doesn’t mean you have to be the spell’s caster.

Keep the comments coming, they're great!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on February 14, 2011, 12:50:50 AM
Hi no problem,
I write comments as I read. so if they reference a descision that's already been made its not because I'm annoyinging obsessed and will not let it go. I't's because time is limited.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on February 14, 2011, 01:02:28 AM
p130

I wonder if the Nethling is better represented by the Ooze type…

The new heritage and legacy feats are stylistically nice and are a very nice addition to the setting.

Spellward: “…and you may not keep magic items as Prizes.” So is it ok to carry for a friend? What happens if you try to break this restriction within character? Is there a physical effect or is this prohibition based on outlook. At a meta-level this kind of game rule with nil explanation ‘within world’ was one thing that really bugged me during the four or so session of 3.5 that I’ve played. Maybe this is common place in the hobby now. You have to understand I’m approaching FC straight from AD&D (and a hundred other games) skjipping 3.5.

I wonder if Alignment requirements should be added to legacy feats. Creatures like guardinals, rilmani, and eldarin tend to be Proxies.

Arcane Heritage: this provides further support for the idea of planar energies altering bloodlines without mixed breeding.

Arcane Loop: really, any spell (regardless of normal cost) for 0 spell points in exchange for fatigue? I can’t put my finger on it but it seems open ended enough for players to abuse it.

New Step: I’d suggest the prerequisites of ‘non-priest’ and ‘non-paladin’ be changed to ‘no levels in a divine spellcasting class’. To cover Force of Nature and other divine spell casting classes.

Bestial Heritage and Legacy are listed as style feats. Should these be species feats. They include bite and claws indicating physical changes not just personality/style effects. (resists urge to talk about planar energies again esp. in the light of  the “Something Wild” adventure)

Equilibrium seems kinda powerful. That could be a lot of AD and the usual rate players gain die is very low.

Mechanoid Ally and Dead Ally.
Many sources of allies enable you to build what you want within xp restrictions anyway, so what’s the point. Where the Type of the NPC is restricted (eg. Animal Partner) can you use these? Do these feats add or replace the NPC’s original type? Do these feats add these templates in addition to the usual xp limit of the NPC.

Mind Gate: I really like this feat, the power of the mind over body and really determined PCs are ROCKIN’! I so want a PC with this.
However, look at ‘Breakdown (Stance): If you fail a Will save, all adjacent foes take 1d6 points of damage.’ Again another nice game effect but what does it look like ‘in world’. Does some kind of energy come out of the PC?

Natural and Easygoing
Compare with Mindgate. This is not so much my cup of tea.  ;)

Have I already said how I really like your use of alignments as pre-requisites. This nicely sections of powers for alignments beyond the Paths, ties the Alignments that are so central to Planescape to mechanical effects giving players an incentive to get into the alignments and therefore into the world view of the setting and ensuring that not everyone within an alignment is has the same predictable/bland set of alignment powers. Really I can’t praise your handling of this enough.

Planar Call: Can you summon a specific individual? My guess is not especially since there is no save. Shouldn’t there be an xp limit on the NPC?

Love Rain of Fire spell.


Page 75 “there are those who call me… Tim”

Favours by alignment very, very, nice.

Incorporation of the various magic items used by planar inhabitants in the planes (eg. Baku’s Trumpet) nad items from the canon works is a nice touch. The team really knows the source material.

‘Lens of …’ series of items: I gather these can only be used by unborn or perhaps only Modrons. I suggest you clearly state this in the descriptions. Also the retractable scope, stealth lens.

Sickle of light. First sentence indicates a scythe; this could be the authors being poetic but given the similarity of sickles and scythes it looks like a mistake.

Chocolates: what no crunchy frog nor spring surprise?

Tattoos: very nice. Could be useful in other settings including obvious choices of ‘Celtish’ or ‘Lost World’ or ‘pirate’.

Organizations: chapter intro: perhaps include a sentence highlighting how organizations/alignments affect choices of feats, favours, etc.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on February 15, 2011, 11:44:04 PM
Hi Catodon,

it's good to see you back 8)
We're meeting this Sunday so that will be an excellent opportunity to review your comments.

Thank you for the latest review
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on February 16, 2011, 03:25:32 PM
Back but not for long. Going bush again this afternoon. No net for a few days from then  :(
Therefore my replies to responses will be a bit slow.
Back online late Sunday/Monday.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on February 22, 2011, 03:51:23 AM
Nethling
At some point he was an Ooze but then we remembered that is just our misinterpretation of his shape-shifting abilities. He's a Construct since he's built from a plane and the shapeshifter ability is clearly described in his racial abilities. Perhaps the Ooze type could be acquired through a Species feat?

Spellward
Yes, you can carry for a friend but cannot use. If you use or keep them as a Prize, you lose the benefits of this feat. We'll clarify that.

Legacy feats
We followed the format for Legacy feats already established in FC.

Arcane Loop
You may only cast a spell that you know but we'll look into this again.

Equilibrium
We have a high AD traffic on our sessions. The GM grants a lot of bonus ADs and we spend a lot. So it all depends on someone's style of playing. Regardless, we'll look into this one again.


Mechanoid Ally and Dead Ally.

Where the Type of the NPC is restricted (eg. Animal Partner) can you use these?
Yes, you can.

Do these feats add or replace the NPC’s original type?
They Add.

Do these feats add these templates in addition to the usual xp limit of the NPC.

Yes, they do.


Mind Gate
Breakdown is a physical manifestation of a psychological breakdown.
We'll note that. I don+'t think we ever described what it looks like other than that the surrounding NPCs all start wailing in pain, they get nose/ear bleeding, head buzzing/pain, feel sorry for being ever born, etc.

Thank you for the praise on Alignments as prerequisites. Everything you mentioned is exactly the reason I wrote so many feats for each Alignment. I aimed at 5 feats for each Alignment. We wanted to have 6 (or even 9!) but there's a limit at how much philosophical articles I can read or lectures I can listen to in a given timeframe :) Also, we wanted to add glimmerrat's (Mark Newman's) Planescape feats but he didn't give us the green light (yet) ;)

Planar Call
You can summon just about any NPC as long as you meet the Reputation Cost prerequisite. I believe the spell had a saving throw in an earlier incarnation but I an glimmerrat agreed it should be removed since it's a 9th level spell, has a high reputation cost and God knows what will happen once the summoned NPC arrives ;)

Rain of Fire
Yeah, everybody likes this spell  >:D

Lens/scopes
Yeah, we shall note that. Thanks!

Sickle of light
I believe these items are from the Warriors of Heaven. I'll have to double-check them.

Chocolates
They can come in all flavors and shapes

Organizations
Yes, we will mention that.

Thanks again for your very insightful comments.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on February 22, 2011, 03:57:46 PM
glad to be useful. More to come soon.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on March 02, 2011, 08:49:24 PM
Hi, personal computer in for service, work is busy etc. Expect more from me next week.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on March 24, 2011, 02:19:40 AM

Ring givers
Possible archetype
Ascetic: I am without material’s bonds. All I had I have given away. All my gifts now are actions.
The Society of Sensation
Possible archetype:
The Traveler: everyday another hill, another plane, with each new place I am closer to having seen it all.

Rogue templates.
If you go with removing species like Aasimar, Tiefling, and Genasi in favor of just using the species feats from the core book. The rogue templates for these spp. might need looking at again or removed as superfluous.

A useful addition might be to add a heading ‘Native Planes’ to the creature descriptions. Those new to Planescape might not event know where an aurumvorax comes from. Sure many creatures have this information included in their descriptions but making it a consistent heading within the entries ensures that old hands don’t miss providing this information for those new to planescape.

I don’t have a lot of experience with building npc’s so my ability to spot issues is pretty limited here.

Shadow Mastiff: an old favorite, a long time ago a gnome of mine barely survived…(insert reminiscence). Anyway lots of AD&D favorites here making this a great resource for old timers like me even if they don’t want to use the Planescape setting. Might be worth telling people this.

An aside: have you seen the Psychic specialty on the database? This marries well with how psionics was handled in Planescape, esp the early books (i.e. psioncs represented with spell-like powers).

P165
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on March 25, 2011, 06:23:45 AM
New archetypes sound great.
Native Plane entry is a must, especially when paired with a random encounter table (another must-have).

I'll post the Foe XP table in another thread. That should inform others about converted monsters.

I haven't seen the Psychic specialty in the database. I'll definitively check it out since I'm playing the psychic currently using the Psychic's Handbook. It's a great d20 add-on: http://www.rpg.net/reviews/archive/10/10300.phtml

Thanks for the latest review!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on March 25, 2011, 02:53:02 PM
Had a quick look at the review. While the speciality does a good job of emulting the early 2e AD&D relases' approach of pretty much ignoring psi, from the review the book looks like its taking a similar approach to the skill based 2e Psionic's Handbook. Both approaches were used in the original Planescape books.

Anyway more from me in a week or so.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on April 16, 2011, 02:41:53 AM
ok so its been a bit longer than a week  :-[

p167 What you were beaten up by a pech?
No, not a Halfling a PECH.

Random thought: Githyanki and Githzerai are descended from humans, could they be represented by a species feat for humans? Yes, difference counts for more than any in-story line of dscent but it might be worth a look.

Hmmm, nethlings: I’m still not 100% convinced about the construct type, don’t they bud off the demiplane like amoeba? The Ooze type abilities would only apply while the nethling is willing to give up its disguise. I would also given them the second type Outsider.
When considering Type you might also consider how the special abilities of other characters (turning, favoured foes, killing blow etc.) interact. A character with Favoured foe oozes or outsiders might expect her ability to repel a nethling…

Belief is Power: this is great, the influence of the planes can be reaaly felt with this. Also fits with ideas of planar energies being another way to give rise to Asimar, tieflings etc without any cross-species breeding.

Subjective Direction: A few paragraphs discussing how this works and various affects would be very useful. For example: clueless tend to panic and fall in a random direction, those close to the ‘ground’ of a djinn palace might have trouble convincing themselves that towards the ‘ground’ is not down and so fall to the pavement, experienced cutters can choose the direction of down to fly about etc.


P243
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on April 17, 2011, 11:57:42 PM
ok so its been a bit longer than a week  :-[


It's OK, we're not rushing things here :)

Quote
p167 What you were beaten up by a pech?
No, not a Halfling a PECH.

We're all pech!  ;D

We could treat them as a pech subspecies, what do you think?

Quote
Random thought: Githyanki and Githzerai are descended from humans, could they be represented by a species feat for humans? Yes, difference counts for more than any in-story line of dscent but it might be worth a look.

I'll have to scour the official books for any info on this. I vaguely remember there was none, but maybe I missed it somewhere. For starters, I know that the githyanki lay eggs. We can always group them together with alternative versions of aasimars and tieflings (something we talked about earlier).

Quote

Hmmm, nethlings: I’m still not 100% convinced about the construct type, don’t they bud off the demiplane like amoeba? The Ooze type abilities would only apply while the nethling is willing to give up its disguise. I would also given them the second type Outsider.
When considering Type you might also consider how the special abilities of other characters (turning, favoured foes, killing blow etc.) interact. A character with Favoured foe oozes or outsiders might expect her ability to repel a nethling…

Yes, they should get the Outsider type. I'll also see how we can replace the Construct type with the Ooze type. Their feats should be double-checked as well.

You're pretty close to finishing the review. I'll wrap up the 1st playtest version after you're done :)
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on April 18, 2011, 02:26:32 AM
From the first edition AD&D Fiend Folio Githyanki entry:
"Millenia ago the mind flayers (see ADVANCED DUNGEONS &
DRAGONS MONSTER MANUAL - Mind flayer) conquered a race
of evil humans and bound them to service, usually employing them as
slaves but from time to time selecting particularly choice victims for
food. The humans harboured deep resentment for centuries but could
not summon up sufficient strength to free themselves from..."

I is old school.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on April 18, 2011, 05:04:55 AM
I was thinking of any info on giths being treated/considered the same as human. Can they even have offspring with humans?

P.S. I'm old school too, lots of monsters in the Foes chapter appeared only in 1e :)
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on April 18, 2011, 01:33:24 PM
Can't think of any reference to inter-fertility in 1e or 2e but by 3e everybody is doing it and having kids with everybody else so what the hell. (Make the biologist in me cringe).
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: MilitiaJim on April 18, 2011, 04:40:04 PM
Can't think of any reference to inter-fertility in 1e or 2e but by 3e everybody is doing it and having kids with everybody else so what the hell. (Make the biologist in me cringe).
Relax:  A Wizard Did It (http://tvtropes.org/pmwiki/pmwiki.php/Main/AWizardDidIt).

(Or the folks who really wanted to have kids took a gander at the notebook of the guy who made the owlbear.  We just aren't getting into the "reasonable" explanation for centaurs.)
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on April 24, 2011, 11:24:25 PM
Last post from the read through.

P243
The list of known layers of the Abyss is great: nice to help referee’s in keeping somewhat to canon and a read through sparks many ideas for adventures.

The prime material plane has the following traits entry:
“Traits: Prime Material Plane”
This makes perfect sense to planescape fans but for a general gamer audience has the potential to cause confusion. I’d alter this to :
“Traits: Nil. The prime material plane contains ‘ordinary’ mortal worlds typical of most fantasy settings”

P272: “Twig: To take a liking to, as in, “One
particular deva twigged to the idea of interfering with
the Blood War.”

I’m very certain this definition is wrong. Trust me "twigged" is not fantasy slang for me but part of my living vocabulary. Planescape slang is based on 18th century English slang* some of which has survived and is still used by English people like myself. To twig is to realize or suddenly understand. “Then he twigged what the berk was up to” Then he sudden realized what the fellow was actually planning. In your example: “One particular deva twigged to the idea of interfering with the Blood War.”
Means: " one particular deva realised the implications/potential of interfering with the Blood War"
*See “The Vulgar Tongue” by Francis Grose.

Thank you for an enjoying read I look forward to seeing more Planescraft materials.


Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on April 26, 2011, 12:53:08 AM
Thank you from the whole Planescraft team! We'll make a toast tomorrow for your good health! :D
I've been part of the ADnD and DnD 3 Planescape communities, and this one has been the most helpful and productive so far. Well done, Catodon! 8)

Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: the331st on May 04, 2011, 12:27:29 AM
You guys are just... Wow. GG on getting through the read through. You people are fantastic! Really, I mean that.  ;D
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: aegis on May 04, 2011, 04:43:55 AM
You guys seriously rock! The document is awesome!  :D
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on May 08, 2011, 11:07:27 PM
Thank you guys! You support means much to us!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: spinningdice on September 28, 2011, 01:18:16 AM
Sorry to resuscitate the thread (actually I'm not, it's worth reading), but I've been playing Planescape in 2E recently, and part of the fun of playing the Tiefling is the crazy ability tables.

Just looking for anyone's thoughts in porting over a semi-random ability option?
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Sletchman on September 29, 2011, 05:26:38 PM
Sorry to resuscitate the thread (actually I'm not, it's worth reading), but I've been playing Planescape in 2E recently, and part of the fun of playing the Tiefling is the crazy ability tables.

Just looking for anyone's thoughts in porting over a semi-random ability option?

I can't recall the table to mind - but perhaps a species feat that lets you spend an action die to roll on the table of fun times?  Just off the top of my head.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on September 29, 2011, 08:41:45 PM
Planewalkers Handbook by memory.
For an FC version. Roll or choose. the roll being there only to prevent choice-indesciscion
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Sletchman on September 29, 2011, 10:38:48 PM
Are we talking about an activated ability?  Like spellcasting?  Or when you make a character you pick one of X things (like a modular species ability)?

For the latter I'd agree with Catodon entirely.  I originally thought it was a something you activate (never played a Tiefling, and I can only recall the 3rd ed ones).
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Antilles on September 29, 2011, 11:35:28 PM
You could do worse than take inspiration from Morg's Ancient Ink feat, from the L5R thread. Quoted for your convenience:

Ancient Inks
You have been tattooed with the blood of a god. The consequences can be… unexpected.
Benefit: Your highest attribute rises by 1 and your lowest attribute decreases by 1. When taking the Basic Skill Mastery feat you have access to a new skill pair: Strange Fate (Athletics & Bluff). Finally, roll twice on the following table and add those benefits to your Specialty (re-roll any duplicate results).
1 – Agile Defense: Your base defense increases by 1.
2 – Broad Learning: You gain 2 additional study Interests.
3 – Charming: Once per session, you may improve the disposition of any 1 non-adversary NPC by 5.
4 – Crunch!: Your Strength-based damage rolls inflict an additional +1 damage.
5 – Thick Hide 2: You are considered to be wearing partial armor that provides Damage Reduction 2. This damage reduction does not stack with other armor (only the best protection applies while wearing additional armor).
6 – Unarmed Proficiency: You gain the Unarmed proficiency.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: spinningdice on September 30, 2011, 01:30:01 AM
It was a massive d100 table, with anything from additional resistances, spell-like abilities, natural attacks - all sorts of stuff. Probably a bit too random for FC, I'm a bit torn as on one level I like having properly balanced characters - at least to start with, on the other level it was fun to play with.
It was an option from the Planar Handbook (I think) and basically said give up abilities X, Y & Z for 3 rolls on the table.

As a note, the Council of Thieves Adventure path from Paizo has a similar table for Pathfinder.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on September 30, 2011, 01:36:32 AM
Are we talking about an activated ability?  Like spellcasting?  Or when you make a character you pick one of X things (like a modular species ability)?

For the latter I'd agree with Catodon entirely.  I originally thought it was a something you activate (never played a Tiefling, and I can only recall the 3rd ed ones).

for the most part these were cosmetic like goat hooves or non-functional wings, really no rules are needed but having some mechanical backing is nice.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Addax on October 24, 2011, 10:19:14 PM
Heh I loved those tables! Pulled out my old planeswalker's handbook to take a quick look. It's a set of three d100 tables. The first table was random powers you could roll for in lieu of the standard "darkness 15 foot radius" and the tiefling resistances to cold, fire, electricity, and poison. The second table was purely cosmetic; Horns, 3 fingers, feline eyes cloven feet, you get the picture.  The last table was for even more supernatural effects; Body casts no shadow, susceptible to spells like spirit wrack and cacofiend, Claws, special vulnerabilities or immunity.

If you wanted to do something like this my recommendation would be a list like the talents that humans get, or a set of abilities to choose from instead of the damage defiance [cold], darkness and enlightened stealth. Tieflings (at least as presented in this book) were presented as having unknown parentage, not being as blatantly angelic origins like an aasimar or the elemental attributes of the genasi. The connection to the lower planes was a broad stroke placed on all those of mixed bloodlines and that stigma is the legacy of those collectively known as Tieflings. (not that it wasn't often true) 
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Addax on October 24, 2011, 10:25:33 PM
This is by the way an amazing bit of work that you guys have done!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Addax on October 25, 2011, 04:25:44 PM
I figured I might as well add some of the actual contents of that aforementioned table. Roll percentile dice 5 times.

01-03 Blur once per day
01-06 Charm person once per day
07-09 Chill touch once per day
10-12 Comprehend Languages once per day
13-15 Darkness, 15 foot radius once per day
16-18 Detect good/evil twice per day
19-21 Detect magic three times per day
22-24 ESP once per day
25-27 invisibility twice per week
28-30 Know alignment once per day
31-33 Mirror image once per day
34-36 Misdirection once per day
37-39 pyrotechnics three times per week
40-42 suggestion once per week
43-45 Summon swarm once per week
46-48 Vampiric touch once per week
49-51 whispering wind once per day
52-55 half damage from fire
56-59 half damage from cold
60-63 half damage from electricity
64-67 half damage from acid
68-75 infravision, 120 feet
76-79 +2 saving throws vs. fire
80-83 +2 saving throws vs. electricity
84-87 +2 saving throws vs. poison
88-91 +2 saving throws vs. cold
92-95 +2 saving throws vs. acid
96      +2 saving throws vs. petrification/polymorph and paralysis
97      +2 saving throws vs. rod/staff/wand
98      +2 saving throws vs. spell
99       Roll twice, rerolling results above 95
00       Roll three times, rerolling results above 95
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on October 25, 2011, 07:49:02 PM
This is by the way an amazing bit of work that you guys have done!

They are great arn't they. I hope to see a new edition of planescraft soon. If everyone is good then I'd run a planescraft pbp...
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on November 28, 2011, 06:50:05 AM
Hi,

the next version of Planescraft is finished (but not released yet). We wanted to release it together with the adventure but our artist is so busy that it's taking longer than expected.

I'll see this week if we'll release them together or not.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on November 28, 2011, 10:46:36 PM
Freakin' YAY!
I have been really looking fwd to this.
(also stay tuned here for a pic of my modron miniature once I finish it)
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: the331st on November 30, 2011, 09:09:38 PM
OMG OMG OMG OMG   :D

Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Addax on December 09, 2011, 10:13:50 AM
Can't wait to see it! Keep up the good work!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on January 03, 2012, 12:35:37 PM
While we wait for Planescraft I thought you might like to see my modrom miniature. If anyone is interested in a 'how to' send me a PM.
THis guy represents my PC so is better equiped than your average modron soldier.

(http://farm8.staticflickr.com/7009/6630079457_6758c7d073.jpg) (http://www.flickr.com/photos/72851880@N04/6630079457/)
DSCN2642* (http://www.flickr.com/photos/72851880@N04/6630079457/) by Coronoides (http://www.flickr.com/people/72851880@N04/), on Flickr
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on January 23, 2012, 07:14:13 AM
Hello people!

We finally released the second playtest version of the book. Sorry for the long wait but I tried to secure some new artwork - and utterly failed. We'll try to have some new art for you next time.

The three biggest changes since the first playtest version are:
- incorporated all user feedback into the book from this thread
- table with random name generator with Planescape flavor
- table with a list of spells by spell level

On planescraft.com http://www.planescraft.com/web/article.php?Planescraft&n=37
On scribd: http://www.scribd.com/doc/79094266/Planescraft-second-playtest
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on January 23, 2012, 02:25:16 PM
Freakin' YAY!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: the331st on January 24, 2012, 11:04:09 AM
YAY! Thank you so much
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Addax on January 27, 2012, 12:04:16 PM
It says on your site that you had delayed releasing this second playtest because you were unsuccessfully trying to secure some new artwork. Do you still need art for future works? I have a friend who does graphic design and loves to create fantasy art and we've run quite a bit of Planescape games in past. I'm certain he'd be very interested to help.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on January 30, 2012, 05:59:28 AM
Yes, we would all love to see some new Planescape art. If your friend's interested, send me some examples of his art to PM or in this thread. Hear from you soon!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Addax on February 01, 2012, 08:28:15 PM
Alright then here is his website. He's an excellent person to work with.


http://www.jthowell.com/Illustration.html
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on February 11, 2012, 04:51:26 PM
Hi all,
I put in a plug for Planescraft in RPG Review 13 as part of my review of FC. The issue is a D20 and Planescaft special.

http://rpgreview.net/
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on March 06, 2012, 12:27:53 AM
Thanks for the plug Catodon!  8)
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Kaci_Winters on March 16, 2012, 02:51:50 AM
Just wanted to say that this book is Amazing.  :)
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on May 18, 2012, 04:17:51 AM
There are no gods like DEAD GODS
Arise!
OK, I have resurrected this thread because it seemed the best way to contact Planescraft enthusiasts. I have a question for you all.
Is there much interest in planescraft pbp? Who would be willing to play and more importantly who would be willing to take a turn as referee?
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: MikeS on May 19, 2012, 11:38:03 PM
I'd be very interested in playing. I would normally also offer to run the game, but I'm currently 5,000 miles away from by Planescape stuff, and I unfortunately don't see that changing any time soon.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: spinningdice on May 21, 2012, 11:46:49 AM
I'd love to play Planescape (I'm actually playing in a physical AD&D2e Planescape game at the moment). Don't want to run one at the moment, though maybe later...
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on May 21, 2012, 01:33:51 PM
I hacve a couple more scenes on The Long Road then I'll have a smidge of time for a bit. I cannor however commit too much so without at least two more referee's this idea will have to wait.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: tfwfh on May 21, 2012, 09:03:28 PM
How do you imagine the multiple referees situation working?
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on May 22, 2012, 12:39:48 AM
There are a number of ways it could work but i would favour a Stargate type model with short 'episodes' on different planar locations with occasional sigil intrigue. 
Workload would be split something like the model proposed for The Long Road campaign. A referee runs a short (approx. 5 scene) adventure then hands over to the next referee. If you want to run a long plot arch you need to spread it over multiple episodes (like SG1, bUt no double episodes). See the wiki for more on the long road.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: spinningdice on May 22, 2012, 11:23:49 AM
Once the game I'm in closes I may be interested in running, but the DM has asked us not to look at Planescape stuff while it's running, apart from what he's let us know we're supposed to know (he knows I know some about the setting, but that's mostly from a while back and it's different from actually reading up on it specifically).
He's trying to play up the bizarre and wondrous aspect, where we never know quite what's going on.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on May 22, 2012, 01:04:05 PM
Cool. Let us know when it's done. No rush though, enjoy your rare opportunity to play live.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on September 23, 2012, 02:37:23 AM
Hi everybody,

just wanted to say that I'm moving on from Planescraft. Not much has happened since we released the main book and I didn't find support from people I counted on. If anybody wants to pick up the torch, I'll gladly hand over the domain planescraft.com and the site into better hands. PM me for details if interested.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Wireless on September 23, 2012, 04:42:45 AM
Sorry to hear that. But be proud of the very awesome work you have done.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on September 23, 2012, 06:10:50 AM
A pity, at least know though that your work will be used by me to run games for years to come.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on November 01, 2012, 02:51:58 AM
Hi,

we planned on releasing our adventure for Planescraft, Made of Stars, but the artist didn't finish it sadly. However, the text is finished and the adventure can be played. There are three files in the ZIP: The adventure, the sidebars, and the FC stats. Hope you will enjoy it!

https://docs.google.com/open?id=0B3eJAtoMMUZ2WnMyUDNKZmJUb00
https://docs.google.com/open?id=0B3eJAtoMMUZ2cEVhNjRYSl9DMTg
https://docs.google.com/open?id=0B3eJAtoMMUZ2TVVkUEtTWS1nMjg
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Catodon on November 01, 2012, 12:50:48 PM
Thanks for these. I look forward to playing it through one day (would be very soon but for work commitments).
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Addax on November 01, 2012, 04:21:41 PM
Yes Brakk, thank you for all your hard work. May it be played for years and years to come.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: xanatos on April 02, 2013, 03:50:36 AM
Can anyone send me a copy of the 2nd playtest pdf? The site is offline and the archive.org doesn't have it.
(email it at xanatos(at)geocities.com or PM me!)

Thanks
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Brakk on April 09, 2013, 03:38:43 AM
xanatos,

everything can be found on scribd

http://www.scribd.com/planescraft
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Planetouched on July 11, 2013, 09:48:06 AM
Here is my...

Proxy template (34 xp)
Benefit: the character gains the following NPC qualities:
• Outsider
• Devotion V
• Contagion immunity
• Damage reduction IV
• Spell defense IV

What do you think?

PS: thanks Brakk and the others for your incredible work!
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Morgenstern on July 11, 2013, 03:51:44 PM
I'm not sure what a "proxy" is in this context, so I can really gauge the effectiveness of you conversion :(.
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Bill Whitmore on July 11, 2013, 03:58:36 PM
I'm not sure what a "proxy" is in this context, so I can really gauge the effectiveness of you conversion :(.

In Planescape, a proxy is a personal servant to one of the gods.

This is the best description I could find online: http://www.guilesworld.com/role-playing-games-stuff/planescape/proxies.html
Title: Re: Planescraft (Planescape with Fantasy Craft)
Post by: Planetouched on July 12, 2013, 12:37:12 PM
Bill is perfectly right. In the Planescape Campaign Setting, a proxy is the herald and servant of a power (a deity). She's imbued with a (tiny) fraction of divine might.

A power only has a few proxies, but in an infinite multiverse, and especially in a city like Sigil, a berk will eventually come across one of them, for the better or for the worst!