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Messages - warlock69

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Fantasy Craft / Re: NPC Builder Update
« on: April 15, 2011, 03:19:31 PM »
I think the NPC Builder still has problems if the skill or qualities section reads "none".  If you delete the "none" entry, it should read the stat block normally.

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I was interested in social mechanics a while back.  Here are a couple of interesting articles on the topic:

http://www.roleplayingtips.com/gm-techniques/conversation-skills-in-an-action-game/

http://zzarchov.blogspot.com/2009/06/follow-up-to-social-conflict-mechanics.html

I like how Fantasy Craft makes use of simple mechanics to handle social encounters.  I think a more elaborate subsystem would be too complicated given the simple task resolution of the skill system.  Also, I think elaborate systems, like Duel of Wits, while simulating social manuevering in interesting ways, can complicate or overshadow roleplaying.

Like other posters have suggested, be sure to separate Disposition from Attitude (relation in the scene vs. relation in the long term) and scene limitations on Attitude shifts.  How a character feels in the moment can change rapidly, but changes in a relationship happen slowly, building over multiple encounters.  Another important thing to remember in social encounters are circumstantial modifiers.  The events surrounding an encounter set the stage for the players.  Trying to chat up a character in a uncomfortable situation can be more difficult.  Knowing more about a character can make it easier to impress them.  Chatting up a hottie then smooching with her mortal enemy in front of her is not a good idea.  Convincing someone to help you and then acting like a dick to them is not going to help you win them over again.  A GM should be ready to impose modifiers and/or Disposition shifts when the situation warrants it.

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Fantasy Craft / Re: Questions about the Darkest Hour
« on: April 01, 2011, 02:30:57 PM »
Yes, I realize reversals are possible as I stated in my earlier post.  I am just in the camp that thinks reversals should be tricks instead of something any untrained fighter can pull off.

In Spycraft, there are tricks for reversals (one trick is called Reversal).  I wish there was a little more diversity in unarmed combat feats in Fantasy Craft.  The Wrestling feat series doesn't have any Grapple tricks.  Fantasy Craft at least needs a Submission feat series like Spycraft, to cover prone fighting and crippling holds.

I really like Krensky's suggestion for criticals.  A lot of variables come into play in grappling, and this allows for those unexpected reversals that Goodlun brought up.

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Fantasy Craft / Re: Questions about the Darkest Hour
« on: March 31, 2011, 02:20:12 PM »
The winner gets to choose the benefit they want. Says so right there in the grapple action.

Yes, it states that "the winner of this check may pin the opponent or choose 1 Grapple benefit," but it doesn't state that the winner can choose any of those options.  You are ignoring the definition of the held and pinned conditions.

You are saying that a character that initiates a grapple must get his opponent in a hold before he can pin or perform other grappling manuevers on him, but his opponent doesn't.  How is a held character at more of an advantage in the midst of grappling.  Its mechanically inconsistent.

Also, your interpretation just doesn't sound reasonable.  How would a character who is pinned to the ground and about to be tied up suddenly pin his opponent, without first breaking out of the pin and getting a hand on his opponent?

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Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
« 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?

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Fantasy Craft / Re: Questions about the Darkest Hour
« on: March 29, 2011, 06:34:07 PM »
Quote
If you have someone held and they win the check, they get the benefit.

I am not sure that's how it works.  In the conditions section of the Combat chapter, it states that a held character's only non-free action is an Athletics check to escape the hold.  It states that a pinned character's only non-free action is an Athletics check to escape the pin.  This description doesn't contradict the rules for the Grapple action.  "The winner of this check may pin the opponent or choose 1 Grapple benefit."  In the case of a character that is held or pinned, they would only be allowed to choose the Break Free Grapple benefit.

Looking at grappling realistically, I can see where someone that is held may attempt a reversal, but this seems more like a feat ability or trick than a common action.  An untrained fighter wouldn't be prepared to reverse an arm bar or leg lock.  So, allowing any grappling benefits to any held character doesn't make sense to me.  Allowing pinned characters the option of grappling benefits doesn't make sense at all.  A pinned character is next best thing to helpless.  So, a pinned character suddenly throwing an opponent isn't really plausible (unless he has some kind of aikijutsu supremacy feat).

That gives me a good idea actually.  Why not a Submission feat tree emphasizing holds & ways to get out of them?

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I didn't find the raveners too threatening, even though we played at Menace III.  There are lots of them, but they are mostly push-overs.  However, I do agree that Wiltweevil is a potential TPK.  He is a melee tank that can dish out some serious damage to starting characters.  When I ran Darkest Hour, he nearly slaughtered the party in a few rounds.

I think the adventure is an interesting introduction to Fantasy Craft, but how much your players get out of it will vary greatly depending on their characters' personalities.  My player characters were very selfish.  They ran from the Tipsy Wyvern at the first sign of danger, not bothering to help Hertiger or protect anyone at the inn.  They also didn't rescue Frida.  Their primary concern was rallying as many NPCs as they could muster to help them stop the Master.  The safety of the townspeople was secondary.  So, they missed some opportunities for heroics.

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Fantasy Craft / Re: Questions about the Darkest Hour
« on: March 28, 2011, 08:43:25 PM »
I ran the Darkest Hour as a first adventure in Fantasy Craft for my players.  I had them play at Menace III to make things interesting.  I wanted to be sure that there was a real sense of tension.  It kind of worked.  At first, they were worried about being helpless first level characters.  As soon as the raveners show up, they stole a horse and ran like hell from the Tipsy Wyvern, abandoning the people there.  However, after a run in with raveners on the way to the church, they felt safer.  The raveners were total push-overs; there was just a lot of them.  Wiltevil caught them by surprise.  They tried to engage him in melee and were decimated.  If one character hadn't used his lantern as a "poor man's fireball", they would have surely died.  The Grave Wurm was one-shotted with a critical hit.  It was pathetic.  They didn't want a repeat of the Wiltevil fight with the Master.  So, they had their courtier run around & keep Master distracted while the rest pelted him with ranged attacks.

This adventure is a good introduction to the Fantasy Craft combat rules.  Fear special characters.  Remember to make full use of the various combat actions available.  You should make use of every advantage you can when fighting a special character.

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Fantasy Craft / Re: NPC Builder Update
« on: March 28, 2011, 08:08:23 PM »
I was trying to get prepared for a game last weekend, and I wouldn't have finished on time without your NPC Builder.  It took me just an hour to stat up pages of NPCs for my game.  It is a really great time saver.

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Fantasy Craft / Re: Personal Lieutenants and Animal Companions
« on: February 15, 2011, 09:59:14 PM »
On the topic of personal lieutenants, how do you handle NPC allies in FC?  Are they treated as Personal Lieutenants or a free Hireling prize awarded to the party?  How do you determine their XP value?  I only have two players in my game, but they recognize that they need at least one more character to round out their party.  I want to give them opportunities to recruit possible NPC allies in the course of an upcoming campaign arc, but I don't want to skew the game mechanics with threat levels & all that.

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Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
« 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?

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Fantasy Craft / Ritual Magic in Fantasy Craft
« on: January 16, 2011, 02:13:23 PM »
I was thinking of how ritual-based magic (ancient spells of power requiring drawn out performances, materials, & a prepared casting site) could be represented in Fantasy Craft.  I skimmed through my rpg library, and here are the ideas I came up with.

The rules for Incantations (briefly described in D&D & more thoroughly detailed in Modern d20) could be ported over to Fantasy Craft.

Rituals could be based on spells from Fantasy Craft, using the Scribing feat series as a guide to determine preparation costs and ritual DCs.  Perhaps, a rule similar to the Wild Magic campaign quality could be applied.  Rituals are more likely to produce extraordinary effects, but also produce disastrous results when they go wrong.

Rituals could simply be handled as a combined Subplot plus Complex Task.  Depending on the comparable spell level and magnitude of the effect, the GM could assign requirements on a case-by-case basis.

How would you handle ritual magic in Fantasy Craft?

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Fantasy Craft / Using Summoning Spells
« on: November 18, 2010, 07:27:35 PM »
Summoning spells like Call From Beyond allow the caster to summon one of multiple NPCs.  Do I understand this correctly?  Or, can you only ever summon one particular NPC using the spell?

I want to allow the spell in my game, but the NPC types listed don't fit the Alignment in my game.  How do you avoid making the spell imbalanced when you incorporate customized NPCs.  One spell shouldn't become a toolbox of abilities.  I figure limiting the spell to three defined NPCs, each with a specific role, should work.  Following the book, they should have no more than 5 NPC qualities.  I also figure they shouldn't have any spell-like abilities more than 1 level above the summoning spell's level.

How do you use summoning spells in your game?  What guidelines do you like to use?

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Fantasy Craft / Fast Campaign Qualities
« on: November 02, 2010, 10:10:55 PM »
I was considering applying Fast Interests, and possibly Fast Feats.  How dramatically do these qualities change a campaign?  What sort of effects do they have on the nature of the campaign?  Fast Attributes & Fast Feats would seem to make heroes all around more badass.  Fast Interests would make heroes more worldly and knowledgable.  Fast Proficiencies simply makes heroes more crafty in combat.  Am I seeing this correctly?

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Fantasy Craft / Re: Crafters Viability
« on: October 27, 2010, 11:23:45 AM »
I built a Burglar with the Crafting (metalworking) feat chain for a game in a magical renaissance setting.  I wanted to make a saboteur type of character.  He turned out to be a real badass.  With the Crafting feats, he was able to quickly assemble traps to execute various strategies.  He didn't have any exciting melee battles, but he was pretty cool crippling or blowing up his enemies after he was long gone.

I agree with aegis.  You don't need to take every variation of Crafting feat.  Decide what your character's focus is, and choose your skill focuses accordingly.  The Keeper isn't necessarily the class to play either.  If you just want a character that is resourceful in different scenarios, you may just need to take a few feats.  How is the character using his crafting abilities?  How does his crafting skills tie into your character concept?  With your character concept in mind, start exploring your options as to classes & feats that fit.

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