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Products / Fantasy Craft / Re: Handing out Experience Points
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on: September 22, 2012, 06:26:32 PM
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Hi there, as one of the guys involved in crushing a lot of undead heads... we are 2 Heroes, each level 3 right now and barely have survived the special characters, 2 times very near death  We were mostly lucky, acting first, getting not that much hits and a GM who forgot some feats at the first fights.
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Products / Fantasy Craft / Re: Character Builds
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on: September 02, 2011, 12:46:26 PM
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i would add to the samples of kerebrus something we had
one of us took a human - ranger - scout, going down ranged path with bows and into deadeye i took the beastmaster-approach, using a savage - barbarian human with hardly any fighting-feats
2 times the same base class and same race, but different choices with speciality (and for humans talents) ending in different playstyles - and not just weapon/armor of choice
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Products / Fantasy Craft / Re: Unlimited ammo and guns in general
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on: September 01, 2011, 05:46:28 PM
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Guess i give some input too  Blackpowder/Gunpowder as is does not simply explode... it just burns away very fast. Putting it into something were it can burn but the gas can not expand fast enough makes it dangerous. The space behind a bullet is very limited and even if it needs some kind of external fire which burns through a small hole into the chamber... this small hole is not enough to let the gas escape fast enough through it to prevent a shot. what could be dangerous is a fully loaded and chambered weapon which gets heated enough to make the gunpowder go 'boom'... the first loaded shot will most likely be not harmful, depending on where it is pointing though, all others would at least ruin the chambers i guess and therefore rendering the gun at least useless and maybe endangering the wielder. The devices to carry gunpowder are mostly made to be waterproof, i doubt making them fireproof has a priority as the powder would simply burn away if the bndolier or the likes is burning away too. If it is carried in a pipe that is sealed on both ends though... unhappy guy who wields it if the power goes off prior to the pipe melting if it is metal *blinks* *ponders* hmmm... blackpowder + wooden pipe + fuse... niiiice Bhurano... i know i will hate myself.. .but those sound like some nice weapons...
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Products / Fantasy Craft / Re: Specialists and spells
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on: August 29, 2011, 03:25:06 PM
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good points, i'll look it up once i am back home from work i have the books with me on HDD but no time to do full-scaled reading and understanding while the phone tends to ring at the worst times ^^
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Products / Fantasy Craft / Re: Specialists and spells
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on: August 29, 2011, 01:49:37 PM
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Hmmm... okay i guess i try to give scrolls a bit more of a thought, though considering our style o play... marking things like 'end of adventure' can be a bit tricky
On the other hand, our dear GM is rolling the idea to drop the 'Mage'-class, so only specialists would exist. That idea routes in the setting were mages are part of a guild/academy/house/... however you want to name them... and learns from them (and thus this class). All o it will get some new thoughts after having the spellbound-demo, as the old system no longer applies that well.
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Products / Fantasy Craft / Re: Specialists and spells
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on: August 29, 2011, 12:54:32 PM
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Well, this is all quite clear to me, that the Specialists will have access to that many spells... still i wonder about the Spell-Levels and raising them. After all, even a Specialist might say to himself 'i want this spell' - if he has the option without sacrifising levels to other classes.
In the end, nobody tells me which spells i have to take and when i have to learn them. Even more this could be interesting if you only have 1 specialist and no one else who can support with magic (not counting prizes or favors) and the group feels they just need this or that special spell which is not within the disciplines of the only caster.
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Products / Fantasy Craft / Specialists and spells
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on: August 28, 2011, 04:55:33 AM
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As we begin to get behind the specialists, one question occured once and it still tickles my curiosity... even more as i see that i will run out of spells available (if i not dip into other spellcaster classes or get prizes and so on) The Level 1 Class-abilities of the availabl 2 Specialist-Classes state, that the character gains active access to his level 0 and 1 spells and all level 0 spells of other disciplines. If he now uses his abilities to get higher spell-levels, it is clear he unlocks active access to his higher levels, but what happens to those other spells? i can think of 2 different scenarios for this: - the specialist levels access to both though will always be a bit limited with non-special-spells (1 level below his disciplines)
- the specialist levels only his disciplines and never has access to other disciplines (not counting level 0) --- which can be ignored with taking 1 level mage right now
Without the Level 0 Spells of other disciplines, right now, a level 8 Conjurer with only 12 wisdom seems to be 1 spell short of having all Conjurer-Spells available (if he raises his spellcasting each time) and with maybe Level 12 all Level 0 Spells too
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Products / Fantasy Craft / Re: Personal Lieutenants/AP and Complexity of items
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on: August 10, 2011, 08:37:26 AM
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Duh, it didn't occured to anyone of us to buy equipment for a PL/AP... we all had just the maximum complexity of 15 for their equipment right. It's so damn easy, that we overlooked the simplest solution... to actually buy/craft things for them... ouch.  Thanks for the help. If you don't mind, I need to find a wall to batter down with my granite head.  That is not correct buddy... we had that idea but believed all stuff above their XP-Equip we would hand them would simply vanish.
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Products / Fantasy Craft / Re: Personal Lieutenants/AP and Complexity of items
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on: August 06, 2011, 01:25:27 PM
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There's no limit on what they use, only on what comes as part of the feat purchased through XP. So there's no problem with the characters buying equipment for the PL to use.
Well, considering the rulebook 2nd print... NPC's for PC's can only have items with the said complexity (counted for each seperately)
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Products / Fantasy Craft / Re: How powerful can a personal lieutenant/animal partner be?
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on: July 27, 2011, 11:44:41 AM
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If your group starts manipulating things - changing the feat types as Rhishisikk mentioned, or allowing players to take multiple Animal Partners / Personal Lieutennants, things may indeed go wonky. Sheena-Tiger, you mentioned that your group uses a rule about allowing multiple NPC feats of the same type (and I assume you game with Bhurano) - this may very well unbalance the game, especially with things like Path of Beasts and Beastmaster in the mix. You should also note in the rules as they are, the only way to get a second Animal Partner feat that I can recall is the Lancer's Core Ability - a big cost as you only ever get a max of 2 Core Abilities, so it will define a character. Honestly, if my GM said I could take 2 Personal Lieutennants or 2 Animal Partners, I would almost never decline - that right there is evidence of a balance issue.
yes, Bhurano and i are buddies  we have said for our game, you have the choice of 1 Lt. and Animal Partner or 2 of the same... as for us it not seems as it rules out to have a Lt. if you pick an Animal and the other way arround. The rules only stated you could not pick the same feat twice. Though up until now we had no character concept were it would match to have differnt ones while 2 of the same fit's into the ideas about our characters. for example a knight/captain with squires or like a goblin i had were i planned to get a second Lt. as it would fit the picture we have about goblins (fighting nasty and in groups) btw. for now i see absolutely no way my character will ever pick up a class that would get into reach of any kind of magic and thus a spell or miracle to summon another pet. That aside i doubt Bhurano would allow anyone in our group to mixx characters up like that as we try to have our characters in a logical setup (which not means that we never experiment)
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