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1  Products / Fantasy Craft / Question about Breath Weapon and some Movement on: July 05, 2013, 05:52:09 PM
Hey all,

First time with some people who never played FC before and some questions came up.

1. how is the Breath Weapon of a Drake or Saurian who acquired it used? I see no limitation for the times used per combat/scene/... so we said it could be used as normal attack every round.

2. a player wanted to Bull-rush an Enemy... so far so good, though we discussed about the movement. I thought only following 3 movements are possible (each starting upper left):

My player though wanted to move like this:

In essence the justification was, that there is nothing between starting and ending point of the movement if you would draw a straight line between them and the fields counted in the movement are just there to ensure the distance can be moved in one go.

3. I wanted to move a NPC away from the battle and make hi "Run". He had no obstacles in the way but he was adjacent to one of the PC's
Scene looked like following:
(P: Player, N: NPC, X: movement)

Like this he would Run out of the Adjacency and not cross any other opponents Squares. Question would be here... is that possible?

Rules for 1 and 2 seem kinda clear to me yet I might interpret them wrong.
Number 3 was a huge discussion as the rules seem no to support my interpretation. One player for whom it was important was reading the rules as well, interpreting an adjacent person can not Run, he has to make a move or tumble if he wants to leave but no running away from melee.
2  Products / Fantasy Craft / Re: Handing out Experience Points on: September 22, 2012, 06:26:32 PM
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 Smiley

We were mostly lucky, acting first, getting not that much hits and a GM who forgot some feats at the first fights.
3  Products / Fantasy Craft / Re: Elves and the Fey creature type on: September 08, 2011, 06:15:21 AM
My players want the elves warlike and tough

Okay buddy, you have to tell me when WE as playerS have said that, cause i can not remember that i ever mentioned something like that.
4  Products / Fantasy Craft / Re: Character Builds on: September 02, 2011, 12:46:26 PM
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
5  Products / Fantasy Craft / Re: Elves and the Fey creature type on: September 02, 2011, 08:28:05 AM
The later one, if you not threw paper out of the window ... i think my dad had the wheel of time as books... not sure though, will have a look at the weekend  Smiley
6  Products / Fantasy Craft / Re: Unlimited ammo and guns in general on: September 01, 2011, 05:46:28 PM
Guess i give some input too  Smiley
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...
7  Products / Fantasy Craft / Re: Specialists and spells on: August 29, 2011, 03:25:06 PM
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 ^^
8  Products / Fantasy Craft / Re: Specialists and spells on: August 29, 2011, 01:49:37 PM
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.
9  Products / Fantasy Craft / Re: Specialists and spells on: August 29, 2011, 12:54:32 PM
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.
10  Products / Fantasy Craft / Specialists and spells on: August 28, 2011, 04:55:33 AM
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
11  Products / Fantasy Craft / Re: Character Build: Smokey the elemental dwarf dragon on: August 19, 2011, 05:54:05 PM
No, it doesn't, it just grants a bonus species feat, but all requirements still apply.

You'd definitely have to go by way of Dragon Lord to get teh Draconic Legacy feat for your dwarf.

*hits head* argh yes.... legacy.. the second one... -.-
12  Products / Fantasy Craft / Re: Character Build: Smokey the elemental dwarf dragon on: August 19, 2011, 05:40:56 PM
How are you getting Draconic Legacy without satisfying the Saurian or Human species prerequisite?

- C.

if i remember correctly, the sorcerer origin cancels those prereqs ^^
13  Products / Fantasy Craft / Re: Personal Lieutenants/AP and Complexity of items on: August 10, 2011, 08:37:26 AM
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. Tongue

Thanks for the help. Grin

If you don't mind, I need to find a wall to batter down with my granite head. Smiley

That is not correct buddy... we had that idea but believed all stuff above their XP-Equip we would hand them would simply vanish.
14  Products / Fantasy Craft / Re: Personal Lieutenants/AP and Complexity of items on: August 06, 2011, 01:25:27 PM
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)
15  Products / Fantasy Craft / Re: Rage Supremacy... and ending it on: August 06, 2011, 01:00:55 PM
okay, noted down too Smiley
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