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1  Products / Fantasy Craft / Re: Questions on: June 05, 2014, 10:23:56 AM
You realise that the -10 isn't to the check, it's the NPC's starting Disposition (pg 373). So it only really comes into effect once per NPC
Problem is that, per the very same page you cite, Disposition acts as a modifier on any checks that rely on the NPC's opinion of you. -10 Disposition means -10 to Bluff, Haggle, Impress, and Investigate/Canvass.

Yes, and a socially focused character will use a number of ways to adjust and massage that disposition before making the final check. Impress, impress with gifts, the various disposition enhancers in specialties, feats, and classes. Good roleplay. Etc.

Except  he could have massaged that disposition in the exact same ways if he wasn't up against a -10 penalty.  Regardless of what he does, he's still 10 points worse off than if he wasn't having to deal with he's party member's drawback.
2  Products / Fantasy Craft / Re: Questions on: June 01, 2014, 12:20:54 PM
Yes; in general, that's the case for anything that's based on something that changes.
3  Products / Fantasy Craft / Re: Quick Casting - wtf? on: May 30, 2014, 11:02:50 AM
I'd guess that it's meant to be "only" (i.e. no casting during other people's turns).
4  Products / Fantasy Craft / Re: Mend and high levels on: May 09, 2014, 12:10:39 AM
I think that text is more aimed at what happens if the roll isn't evenly divisible by 3.
5  Community / Off-Topic / Re: [Civ: BE]Harmony, Supremacy, or Purity? [Discussion] on: April 27, 2014, 12:13:51 PM
Honestly, I don't have much of a philosophical commitment to any of those position.  I'm more interested in what's the most efficient way to handle the question given the world and available technology.
6  Products / Fantasy Craft / Re: Questions on: April 20, 2014, 10:59:29 AM
1. Minimum TL is 1.
2. Unless an NPC has the veteran quality, their TL equals the adventure's TL.  The exception is things like Personal Lieutenants, which have their own rules for determining TL.  Also, remember you have dials other than TL to tweak to boost tension (individual grades, power of attacks, etc.).
3. My guess is the intent was "These scenes are dramatic if Menace is high enough."  You ruling would be fine, however.
4. Correct.
5. Definitely a misprint.
7  Products / Fantasy Craft / Re: Path of Chaos needs a fix on: April 06, 2014, 09:55:56 PM
Unless an option states they can use multiple dice, only one can be applied to a roll.
8  Products / Fantasy Craft / Re: Questions on: April 05, 2014, 08:55:39 PM
Same as vitality.
9  Products / Fantasy Craft / Re: A little something fun for Spellbound on: March 04, 2014, 05:50:02 PM
Is there anything we can do as a community to help? (Or not do, for that matter - I've a few crude spell-related home brew ideas I'm putting up on license to improvise, and I'm a little concerned putting up a lot of such stuff may not be great for the mysterious stranger's headspace).

Is there anything not directly related to Spellbound we can do, like the call for proofreaders a while back, to give Alex more time to help the Mysterious Freelancer?
10  Community / Off-Topic / Re: KickStarter thread on: March 04, 2014, 03:52:02 PM
Koe, a JRPG designed to teach Japanese.
11  Products / Fantasy Craft / Re: Too MANY skill points? Wait a minute... on: January 24, 2014, 09:35:22 AM
This give you an extra spell and Vitality point. It also reduces your skill point issue. Your Int will rise to 18 at second level, 20 at eleventh and 22 at nineteenth. Each of those rises will increase you total skill points by your then level (skill points from Int are retroactive).

17, 18, 19 actually (with skill point bonus occurring at lvl 11).
12  Products / Fantasy Craft / Re: A little something fun for Spellbound on: December 16, 2013, 06:00:15 PM
The Casting Level Bonus Essence only works on spells from one school.
13  Products / Fantasy Craft / Re: Critical Surge + Bladestorm = Ten Half Actions with one roll of a 20? on: December 07, 2013, 09:11:11 AM
Except "This cost is paid separately for each hit, even when multiple hits are scored with a single attack or action" implies that they should be treated as different crits, thus the discount seems to apply to each.
14  Products / Fantasy Craft / Re: Questions on: November 09, 2013, 10:38:26 AM
Yay, a Q&A thread.

I have a couple things that have been running through my head since reading the rulebook, which don't really seem to be answered or brought up in threads that I've seen.

1) I have a character with Acid Resistance (say from Angelic Legacy) and am wearing armor. I get hit by an acid attack. Is the Acid Resistance deducted from the damage before it affects the armor? Or do I have to keep track of it burning away my plate, while it has ceased to effect my character, separately?

2) Is Scare really the best spell in the game? On success, Frightened. On failure, Shaken. Shaken V takes the target out of the game (unconscious), seemingly for the rest of the scene. Except for Constructs, Undead and creatures with Spell Reflection, failing it 5 times would incapacitate anything.

3) Since they have no type, the Threat Range property on Prizes can stack for any given skill, correct? Since Spellcasting is a skill (nothing in the description explicitly excludes it, like in the Prodigal Skill feat), I can use them to increase the threat range of spells. By having a masterwork Mage's Pouch (remove error range), Casting Supremacy (threat range 17-20) and 8 Threat Range, Greater Prizes (threat range now 1-20), I will now always crit my spells, and be able to activate the crit for free. Using the crit to refund spellpoints effectively gives the character unlimited spell points.

4) Do summoned creatures pay Preparation Costs for spells they cast, or does the person who summoned them have to pay for them? It says 'caster', but that is a bit nebulous with summons. Using Call From Beyond I, you can use the default Advisor I template as the summoned creature. This has access to Natural Spell (Identify I), which has a Preparation Cost of 1. Do I have to pay it for creatures I have summoned? For Identify, it is relatively minor, but what happens if you summon a creature that has Power Word: Kill? Or something really crazy like Resurrection III?

5) Related to #4. The Advisor I summoned creature has the Natural Spell (Identify I). Does the Natural Spell NPC ability change the casting time of the spells, or does the casting time remain the same? In this case, Identify I has a casting time of 8 hours, on a creature that is summoned for only up to 20 (or 40) minutes.

Thanks if any of you can clarify these things for me.

1.  It's deducted first.
2. Getting them to fail 5 times is harder than it seems you think it is.  Important special characters are likely to have high enough saves that it will take too long to get them to fail and standard/minor special characters will likely die to damage too fast for it to be useful.
3. I believe this works how you want it to, but a) remember crits only happen on successes and b)  given the huge cost in Prize slots and Reputation (particularly with the cost of raising Renown), this isn't likely to be very broken.
4.  Unsure, but I believe this came up somewhere on the board before.  I'll see if I can find it.  My gut says the player still has to pay the cost.
5.  This should help:
15  Products / Fantasy Craft / Re: Crafting and Focii on: October 06, 2013, 11:22:26 PM
One possibility is to allow fortes in crafting focuses so characters can be good at a narrower range of fields.  Also, you can rule that the rank you gain a focus counts as your first rank in that focus.  For example, someone with 10 ranks in Craft would count all 10 ranks for his first focus, but only 7 for his second and 3 for his third.
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