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31  Products / Fantasy Craft / MOVED: Gear Prices on: May 18, 2014, 12:25:21 PM
This topic has been moved to License to Improvise.

http://www.crafty-games.com/forum/index.php?topic=7837.0
32  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: May 18, 2014, 12:23:11 PM
While we have the rule expert in the house:

Anonymity Supremacy gives you Invisibility after a successful stealth check. This is the only instance where invisibility isn't paired with a caveat how to lose it.

By RAW you stay invisible forever...

I would apply the same rule for losing the invisibile condition applied by this feat as applies to the standard hidden condition...

"Any character aware of a hidden character’s presence may make an opposed full-round Search check vs. the hidden character’s Blend or Sneak (GM’s choice) and with success the target character loses the hidden condition. A character also loses this condition whenever he casts a spell, makes an attack, or takes any obvious action."
33  Products / Z-Corps / Re: Z-Corp is real! on: May 16, 2014, 12:56:38 PM
::thumbsup::
34  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: May 16, 2014, 10:59:44 AM
Bull Rush states:
"He moves up to his Speed directly toward 1 opponent whose Size may be up to 1 category bigger than his own. When he enters the opponent’s square, the characters make an opposed Athletics check. If the bullrusher is mounted or operating a personal vehicle he uses the Ride skill instead. The bigger combatant gains a +2 bonus with this check per Size category of difference between them."

If a Large character, has improved stability (through a Strong Giant Blooded human, if you're interested), can they be bull rushed at all by a Medium character, as they effectively count as Huge. Or as improved stability says... you are considered 1 Size larger for resisting Bull rush and Trip attempts.. do you just gain the Size benefit to the opposed roll?

No, that Medium character cannot Bull Rush that Large character.

Well, he could, but he'd automatically fail.

Excuse my, potentially faulty, noob understanding. Improved stability confers advantage to resisting bull rush attempts not to making them doesn't it? So a dwarf (with imp stability by definition) who is medium and bull rushes a large opponent with imp stability is a medium bull rushing a huge.

Improved Stability: You’re considered 1 Size category larger
for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.

Also true. So yes, it's conditional, and yes, it's an implied condition.
35  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: May 16, 2014, 10:59:34 AM
Quick question: Does Disguise Self let you ignore the various check modifiers involved with Disguise checks?

No roll is made, so yes.
36  Products / Fantasy Craft / Re: Questions on: May 16, 2014, 10:42:43 AM
Oh, yeah. Ups, my bad.

Ah, good, I was quite confused by that one!   Cheesy

Still trying to identify a mechanical advantage to being invisible without being hidden.  There's loads of reasons one might want this, so I'm surprised it's been hard to identify.  For example, I may have a situation where a lackey of the Big Bad wants to deliver a cease-and-desist message to the party.  A threat basically.  He's no fool and isn't going in without knowing he can get away.  If he's invisible and talking, he's hardly hidden.  If he's targeted for attack, what happens (I'm going with +8 to defense)?  If they try and threaten or taunt or coerce or persuade…  do those require line of sight?  Personally, I don't think so ("You just wait until I get my hands on you, you can't stay invisible forever!), but curious what others think.

It's gotta be more than just the waiting room for hidden….

There are two main issues with invisibility...

1. The applications are so case-specific that trying to hard-code their effects approaches impossible. It's really best to leave those applications to the GM so he can rule using the system tools in ways that best fit the specific circumstances at hand (including what he or she wants to accomplish with the scene).

2. Nearly every game that has ever included invisibility as popularly portrayed in fiction contains at least one broken rule. Wink

Personally, if someone told me I had to include popular invisibility in a game with (class, spell, or whatever) levels ranging from 1 to 20, I'd put it up toward the 15-20 range every single time, without hesitation. I'd build setting and story to support that before I even considered dropping it to lower levels.

Every. Single. Time.
37  Products / Fantasy Craft / Re: Questions on: May 16, 2014, 10:42:34 AM
How does the Cavalier specialty's Favored Gear (mount) interact with the Lancer's Lifetime Companion? I can't imagine the two weren't designed to function together, since a Cavalier Lancer seems like a very intuitive and appropriate combination of specialty and class, but I'm having a little difficulty wrapping my head around how a special NPC such as the one granted by the Lancer's core ability can be considered "gear". Would you just ignore the effects of the feat that don't make sense (ie, the "can't be broken/destroyed by a critfail" bit), and likewise if you worked your way up the feat tree (eg, ignore the bit in Trademark Gear about spending Reputation to reroll failed Damage Saves)?

This is a case where the application is not 100% literal or 100% fluid. Basically, you apply the first two sentences of the effect (which make sense), and ignore the last two sentences of the effect (which don't).

No, this doesn't require errata. Sometimes a practical reading of something is enough.
38  Products / Fantasy Craft / Re: Questions on: May 16, 2014, 10:41:43 AM
Where a spell's duration is listed as "1 round per 2 casting levels" (e.g. Chill Storm I), should you round up, or round down?  (e.g. can someone with a casting level of 3 cast it with 1 or 2 round's duration?)

I would round down.  Since it explicitly states "per 2".

Per a straight reading of the RAW, this is correct. It's an abbreviated version of saying "for every XX FULL... <whatever>".

To avoid the chance of anything breaking, I'll add a bit of errata that there's a "minimum 1" clause added to all of those spell constructions with this phrasing.
39  Products / Fantasy Craft / Re: Questions on: May 16, 2014, 10:41:32 AM
I'm seizing a rare opportunity to catch up on a little backlog...

In yesterday's session, we had a discussion about grappling that is bound to come up again.

By the pure RAW, a character that got grappled is held, and can take no non-free actions except an opposed athletics check. However, a paralyzed character, under the influence of a condition that in my mind seems to be a category worse than held, can take no other actions except mental actions.

The situation as such was that our giant, specialized in grappling, was holding down a critter with natural spells & extraordinary abilities that only required it to think. For those familiar with the Dark Sun setting: it was a Gaj, which has shitloads of mental abilities like mind thrust, and ego whip, false sensory input, etc...

These are mental half actions, so RAW a held character could not do them, but a paralyzed character would have no problem at all?

Is there something I'm missing here, or should I just house-rule this thing in the future?

There will definitely be a little errata here - either that mental actions are simply possible during a grapple, or that they're possible with a Concentration check (DC 15). I'm currently leaning toward the latter.
40  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: May 16, 2014, 09:01:36 AM
SPOILERS PEOPLE!

I managed not to read anything about Godzilla once I realized where the thread was going, but just putting all that out there without spoiler tags is kinda rude.
41  Community / Off-Topic / Re: The Repeat List on: May 16, 2014, 09:00:37 AM
Don't want to dig through the thread, but have you guys heard of Jack Trammell?  Guy supposedly does music for trailers.  Found out about the guy with the CoD: AW trailer soundtrack.  Looked him up, and he's got some interesting stuff.

Tactical Dominance
Supercollider
Stand and Become Legendary


Great find! The notes for that first video point you to sites for Positron Music, Inc., which have a slew of great tracks on them. I think I shall bookmark those for some of my writing and editing jags over the next week or three.
42  Legacy Games / Classic Spycraft / Re: Shadowforce Archer on: May 16, 2014, 08:47:48 AM
More cheering to follow if it (finally) has a "spook" character option Grin...

It won't, but Spycraft Third will. Smiley
43  Legacy Games / Classic Spycraft / Re: Shadowforce Archer on: May 12, 2014, 07:09:39 AM
I would love to see this happen, but I guess it's one of these "pet projects" that have to find a place on your schedule.

At this point, are you thinking about it as a Spycraft 3 book or as something standalone?

Definitely Spycraft Third.
44  Legacy Games / Classic Spycraft / Re: Shadowforce Archer on: May 11, 2014, 08:46:04 AM
I answered this one over on G+, but in case you missed it there...

Series Archer was the original name for Shadowforce Archer (the title changed before release).

The relaunch will probably be a reboot, but we're far enough out that anything is possible. It will return to its original title: Series Archer.

Why? Because I want it to. Sometimes that's enough. Smiley
45  Products / Z-Corps / Welcome to the Corps! on: May 08, 2014, 05:33:28 PM
The End of the World? Don’t believe the hype.

Crafty Games is proud to announce its latest game line, and this time it's something a little different - on several fronts. Literally and narratively. This autumn, we're bringing you a whole new world of military horror gaming. We're bringing you...


Z-Corps is a paramilitary horror roleplaying game set in a very near future United States that’s gradually devastated by a creeping zombie apocalypse. At first the epidemic is limited to just a few areas but the undead sprawl soon expands, thrusting new areas into states of emergency and raising the stakes countrywide. Survivors contend with increasingly dangerous situations as they strive to contain the outbreak and understand its origin, and this is where you come in...

One of the main ways Z-Corps is different from most zombie settings is that humanity hasn't completely lost, and probably won’t. In the United States and across the world humans are coordinating effective responses against the undead menace, and this is nearly all down to the efforts of a small teams making real change out in the contested wilderness between quarantine zones and secure sanctuaries.

Another way this game breaks pattern is that you don't play random, unprepared stragglers caught up in the apocalypse. You can, and there's support for that mode of play in the books, but by default you're part of the Z-Corps, a coordinated paramilitary organization fielding highly trained specialists to combat the uprising head-on with a plan, a full tank of gas, and as much ammunition as you can carry.

One last thing: this is a closed line. We already know exactly how many books there could be, and what they could contain. The line tells a complete story end -to-end, and we'll leave it at that. One complete thought, the way narratives are supposed to work.

We'll be showing off Z-Corps extensively this summer at Gen Con. The event schedule goes live tomorrow, and registration starts on May 18 - so be sure to sign up for your crack at joining the ranks!

Want to know more before then? No problem. Sign up for our newsletter HERE or by clicking either of the big graphics on this page. That'll get you the basics as they're released, but if you want the full picture be sure to sign up at all of the following as well, since there will be exclusive material released to each.

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Z-Corps is a licensed game based on an original French production by our friends and partners at 7ème Cercle (www.7emecercle.com). Our version of the game varies from the original and features new material plus a stronger focus on the paramilitary Z-Corps style of play. The game is powered by the Open D6 system and (as you've probably come to expect from us) features many mechanical upgrades and tweaks that vary from the original releases.

Join the Corps today!

               


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