Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
October 04, 2015, 12:07:13 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: [1] 2 3 ... 24
1  Community / Play-by-Post / Re: Darkest Hour - PBP - IC on: February 12, 2010, 05:10:42 AM
Gerald Shae

Gerald swings his sling overhead fiercely, and eventually his arms get tired.  Thankfully, as he starts to sweat profusely from the effort, Roger comes downstairs not looking as alarmed as one would normally be while chased by the undead.  He lets the sling drop and decides it's a good a time as any to make himself seem useful.

"Well done, gents!  I'll help Malach out for the time being if that's all right.  I know a little about medicine, believe it or not."  He rolls up his sleeves and awaits a response from either the doctor or patient.
2  Products / Fantasy Craft / Re: Come play Fantasy Craft! on: January 27, 2010, 06:38:10 PM
I don't think I'll be able to make it, even if things turn out to be OK, but next month potentially if I can work it in.  This weekend is probably going to be full already. Sad
3  Community / Play-by-Post / Re: Darkest Hour - PBP - OOC on: January 24, 2010, 04:58:46 PM
It definitely is until things start getting heavier armors, since they can eventually block all of the damage.  The Mage in my game leaned on it a bit too much, but Skeleton Pirates wearing Partial Chainmail made him freak out, until he realized that Cure Wounds II was also a REALLY good spell against the undead. Evil (ironic)
4  Community / Play-by-Post / Re: Darkest Hour - PBP - IC on: January 23, 2010, 04:48:26 AM
Gerald Shae

Gerald stands ready in the middle of the room, and the next "thing" that approaches him is going to get hit...HARD. He whirls his sling overhead, in a manner that might be menacing if one did not know how unskilled he actually was with it.  Putting on a good show wouldn't scare such freakish creatures, but it might steel the inn staff against this threat.

(click to show/hide)
5  Community / Play-by-Post / Re: Darkest Hour - PBP - IC on: January 16, 2010, 05:09:31 PM
Gerald Shae

He loads his sling, resolutely walking towards the center of the room.  He wants to make sure the patrons know he is where they can go if things get hectic. 

(click to show/hide)
6  Community / Play-by-Post / Re: Darkest Hour - PBP - IC on: January 14, 2010, 03:45:55 PM
Gerald Shae

Gerald stares in the direction of the tavern worker's cry, glances back at the wounded man, and lets out a slight sigh.

"Look, Malach, I'll come back if you need me, but I've got to make sure no one else ends up like this..." he utters, disheartened.  He pulls out his sling, and wonders if this is a good day to start throwing rocks around...

"If it's the undead, I'd ask someone to toss me a knife.  Nothing too fancy, but one of those Stilettos would be the best tool for the job."

(click to show/hide)
7  Community / Play-by-Post / Re: Darkest Hour - PBP - OOC on: January 12, 2010, 02:55:30 AM
I'm ready to go whenever. Smiley
8  Community / License to Improvise / Re: [Fantasy Craft] New Spells on: January 10, 2010, 06:42:47 PM
Those fire spells are pretty intimidating when someone has Scrye III to hlep them out, but of course I imagine that's partially the intention, in addition to avoiding dealing damage to innocent bystanders/scenery.  Pretty cool.

These spells look like they would probably be on par with what's currently available, so I don't see a lot of issues with them.  Being able to sequence up to 4 spells in a turn is pretty scary, but it's probably what one would expect from a level 9 spell.  I'm curious to see what effects that could have for good or ill since it saves the Mage a lot of SP (through removing Spell Conversion: Time) as well as allowing for a turn where an enemy has little chance to do anything besides make a lot of saves to not be in trouble. 

Re-rolling the Spellcasting checks as the spells come out again is not a terrible idea, since 2 guaranteed spell successes a round for up to 3 rounds could be pretty intimidating.  Also, don't forget that a Mage could steel themselves against the subdual damage by boosting their Fortitude save or "Brawning up" beforehand.  I doubt there's much potential for abuse there, since those spells take SP as well, but the Mage core is surprisingly awesome after Embattlement has ended.
9  Products / Fantasy Craft / Re: Low Level Mage on: January 09, 2010, 01:35:50 AM
Threaten is a really good way to dish out damage on lower-level baddies too that hits really hard, especially at lower levels.  The Mage likely has skill points to spare and though it's opposed by Resolve, it should usually hit the mark.  Polar Ray I is Cold damage and subject to armor reduction as such, but Threaten goes right through and does 1d6 stress damage, targeting the Will save of those (hopefully weak-willed) lower level bad guys.  There's also no limit on uses per round, so that's a potential of 2d6 stress damage against a single opponent, or it could be combined with Polar Ray I for the potential to hit up to four targets on a good day.  On the best day, those four targets are standards and all drop.
10  Community / License to Improvise / Re: [Fantasy Craft] New Spells on: January 08, 2010, 09:24:04 PM
Level: 9 Conversion
Casting Time: 10 minutes
Distance: Personal
Duration: 1 day per Casting Level (dismissible)
Effect: You cast up to six spells of any level on yourself and delay their effect until commanded so by your silent will. You receive 1 point of subdual damage for each spell level per spell. The spent spell points and subudal damage from these six spells cannot be recovered unless the spells' effects take place.
The stored spells can be unleashed at any time once you are able to act at a maximum speed of two spells per round.

Do the spells get released at their normal casting times?  I imagine this is to be used to avoid having to make Spellcasting checks in mid-combat?  It looks like it can be used to circumvent taking the Double Cast feat as well, but those who chose that feat don't benefit as much.  Other than that it looks fine to me.
11  Community / License to Improvise / Re: Skinwalker Expert Class on: January 08, 2010, 09:15:43 PM
You seem to be short of by one  Pre  Req, perhaps a high Constituition.

Your text for Wildshape doesn't match your class table. Smiley

Again you need to clarify more about the taking form bit, do you still retain your own abilities while in the other form?

Otherwise interesting Smiley

It looks like it's as a full round action, but it is somewhat ambiguous whether or not any other abilities are retained.  It looks like normal form of the Skinwalker is also a pretty tough customer, with Full BAB, three medium saves and potential four path steps or bonus unarmed feats in any combination.  I'm still wary of making incorporeal available to PC's for more time than is already through Darkness V, because there are a few potentials for abuse.  One thing that might be cool is to retain some vestige of the character's normal race even in Wildshape.  I don't know exactly how to pull it off, but Spirit type is very powerful.
12  Products / Fantasy Craft / Re: Elf swordsman? on: January 08, 2010, 05:47:22 PM
From most of the NPC's I've made, my 3/4 BAB characters can hit them on a regular basis, and Accurate has mainly been used by the Soldier/Mage/Alchemist, since his BAB is beginning to lag, and it hasn't missed for him yet.  Starting in Soldier is really good, especially if your BAB is going to be interrupted by multi-classing. 

Of all the classes to interrupt one's multi-classing for an Elf, however, Scout's still really good, since Rough Living is a great class feature for anyone who wants to go toe-to-toe.  You may lose 1 BAB, but +2 untyped bonus to defense is awesome, and your Elf will be as solid as a rock with base +5 Fort, +3 Ref +3 Will at level 4.  As for expert classes, the Gallany best allows you to take advantage of your high wisdom score, without requiring a high Charisma like the other expert classes that make sense.
13  Products / Fantasy Craft / Re: Low Level Mage on: January 08, 2010, 05:11:52 PM
It could be more or less abstracted in terms of what skills a GM determine sufficient motion to be considered "physical" as well.  The Hidden Spells feat seems only to conceal verbal components of a spell, whereas "somatic" components aren't really mentioned at all.  In a system where armor provides damage reduction instead of making your enemy whiff, taking even one damage can subject a Mage to poison or Fortitude-based supernatural triggers, where they have a distinct disadvantage.  Just wearing armor doesn't make you a melee combatant, as my Mage has found out the hard way on at least two occasions.  It does grant the Mage an advantage against Reflex-based attacks, which would otherwise obliterate them on a regular basis.
14  Products / Fantasy Craft / Re: NPCs: Reach vs. Reach on: January 08, 2010, 04:56:02 PM
Cost efficiency isn't the only thing to consider when creating an NPC for fighting against player characters. 

The option is available to create creatures that get up to 10 free attack actions per round and charge attack three times, with natural attacks that deal 3d10+Str+2 per hit threat 17-20, etc.  I don't make those highly-efficient killing machines mainly because I'm not trying to get the most I can out of X experience most of the time.  Reach +1 for all functions is efficient, yes, and resembles a lot of easily conceivable monster ideas and maybe even a psychic warrior, but reach on individual attacks can represent an attack that is clearly distinct from the NPC's normal attacks, and that element of surprise may even justify an extra experience point or two. Example: "The beast is clawing at the Soldier intensely but this round a dark, sticky tongue darts out of its mouth and poisons the Mage with paralysis poison."  There might be other examples of this, but this is what immediately comes to mind.

Some PC options can effectively "tax" a GM's ability to make NPC's, forcing them to use certain NPC qualities to not be too easy.  I found that fluffing NPC experience values is unavoidable at times because the group might disable the NPC before their cooler abilities come into play.  I think that's fair for the most part if they can discern (or luckily guess) an NPC weakness, thereby "wasting" the XP used to purchase those qualities.  This will occasionally happen, but if the majority of the group's experience comes from combats, the excess XP multiplied by the TL isn't necessarily going to be high enough to make a large difference unless the GM regularly overshoots.
15  Community / Play-by-Post / Re: Darkest Hour - PBP - IC on: January 08, 2010, 04:32:23 PM
Gerald Shae

Gerald looks at what the doctor's doing and realizes the patient is in experienced hands.  At this point, he realizes some people are still outside and wonders if they're safer outside than he is in here. He turns his head to the innkeeper.

"Is there any way we could escape from here if the place were assaulted, or any place we could stay?"  He only waits for a moment for an answer before pondering possible escape routes.

(click to show/hide)
Pages: [1] 2 3 ... 24

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!