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1  Products / Fantasy Craft / Re: Bombs on: June 17, 2013, 03:14:53 PM
Correct me if I'm wrong.. as it's known to happen.. but isn't Bow damage generated from the ammo.. so.. it'd be 3 rep per ARROW.. and not just 3 rep per bow?   Huh?

I don't think you're wrong, and you may even have the intent, but it's a reasonable reading of the rules that a damage enhancement on the bow increases the damage of the arrow.  A superior bow would do so, wouldn't it?  Personally, I don't let players enchant arrows using the magic item rules except as a one off. Spells are the only source of magic ammo in my game.

There is no way I'd allow a bow that causes every arrow to deal a tapering damage type.  I would allow explosive arrows as more expensive than bombs and probably less damaging.  But that's just me.

I'd do the same, but that's the benefit of having more GMing experience - it's easier to make those judgement calls.  He ran it as RAW, which meant the bow cost 3 Rep, and literally ruined the game.

Wasn't my intention to offend if I did.

Nah man, it's all good.  The prob with that discussion is that it's like a non-solution.  Or rather it only solves one specific problem - the Force of Nature - and in doing so, it opens it's own additional can of worms.  Like what if the GM throws an FoN at the party, is their own FoN immune to the enemy explosions as he is immune to his own?  Why / why not?  What makes one explosive damage more or less explosive then other explosives?  How about Sonic Swords?  Do they damage the guy using them?  If not, are they immune to any other sonic damage?  Why not (or why) - to both questions?  Why can't my bombs be Edged (shrapnel), or Subdual (concussive / magical)?

I don't think the idea is that the FoN is immune to his blast but rather that he and his equipment isn't in the area of effect.  That starts right outside of him.  A pixie on his shoulder is in the area of effect, what he ate for lunch isn't.  Nor is the stuff in his backpack (or a pixie in his backpack).

If his blast were somehow reflected back on him, for example, he's in a 5x5 adamantium cell with solid walls, he'd take damage.  But by default, he's not within his own area of effect.  A personal spell with an area or burst might might include or exclude the caster.  For example, Antimagic Field I specifically includes the caster in its effect.  Repelling Wave II does not.  Is the effect of Repelling Wave II to move the caster outside the area of effect and damage him?  I wouldn't think so.  That's what I think is going on here.

Melee weapons with tapering damage types are a bit harder.  I don't think there's a canon answer.  I agree that it's more realistic to have the damage affect the wielder but it's probably a better game if you don't.  Otherwise Elemental Heritage (light) and any Force of Nature with a burst instead of a cone becomes hosed.  If you convert your unarmed damage to fire, you don't catch fire yourself.  

I think both bomb ideas are good, there just isn't a canon way to achieve them.  A bag of nails works for the first though.  

In short, I agree with you about the physics but I think this is something where we have to sacrifice realism for playability.

I do really wish there was an icon of some sort to mark out sections of caution for newbie GM's. Letting players use the magic item and NPC creation rules are probably the two biggest.

For a nonmagical explosive arrow I'd go with something like this:

Explosive(1)   2d6  -  -10ft  blast 1, inaccurate, load 3, unreliable - Hard 1  1lb Feudal 50s
Fun, not spammable, fairly well like a Duke Boys dynamite arrow.
2  Products / Fantasy Craft / Re: Bombs on: June 17, 2013, 12:45:09 PM
I was gonna write a detailed response, but it got a little long winded and I realised it just doesn't matter.  It's not gonna get errata'd or anything, and what I do at my table doesn't mean jack to like 99.999...% of the rest of the planet.  So just a couple pertinent bits.

Those links: EDIT: Snip because I can't quite figure out how to say what I'm trying to say (and in a way that makes any sense).  3am-itis, I guess?  So bugger it, eh?

Wasn't my intention to offend if I did.

Why bows are worse:FC Bows are machine guns.  An explosive bow can make an entire group of enemies potentially make 12 damage saves each and every single round.  This isn't theoretical either, I've seen it at the table.  The extended range just makes it easier to do while minimising the risk.  It also really pissed off the melee specialist at the table - to the point that he literally gave up and went home because the archer was both negating his ability to do anything while also killing him.

Oh yeah, it costs at most 5 Rep (and that makes it affect all your ranged attacks).  Explosives aren't the only criminal here, all other taper-types are equally to blame (Sonic is actually far worse - ignores DR).  You can "buy" it at 3rd level, without even bending a single rule.  Arrows are also far cheaper then grenades.

Ok, I see what you're talking about here.  There is no way I'd allow a bow that causes every arrow to deal a tapering damage type.  I would allow explosive arrows as more expensive than bombs and probably less damaging.  But that's just me.
3  Products / Fantasy Craft / Re: Review: The Darkest Hour (contains spoilers) on: June 17, 2013, 09:52:30 AM
That's awesome!  This is why I tell people that Fantasy Craft is hands down the best implementation of D20 around.

Halfling isn't copyrighted.  Pech is just another term for the same thing.  Halfling, gnome, hobbit, brownie, whatever works for your game.

If you forgot Disposition and it didn't bother you, don't worry about it.  There are a lot of rules that are there if you need them but if you don't need them don't let it bother you.  Handle things the way that makes sense.  Rules support the GM, not the other way around.

It sounds like a good time was had by all which is the best report you can get. Smiley

What do you mean that you lost the first session? 
4  Products / Fantasy Craft / Re: Bombs on: June 17, 2013, 08:08:39 AM
The key for the original question being having explosive and blast 1 doesn't mean you inflict damage more than once. 

Or put another way, anything that doesn't list a Blast quality has an effective Blast of 0.  So it degrades to nothing before leaving the square.

Blast 0 will still affect everything in the square.  Unless you're fighting pixies or grappling that doesn't matter but I think that's the intent of the tapering damage types.

I rule it a little differently then Blankbeard and ludomastro.

If an Explosive Damage attack (or anything else that tapers) has no Blast quality, it tapers to 0 immediately - so no additional damage to any surrounding squares (or the guy/s in the square attacked).

If it has a Blast quality, it runs per the rules/charts on 214.

The reasons for this are twofold:
First, the book is kinda unclear about it - yes, Explosive tapers, but the explosive (and other taper types) entry doesn't say that it automatically gains the Blast quality.  So no Blast quality means no blast, to me.

Well, it does say it tapers off which is what the blast quality does.  And it refers you to the Blast section in the combat chapter (p.214). The question is what does a tapering attack look like with no blast increment?  Is it a single target, blast 1, or blast 0 (aka one square only)?  I think you could rule any of the three answers without breaking the game. 

Second, is just balance and sanity.  Characters can easily gain Explosive, Sonic or Flash (etc) damage for their melee attacks (several species feats, fairly cheap magic items, Force of Nature) - all without the Blast quality.  Using these attacks as Ludo/Blankbeard do means that the character damages (or blinds / deafens) themselves every time they attack - which is really silly.  Further, an Archer with an Explosive or Sonic bow becomes a serious game balance issue.
Related discussion culminating with this post.

There is at least one case where the originator of the attack is specifically called out as being affected by a blast centered on themselves - Lightning spells cast underwater.  That says to me that a blast originating from a character, like a Force of Nature, doesn't normally damage the originator.  I'd normally presume that a weapon or ability that inflicts blast/area is designed in such a way that it doesn't harm its wielder.  Although a hammer that does explosive damage blast 1 on a crit, specifically affecting the wielder could be a lot of fun.

Also, if I may ask, what balance problem does a bow with explosive arrows introduce that aren't present in hurled explosives?  Is it just the range?

Now, none of the ways that a PC can gain a melee based attack with a tapering damage type includes the Blast quality (and a Longbow clearly doesn't have Blast) - so running it my way solves any and all potential problems while also not ruining the appeal of the damage type.  YMMV and so on, but it works for me and is how I'm going to continue to run it (and honestly, I think it's how the damage types should be written - no "this type tapers" - just put all that stuff into the Blast quality itself).

I'm not sure if the original intent was that damage types with tapering are always areas or not.  They are in the real world. (Ok, you can make a coherent sound beam but that wasn't discovered until after the publication of Fantasy Craft.) On the other hand, a small enough explosive is essentially single target but then it doesn't have any of the characteristics of explosive damage at all.

For purposes of balance and fairness, I think the following works for me:

  • Any melee attack that gains an area or otherwise affects multiple targets and doesn't include its own rules requires that the attacker roll once and each affected defender is checked individually.  For blast, roll damage first so you know how many squares are affected.
  • Any effect that must occur at the originator affects the originator only if he so chooses.
  • Any effect that tapers off and doesn't have a blast increment has blast 0, affecting the whole square the target is in.

I'm sure you can find some edge case that produces a weird outcome but I think that's best handled with judgement.
5  Products / Fantasy Craft / Re: Damage Resistance stacking on: June 16, 2013, 10:19:49 AM
This subject is something I'd like to see called out in the future.  It's very nearly "Everything stacks unless it specifically says it doesn't," but it would be nice to see it stated in the introduction.

If there are going to be more things that use modified stacking of some sort, I'd like to see that defined too.  The only core example I'm sure of is Thick Hide.
6  Products / Fantasy Craft / Re: Bombs on: June 16, 2013, 08:56:10 AM
The charts are on p. 214.  Essentially, explosive damage already has blast 1 or greater so there's no additional synergy to exploit.
7  Community / License to Improvise / Re: Superheroes... as paths? on: June 06, 2013, 01:00:27 PM
I don't think this is horribly unbalanced but it feels like a reasonable superpower.  It's no Flash but at first level he's capable of being pretty much anywhere he needs to in combat, running at 60 mph, and jumping hella far.  Throw on the feat and he can go cross country on foot and double tap punches.  Climb the rest of the way up Speed Force and he's capable of Mach I out of combat so he can chase down cruise missiles, race jet fighters, and other speedy things. 

I'm not sure the level of speed offered here (125ft base, you can hit at least 140 with other feats) is actually that useful.  A ready action solves the problem with speedsters charging.  75 or 80 is probably sufficient to move anywhere you'd need to go in a reasonable combat assuming you're not stuck in difficult terrain.

Accelerated (Talent)

  • Medium Folk, Reach 1.  Your Health is equal to your Fitness Score. (0.0)
  • +2 Grace, -2 Determination
  • Base Speed 75ft (3.0)
  • Mark of the Speed Force: You gain the first step of the Path of the Speed Force. (3.0)
  • Avoid Sudden Stops: If you take more than one Standard Move in a round, Run, or Bullrush, Unarmed and melee damage against you is doubled, gains the massive and keen(10) qualities, and cannot be resisted. This effect lasts until your next action. (-0.5)
  • Slippery Devil: You gain a +3 to defense when being grabbed. (0.5)

Speedster (Specialty)
  • Bonus Feat: Mobility Basics (1.0)
  • Agile Defense: Your base Defense increases by 1. (1.0)
  • Charming: Once per session you may improve the disposition of one non-adversary NPC by 5. (1.0)
  • Inquisitive Mind: You gain 2 additional interests. (1.0)
  • Speedy: You gain Superior Runner II (2.0)
  • Push it to the Limit: You take exactly 1 point per die when suffering subdual damge from any Athletics/Push Limit check (no roll is required) (1.0)

Long Distance Runner

Benefits: You may run for a number of hours equal to half your Fitness score, calculating your travel speed from your Run speed for this time.  If you must perform any strenuous action during this time, you are gain one grade of fatigued.  When you stop running, you must make an Athletics check (DC 10 + 5 per hour spent running) or become exhausted.  Also, you gain a trick:

Fist Flurry (Unarmed attack trick): You inflict your unarmed damage again once for each standard move or twice for each Run action you have taken this round.  You may use this trick a number of times per combat equal to the number of Covert feats you have.
8  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: June 05, 2013, 09:13:42 PM
Wing Buffet is the only one that isn't supplied by a character option that's an attack.  Still, I never got the impression that you needed to spend a proficiency in addition to having wings.  It's not unreasonable like it would be if you had a Trample I attack and still had to buy the Trample action.

9  Products / Fantasy Craft / Re: Adventure Pay on: June 05, 2013, 12:36:53 PM
For Reputation, check out p.342.  There's a number of hints about how much to give out both on a per adventure and as an instant reward for something unexpected.   If they're adventuring to save the princess that should be rewarded at the end of the adventure.  If they just happen upon her plight as they're doing something else, give them an instant reward. 

For money, the good news is that Prudence will take care of removing most of the cash so if you decide you've given too much, just hold back a while and let Prudence take care of the excess.  I try to err on the side of giving too much cash since it's the one thing that leaves without causing too much trouble.

I think the  right amount is what makes the players feel rewarded and that's variable. Are your players only impressed by large piles of cash?  If you're using monsters from the bestiary they have treasure types, including coin (p. 344)

If you want an instant reward, Mr Andersen has a good idea.  A rank of Heroic Renown sounds appropriate, perhaps along with 100s per TL for each of the PCs.
10  Community / License to Improvise / Re: Playing around with shapeshifting on: June 04, 2013, 03:53:32 PM
Here is what I believe is the last version of those animal species.  There are more in the rest of the thread.

Looks good Medwyn.  I like using the species but I'm not a big fan of rebuilding your character although you are really only doing it when you level.  I think it's possibly confusing to have two separate versions of your character with slightly different skill bonuses.

What if you took the animal species first and had a were specialty that granted a version of Therianthrope Heritage? 

When the moon comes out, you're like a whole different person - well, lifeform.
Requirements: Animal Species
Bonus Feat: Therianthrope Heritage (2.0)
Animal Empathy: the Disposition of non-adversary animals increase by 5 (1.0)
Camouflage: Choose a terrain appropriate to your species. You gain +5 gear bonus with Blend checks while in that terrain. (2.0)
Push it to the Limit: You take exactly 1 point per die when suffering subdual damge from any Athletics/Push Limit check (no roll is required). (1.0)
Trackless Step: the DCs of tracking checks to follow your trail increase by 10. (1.0)

Therianthrope Heritage
Requirements: Any Animal Species, Level one only
Benefit: You have two forms: an Animal form and a Folk form.  You may change between forms using the Transform action, regaining wounds equal to your starting action dice once per scene.  While in your Animal form, your abilities are set by your species.  While in your Folk form, you lose the beast type if you have it and may increase the disposition of any Folk by 5 once per scene but you may not use any of the following granted by your species:
  • Natural Attacks
  • Any movement.  You may move at a base speed of 30.
  • Any enhanced senses.
  • Thick Hide

The rest being identical to what Medwyn posted.  If you don't mind keeping track of two sets of wounds, use Medwyn's method instead of mine.  I think it still works without taking the specialty but hopefully it makes it a bit easier to play one of these.
11  Community / License to Improvise / Re: Playing around with shapeshifting on: June 02, 2013, 07:22:05 PM
It's very off the cuff and the ones I posted aren't quite that high.  4 might be better.  Also remember the feat itself has a 1 point drawback.
12  Community / License to Improvise / Re: Playing around with shapeshifting on: June 02, 2013, 05:22:57 PM
Try this.  If you want to make your forms, look here and spend around 5 points total.

Clever stuff here.
Benefits: You gain an alternate form as detailed below and lose any immunity to stress damage.  If you become immune to stress damage in your normal form, you may not access your alternate form.  You also become unnerving causing the starting Dispositions of non-werecreatures to drop by 10. 

Changing forms
You may assume your alternate form as a full round action.  If you suffer wound damage or become shaken you must make a DC 20 Resolve check or spend your next round changing form.  In addition you have a trigger, often a phase of the moon or an emotion like fear or anger.  When exposed to your trigger, you must make a DC 30 Resolve check or spend your next round changing forms.  In both cases, when you are forced to change, you become enraged.  If you are wearing armor when you change to your alternate form, you take damage equal to its complexity and it fails one damage save as you bust out of it.

You change back when you are unconscious, dead, or when you succeed at a DC 20 Resolve check while out of combat.  In any round in which you do not make a successful attack and not alone, you must make a Resolve check (DC 20 + 5 per round since your last attack) or become enraged. 

In your alternate form, you gain bestial or monstrous features, leaving you unable to speak.  Any natural attacks you normally possess drop by one grade.  You gain a +4 bonus on attack rolls and initiative and a +2 bonus on damage rolls while in your alternate form. 

Alternate form
You may chose whether your alternate form is a beast, humanoid, or Horror.  Once your form is designed, you may not change it. 

Choose one of the following packages:

Ground Speed 50 or Winged Flight 40
Two grade II natural attacks
Bloodhound: Your base scent range is equal to your Wisdom score 10 ft. and, you gain a +6 bonus with Tracking checks.
Darkvision II
Bloodthirsty: You may not attack more than one character in each round.
Achilles Heel (One material, damage type, or weapon)   

Bite II
Fast: Your ground speed increases by 10 ft.
Bloodhound: Your base scent range is equal to your Wisdom score 10 ft. and, you gain a +6 bonus with Tracking checks.
Bloodthirsty: You may not attack more than one character in each round.
Achilles Heel (One material, damage type, or weapon)   

Breath Weapon (Choose damage type) or Menacing Threat
Thick Hide 2
Bloodthirsty: You may not attack more than one character in each round.
Damage Vunerability (One material, damage type, or weapon)   
13  Community / License to Improvise / Re: Playing around with shapeshifting on: June 02, 2013, 02:05:00 PM
3 or more natural attacks allow you to flurry; the feat grants 3 such attacks

Ok, I've ignored that long enough I had forgotten it was there.   Personally, I think the best bet is to ignore that rule and make natural attack users gain extra attacks the same way everyone else does - class abilities and feats. 

General question:

Ebon scale and Dragon tailed Drakes can already flurry (Ebon scale is getting 3 Bite attacks with that large threat range plus a claw)

Unborn and Rootwalkers can get 3 natural attacks through taking Living weapon and Many Legs.  They can get 3 of those attacks at first level, including a Slam III.  (Squeeze is technically a fourth but since it's a grapple benefit I'm not sure I'd allow it to trigger in a flurry.) 

Saurians can get a third natural attack through Dwarf Blood and Mountain Clan at first level though admittedly a Trample attack on a medium character without improved stability is hard to use unless you're Darkscale Fairystomper.

So what does paddyfool's feat introduce that isn't introduced by a large plant with a Slam V and two other natural attacks?  And I realize that his original version would stack with that but really is a guy with even six grade I attacks more of a problem than someone with a Slam V or Bite III, both easily achievable by 3rd level?  The only real exploit I see is gaining 3 Bite attacks for the threat range.

Maybe if you said 2 different natural attacks that you don't already have.  Because if they replace the existing natural attacks you're essentially limiting to those who don't already have them.

Also there should be a Punch or Brawl natural attack.
14  Community / License to Improvise / Re: Playing around with shapeshifting on: June 02, 2013, 11:27:03 AM
Sorry I missed the note.

Where is the flurry coming from?
15  Community / License to Improvise / Re: Playing around with shapeshifting on: June 02, 2013, 07:38:36 AM
I don't think it's too complicated and I think it works just fine.  It sounds like you can pick the benefits each time you enter the stance though and I don't think that's what you want.  Also, damage defiance (Lethal) might be a bit too good here, perhaps you should restrict it to the advanced damage types, weapon types, and species.

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