Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
April 26, 2015, 06:41:25 AM
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 ... 87
1  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: April 22, 2015, 05:45:05 AM
Some fantasy settings may not work well with that.
Right.  I'm suggesting it's easiest, not best.
2  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: April 21, 2015, 11:40:24 AM
Easiest way to get the party together: they work for an organization and were assigned to the same group.  Provides a convenient explanation for replacements, too.
3  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: April 16, 2015, 12:03:09 PM
True, but there may be cases where you don't want to confuse someone coming from a source that does.

Or so I've been told. Roll Eyes It doesn't matter to me, I only mentioned it here because some people might come along, see the review, and make a wrong conclusion before buying the book.
4  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: April 16, 2015, 07:51:16 AM
Then I will disagree with the book and call it even. Lips Sealed
5  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: April 15, 2015, 11:36:38 AM
Enables magic ad arcane caster classes.  Without this you can still have divine magic.....
I don't think this is a good way to describe the difference: it suggests FC magic class crunch and flavor work together like D&D, when they do not.  Sorcery enables spell-point casting, Miracles enables use-per-scene casting.  That is all.  Miracles does have sub-qualities that suggest divine shenanigans, but the type of casting itself has nothing to make it inherently divine-related.  And Sorcery certainly has nothing to suggest it cannot be "divine" magic.
6  Products / Fantasy Craft / Re: How do people interact with each other when playing FC? on: April 13, 2015, 07:48:40 PM
Tried playing by chat on other systems, couldn't take the scheduling and my butt couldn't take the sitting.  PbP may be slow, but that's sometimes a good thing.
7  Community / License to Improvise / Re: Campaign qualities on: April 11, 2015, 06:38:50 AM
Wise Investment, Stunning Will?
Still feels unwieldy: I don't like that there needs to be a comma.

It's just a personal style thing and has nothing to do with anything else.
8  Community / License to Improvise / Re: Campaign qualities on: April 08, 2015, 08:41:03 PM
I wouldn't even bother making them individual qualities -- have a single quality simply swap Charisma and Wisdom for the boosts to Will saves and Lifestyle to get rid of the conceptual oddities grandfathered into MC  from the original d20 rule set and Spycraft.
They weren't even originally separate.  It's just that 1) the full title is unweildy, 2) if you use Eye is Still Quicker you might not need to give Lifestyle to Wisdom.

I agree it makes a lot of sense to swap them and it's very simple.
9  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: April 08, 2015, 12:33:23 PM
Page 322: Adventure Insurance (Permanent)
Losing something valuable due to reasons of awesome drama pays off.  If a player loses a prize heroically, like dropping a valuable weapon to be able to react quick enough to save the life of the princess, then they are rewarded with half the Reputation value of the lost item.  This does NOT apply if the item is not lost heroically, such as through neglect or greed.
I have to wonder why this isn't the default option, with a Campaign Quality to remove it?  It's not that it makes a much of difference, it's just the default being the other way seems a bit penalizing (and annoying for someone like me who thinks acting heroically sacrificial should be encouraged).  Is it a perception thing: it seems nicer to have the Campaign Quality allow rather than take away?
10  Community / License to Improvise / Re: Campaign qualities on: April 08, 2015, 12:19:32 PM
Note sure if any of these should have AD costs as I'm mostly concerned with permanent stuff so I don't have to remember to adjust things mid-game.

Force of Personality: Charisma modifier is added to Will instead of Wisdom.

Eye for Business: Wisdom modifier is added to Lifestyle instead of Charisma.
(Author's Note: While these are listed separately they should be taken together for balance reasons.)

Eye is Still Quicker: Wisdom modifier is added to Initiative and Defense (against ranged attacks) instead of Dexterity.

Ridiculous Healing: Special characters heal half maximum Vitality at the end of every scene, 1 Wound per hour of rest, wake from unconsciousness in 1d4 hours, and heal critical injuries in 1d4 days.

Quick Combat: Class Vitality bonus decreases by 1/3rd.  Special character NPCs instead use damage saves, with a failed save causing fatigue and shifting further damage to Wounds.

Bow Equality: Making a ranged attack with bows (but not crossbows) while adjacent to an enemy requires a Concentration check.  Failure means no bow attack can be made and the bow user is flat-footed.  Also bows (but not crossbows) require a forte to use proficiently.
11  Community / License to Improvise / Re: Class Compendium on: April 01, 2015, 04:50:41 PM
Right, Big_Jim's the one who can edit the Species post.  My bad.
12  Community / License to Improvise / Re: Class Compendium on: April 01, 2015, 03:37:09 PM
You still haven't added the undead race.
13  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: March 24, 2015, 03:17:19 PM
Considering how strange and messed-up some Old Testament angels were, I think Horror and Unnerving should have gone to Good IV as well  Tongue
But were those guys "Good" or "Order"?

(Though at the time the two were probably synonymous, I'm just saying it doesn't fit standard RPG definition of "Good".)
14  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: March 24, 2015, 10:29:39 AM
Page 311: Path of Chaos
Random, chaos, blarg, llama, potato!  This can both help and hurt you since the abilities are somewhat... um, chaotic.  You get some useful magic spells, but the other stuff can range from useless, to useful, to harmful, all depending on random chance.  Action dice can double or subtract, you gain bonuses to completely random Attributes, which could be to one you have no use for, and you can boost both your Threat and Error Ranges.
Tries too hard to fit concept over playability, I'd say.

In other things: I've found over time that the Paths don't wow me very well.  Their concept is still pretty okay, but most paths tend to fall a bit flat in terms of what they actually give you.
15  Community / License to Improvise / Re: Do We Have A Deal? [Base Class: The Invoker] on: March 22, 2015, 01:08:36 PM
I don't know, somehow I feel like the default shapes of the Eldritch Blast should be later options to a single-target attack.  Especially since radius and cone have a chance to catch allies.  It feels like a backup option, something you don't want to use most of the time.  Is this the intent?
Pages: [1] 2 3 ... 87


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