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1  Products / Fantasy Craft / Re: Buying feats with Reputation on: July 18, 2014, 09:22:59 PM
You do have to wonder whether certain people should stick to writing fluff and farm out their systems.
2  Products / Fantasy Craft / Re: Buying feats with Reputation on: July 17, 2014, 06:31:51 PM
I am arguing that the very core rules are seriously flawed and makes no sense.
They make a certain kind of "story sense".  It's not good for Real World logic.
3  Products / Fantasy Craft / Re: Buying feats with Reputation on: July 17, 2014, 05:06:59 PM
If you want the rules to work another way then try playing them that way and see what happens.

Then come back and tell us.
4  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: July 15, 2014, 03:11:21 PM
Consort: A night with one.  Not necessarily a prostitute, can be as simple as someone to talk to.  Heals half your Stress Damage and gives you some resistance to taking more, but not as much as Carousing.
Which has some amount of historical accuracy at least in that prostitutes with conversation skills were highly prized.
5  Community / License to Improvise / Re: Bringing a sword to a cinematic gunfight. on: July 11, 2014, 06:34:12 PM
Sounds good.  I might have to let bows (but not crossbows) ignore these restrictions sometimes just because they have mythic precedent.

I still think it would be good to have an "A-Team Firing" quality, though.
6  Community / License to Improvise / Re: Bringing a sword to a cinematic gunfight. on: July 11, 2014, 05:47:55 PM
I think I see (head is spinning a little from all the mechanics).
7  Community / License to Improvise / Re: Bringing a sword to a cinematic gunfight. on: July 11, 2014, 05:12:41 PM
Hold on, hold on: I reread the entry on Close Quarters in the FC rule book and did a search on all the times it came up and now I can't see what reducing that particular range does to anything other than make a couple of combat maneuvers less effective.  Shouldn't the blanket rule be reducing ranged increments instead? Huh?
8  Community / License to Improvise / Re: Bringing a sword to a cinematic gunfight. on: July 11, 2014, 11:59:15 AM
Gladiators: In a world of one-on-one combat, closing on an enemy is not only favored, itís encouraged.
Close  Quarters range becomes the distance between Melee Range and 20 ft. Further, every character ó including every NPC ó gains a bonus to Defense against all ranged attacks equal to the total number of Melee and Unarmed Combat feats he possesses.
Oooo, me like. Grin
9  Community / License to Improvise / Bringing a sword to a cinematic gunfight. on: July 11, 2014, 10:38:24 AM
I have a fantasy setting in mind that would have modern-ish guns but I want the truly badass guys to all use melee weapons instead.  So I thought about how to do that and I realized what I was really looking for was for melee fighters to be dodging through hails of bullets thus pointing out how badass melee fighting had to become in this age of easy killing.  Once I started focusing that two ideas came to me:

Define each shot of a core FC gun as a vague "load".

Some of you are going all M Bison right now and saying "Of course!" but this was a big idea for me: "You get to fire once before everyone is in melee range and you throw down your gun and pull out your sword" is almost exactly how I picture the kind of modern fights I want.  No need to change the gun stats, just got to acknowledge that with modern guns you're supposed to be able to get off more shots.  It's just not as deadly in Cinema Land.

But then you still want guns to be feared because we're not talking bulletproof superheroes.  But you still don't want them deadly (or are just squeamish).  Easy idea:

Guns are some kind of Intimidation/stress/fear/morale thing.

Obviously I haven't figured out exactly how this works mechanically.  I do think it could be gated as a 1 AD scene quality: "All guns cause stress/impose a penalty to Morale Checks/???."  Not quite sure what to do, especially since you'd want machine guns to be able to apply said stress over multiple opponents.


So I'm looking for suggestions, criticisms, rules Spycraft probably already came up with to do this, etc.  The simpler solutions would be the best.

EDIT: Ah, just to be clear: I would say up-front "This is not a setting where guns are intended to be the greatest choice for combat so I would discourage people from picking them up except as a secondary weapon" or something else that means "Guns = low to no badass fighting skill".  I just feel like I need an extra rule or two to properly simulate what I want out of guns.
10  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: June 12, 2014, 10:11:54 AM
It gives Undead and Outsiders with that Alignment a little bonus to most of their rolls, enemy undead and outsiders take a penalty....
Best part is it's implying you could have Good undead.  Which is something I'm not happy about other games not doing.
11  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: May 31, 2014, 12:11:48 PM
I always felt swamp clutch = frog people, but it's open to interpretation.
It's just that if they have a problem with heat they wouldn't live in the usual tropical wetlands I associate with the word "swamp".
12  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: May 30, 2014, 08:04:11 AM
Swamp Clutch
For lizardy dudes like me at chargen.  You swim a little better and can hold your breath for quite a while, but not actually breathe under water.  You also get some health regen, but it only works when you are under water and completely immersed in it.  Oh, and heat does extra Lethal Damage to you.
They call it Swamp Clutch, but between the heat thing and the fact that the flavor text describes living in dark places I think these should have been called Cave Clutch or something.  "Swamp" =/= cold/dark in my mind.
13  Community / License to Improvise / Re: Bandage redux on: May 12, 2014, 07:18:17 AM
Separate types being separate type seems kind of weak.  Fire Brave let's you ignore two kinds of penalties to disguise and still give you a number of other bonuses. 
14  Products / Fantasy Craft / Re: Mend and high levels on: May 09, 2014, 09:46:02 AM
I'd make it that higher level Mend becomes the equivalent of a cure wounds spell, but then I'm the sort of person who thinks if you're going to have ridiculously high skill bonuses they should do ridiculous things.
15  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: April 25, 2014, 01:12:05 PM
I prefer to interpret Blend/Notice and Sneak/Search as being visible and trying-not-to-be-visible respectively.  I came to this idea because Cameoflage gives a bonus to Blend rather than Sneak.  Once I have this idea it's easy to figure out which skill is applying to the situation by whether there's a Yes/No answer to the question "Can they see me?".  You can occasionally insert "hear" for "see" in the question.  Less confusion than Passive/Active.

Otherwise I do agree the split is not too terribly great.
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