Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
May 21, 2013, 01:27:30 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 ... 71
1  Products / Fantasy Craft / Re: Companion and Pathfinder feats. on: May 19, 2013, 10:14:27 AM
(so folk, plant, construct, or fey)
You forgot Beast.
2  Community / License to Improvise / Re: Quickplay Origins on: May 08, 2013, 08:43:50 PM
I thought Bonus Feat was worth 3 origin points. Huh?

Then again after one discussion where the Plant type value on the wiki was called into question I can't be sure of any of them.
3  Community / License to Improvise / Re: Strain and Injury on: May 05, 2013, 04:52:37 PM
So go back to a single track?

Yeah, as it stands you really don't get anything from stating they're separate except maybe the simulation of when "actual" damage occurs.
4  Community / License to Improvise / Re: Armor Materials on: May 01, 2013, 05:08:26 PM
Its pretty much ubiquitous as a shiny metal name now.
Maybe.  But let me say I prefer "truesilver" to "mithril".
5  Community / License to Improvise / Re: Strain and Injury on: April 30, 2013, 07:11:03 AM
As unlikely as that is, they need to be clear rules.
I can't see how mine are not clear.  It's a simple "If....then...." statement: "If you run into Rule X check first sentence.  If that is not clear check next sentence.  All other rules are as RAW."

Possibly it is.  But if it is then I can't do anything about it: I'm not good with rules.
No muss, no fuss.
Lots of fuss: the proposal you present ignores Vitality and Wounds as they already exist in the game.  I've already mentioned how much I don't like doing that.
6  Community / License to Improvise / Re: Strain and Injury on: April 29, 2013, 02:53:39 PM
If you can point out some cases where the Injury rule breaks, I would really appreciate it.
I don't think anything's broken.

It's just a physically bigger text change than I'm willing to put up with to a system that's already a little large for me.  Plus I feel like it changes too many rules for me to be comfortable: it's very easy for me to get to a point house-ruling a system where I don't want to bother using the system any more.
Now, you might say these are edge cases and I wouldn't disagree.  But covering those cases are part of the reason why I have two pages of notes on Injury.  You can fix everything here but it won't be any simpler than what I've done.
I think edge cases are important.

However I'm not yet convinced there isn't a simple fix:
"Any damage in excess of Wounds is subtracted from Vitality."

And just to be even more edge:
"If there is no Vitality excess is subtracted from next Wounds."

And another edge:
"Critical hits activated when there is no Vitality do double damage."

Let's look at my thing again with the extra sentences:
"If a special character is reduced to 0 Wounds they are stunned for 1 round, gain a grade of beatdown, and Wounds immediately refresh to max.  Gaining a third grade of beatdown results in defeat.  Being reduced to 0 Wounds when they have no Vitality also results in defeat.  Any damage in excess of Wounds is subtracted from Vitality.  If there is no Vitality excess is subtracted from next Wounds.  Critical hits activated when there is no Vitality do double damage."

Though I'm not really happy with "no Vitality, excess Wounds spill over": one of the whole points of me doing this is that I prefer the nice "set number" of beatdown grades to the "points track" system of Vitality/Wounds.  It's just as I mentioned I don't want to change too much or I feel there's no point.
7  Community / License to Improvise / Re: Strain and Injury on: April 29, 2013, 05:57:32 AM
Or there was the other proposed solution of having crits-to-wounds cost 2 AD, but table of Ouch only costing 1.
Except for bleeding Table of Ouch results heal in 1d4 months.  If you were going to do this I would seriously reduce the healing time.
8  Community / License to Improvise / Re: Strain and Injury on: April 29, 2013, 04:49:37 AM
Silvercatmoonpaw, is there something specific that you don't like?  I'm not that fond of the refreshing wounds you posted because it really works mostly like a couple grades of tough.
That's essentially what it is.  As far as I'm concerned if the issue is "single criticals kill" then the straightest solution is "up the number of criticals it takes" while changing nothing else.
I just don't see enough of a difference to make me use it.
The advantage is in the new condition beatdown.  Now that it exists you could conceivably come up with new ways to impose it and create an alternate system.  Of course I don't intend to do that as it would be too much work.

Also the simplicity I mentioned above.
In addition, if the PCs have burned off a special's vitality, I don't want to make them work through his wounds 3 times.  At that point, they've put in enough time to deserve to make the kill.
Please read the entry again:
If a special character is reduced to 0 Wounds they are stunned for 1 round, gain a grade of beatdown, and Wounds immediately refresh to max.  Gaining a third grade of beatdown results in defeat.  Being reduced to 0 Wounds when they have no Vitality also results in defeat.
9  Community / License to Improvise / Re: Strain and Injury on: April 28, 2013, 06:32:59 PM
It's not about realism, it's about making sure fights last long enough to be exciting while ending before they become a slog.
Ah.

I guess you just have a different definition of "long" from me.
10  Community / License to Improvise / Re: Strain and Injury on: April 28, 2013, 03:24:10 PM
Honestly I just wouldn't have weapons dealing so much damage: it just seems counter-logical to me that if you want to reduce killing you keep weapon damage high.

Of course you may have it that way as realism for you.  I don't bother with that.
11  Community / License to Improvise / Re: Strain and Injury on: April 28, 2013, 01:43:13 PM
I still don't understand: do Critical Hits go directly to Wounds or not?  Because if not what do they represent except an extra load of Vitality that can't be reduced by your new system?

You may not care, and that's fine, I just don't see the point.
12  Community / License to Improvise / Re: Strain and Injury on: April 28, 2013, 10:52:52 AM
So what do Wounds do now?

I mean if you want an X-of-a-kind rule I came up with one:
If a special character is reduced to 0 Wounds they are stunned for 1 round, gain a grade of beatdown, and Wounds immediately refresh to max.  Gaining a third grade of beatdown results in defeat.  Being reduced to 0 Wounds when they have no Vitality also results in defeat.
13  Community / License to Improvise / Re: Alternative takes on FC's core races on: April 27, 2013, 08:52:12 PM
I've done a few of these.  I may write them up full later, but for now here are the basics:

Other Folk Species as Human Talents
Stout: Your bred-in toughness and tenacity compensates for the short jokes.
--As Dwarf, replace “Darkvision I” with “Hearty Appetite” and “Enlightened Crafting” with “Enlightened Resolve”.
Elite: You are so much better than everyone it’s disheartening.
--As Elf, type is Folk instead of Fey.
Titan: Your size is the thing that worries you the most.
--As Giant, replace “Hurled Proficiency” with “Crunch!”.
Gutsy: You’d have a complex about your size if you dared to care.
--As Goblin, change -2 Charisma to -2 Wisdom, replace “Darkvision I” + “light sensitive” with “Fearless I*” and “Ambush Basics” with “Glint of Madness”.
Brute: All that violence is to protect a vulnerable core.
--As Ogre.
Hot-blooded: You have no patience for description.
--As Orc.
Petite: You do have a complex about your size but no one notices.
--As Pech, change “Enlightened Resolve” to “Enlightened Blend”, replace “Hurled Proficiency” with “Called Shot trick”.
Feral: You’re some kind of throwback.
--As Saurian, remove “+2 Dexterity, -2 Any” and “Cold-Blooded”.  Natural Attack types: Bite I, Slam I.

(* You can either use the wiki version or this one "Fearless I: The NPC gains a +5 insight bonus per grade on Resolve checks to overcome the frightened condition.")

Drak
Slightly more realistic (in the sense that they can't do the fancy fire breathing or be oversized flying things) dragons.
--Stats as Saurian, change type to Beast, add thick hide 2 and improved sense (scent).  Qualifies for Species Feats as if Saurian.

Living Construct
Ridiculously human(oid) golems and such.
Type: Medium biped Folk with a Reach of 1.  Your Wounds are equal to you Constitution score.
Attributes: +2 Any, -2 Charisma.
Base Speed: 30 ft.
Achilles heel (electricity)
Aquatic I
Bleeding Immunity
Constructed: Your Wounds do no heal naturally.  You count as a Construct and Unborn for the purposes of effects and character options.
Enlightened Skill (any one)
Iron Gut
Sterner Stuff
Light Sleeper
Limited Proficiencies
No Pain
Push it to the Limit

And my Spirits Power feats that can be used as flavorful alternatives to the usual Elemental Heritages (though some of them don't work so well with Legacy):
Spirit Power
Type: Species
Cave: You gain darkvision II and light sensitive, a +5 bonus to Ambush checks, and a +5 bonus on checks made to navigate.  Also you gain either the Crafting skill’s Stonecutting focus or are considered to always have a stonecutter’s kit (choose one).
City: You gain a +5 bonus to Canvass checks, 2 Interests, and the hearty appetite Species trait.
Decay: Your unarmed attacks gain bleed, and you gain a +2 bonus to Medicine checks and a +5 bonus on Dismantle and Repair checks.
Desert: You gain a +5 bonus on Stash checks and grueling combatant.
Dust/Sand: (As Elemental Heritage, change Charisma reduction to “However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.”.)
Forest/Jungle: You are always considered to have a doctor’s bag and you ignore Cross-Species penalties to Medicine checks, you have a +2 bonus to Blend checks, and the Disposition of non-adversary animals increases by 5.  However, you also gain Achilles heel (fire).
Grassland: You gain superior runner I, a +2 bonus to Survival checks, and you gain a +2 bonus on attack rolls for a number of rounds equal to damage taken after taking fire damage.
Herd: You count as 3 additional characters when determining numerical advantage, you suffer exactly 1 point per damage die when making a Push Limit check, and you gain superior traveler II and a +2 bonus to Initiative checks.  However, you also take a -2 penalty on Will saves.
Ice: You gain thick hide 2 and may convert your unarmed damage to cold damage without suffering the normal -4 attack penalty.  However, you also gain Achilles heel (heat).
Light: (As Elemental Heritage, replace “Divine Resistance” with “Heat Resistance”.)
Mist/Smoke: (As Elemental Heritage.)
Mud: You count as 1 size category smaller for the purposes of squeezing, gain a +4 bonus on Grapple checks, and are always considered to have actors’ props.  However, you also gain Achilles heel (heat).
River/Waterfall: You gain a +2 bonus on Athletics checks, the Trample I natural attack, and superior runner I.
Sea/Lake: You calculate your Wounds as if you were 1 size larger, you gain Cold Resistance 5, and any weapon you ready gains the trip customization at no additional cost.
Stone/Metal: You gain DR2/Blunt and a +2 bonus on Resolve checks.  However you take a -2 penalty to Reflex saves.
Storm: You gain a +2 bonus with Intimidate checks, the fearless I NPC quality (see New NPC Qualities below), and may convert your unarmed damage to electrical damage without suffering the normal -4 attack penalty.  However your Wisdom decreases by 1.
Water: (As Elemental Heritage.)
Wind: (As Elemental Heritage.)
14  Community / License to Improvise / Re: Rebooting the Construct type on: April 26, 2013, 09:08:11 AM
Undead also grants darkvision I.
Which I also don't really agree with, for the record.
If it's only niche outliers that don't reflect one of these qualities, it's a good argumen that the quality is a valid feature of the type and it makes little sense not to include it.
I'm just not sure "doesn't have visual enhancement of the extra light gathering variety" represents a niche quality.  Low-light vision isn't something I recall stated enough as a trait of robots and such.
15  Community / License to Improvise / Re: Rebooting the Construct type on: April 26, 2013, 08:20:13 AM
A type giving out something like darkvision automatically doesn't sit right with me because while there are XP-calculated options for adding the quality to NPCs there are none for taking it away.  Plus I think it assumes too much about how a fiction traits should be translated into game mechanics: what's to say that every fictional construct with enhanced vision isn't simply being built with a separate NPC quality?
Pages: [1] 2 3 ... 71


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