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1  Products / Fantasy Craft / Re: Any update on Spellbound? on: October 21, 2014, 05:46:06 PM
For every misstep the Crafty bunch admits to, they've managed to keep the doors open.  ALOT of start ups can't say that.
Guardians of Order: guy running it said when he closed he probably should have been doing a better job of driving, and as a result we don't get a projected setting book for their multiversal anime setting (as well as all the other nice anime products they could have made).
2  Community / License to Improvise / Re: Why Did I Do This? on: October 19, 2014, 10:22:17 AM
I have to say fighting with a basketball is a lot more inspiring to me than most other forms of combat.

Just one thing though: you should give them an ability to grants any basketball they wield the returning quality.  Because it's not that hard to imagine.
3  Community / License to Improvise / Re: Halloween Spirit on: October 18, 2014, 07:58:57 AM
I came up with a Special Construction a while back that has some spooky potential:

* Bone: A complete skeleton -- or perhaps more than one -- your reflexes and dead appearance give friends and foe alike pause.  You gain Bow and Edged Resistance 5, lose lumbering, and each time an opponent attacks you and misses he suffers 2 stress damage.  However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips, and the Disposition of any character who’s aware of your species and doesn’t share your native culture worsens by 10.
4  Community / License to Improvise / Re: New Base Class: The Geomancer on: October 05, 2014, 12:14:08 PM
Is a 4-AD Nature's Fury 1/adventure really so powerful it needs to affect your allies?  If it is couldn't you just change the ability so it requires the Geomancer to spend AD but not affect allies?
5  Products / Fantasy Craft / Re: New to Fantasy Craft on: October 04, 2014, 08:15:24 AM
It may be future-proofing: in case they ever make a class with the same ability they're covered with regards to how they interact.

In fact the Conjurer base class from the Spellbound preview has the same ability.
6  Community / License to Improvise / Re: New Base Class: The Geomancer on: October 03, 2014, 08:10:01 PM
I think I prefer the new one (though maybe not so much that it affects your allies).  But then again I'm the sort of person who's too soft to force anyone to take even a Petty fate.
7  Products / Fantasy Craft / Re: New to Fantasy Craft on: October 02, 2014, 07:14:04 AM
Depends on what you mean by "circumvent": Drake craftsmanship weapons double as mage's pouches and obviously have other uses besides.
8  Products / Fantasy Craft / Re: New to Fantasy Craft on: September 30, 2014, 05:55:53 AM
It really needs to be an early buy to make sense....
Why? Huh? Things are retroactive in Fantasy Craft: no matter what level you gain the feat at you gain all the extra skill ranks you would be entitled to had you taken it from Level 1.
9  Community / License to Improvise / Re: New Species Spellcasting Feat: Monster Spirit on: September 29, 2014, 06:52:55 AM
That said, these feel odd to me. I don't know, the idea of being able to select any combination of spells is off-putting to me. I feel like they should be constrained in some way; by school or discipline, perhaps, but that's still not quite the right feeling.
I can see that: there's not much flavor in them being open.  But I don't think the feats themselves need to have those constraints hard-coded (at least flavor-wise): they're intended to be generic choices that can then be reflavored by GMs and players based on their concept for spells chosen.
10  Community / License to Improvise / New Species Spellcasting Feat: Monster Spirit on: September 28, 2014, 08:28:54 AM
There just aren't enough ways to gain spellcasting through feats.  There are the nice Astral Magic feats, but those have associated skills and that kind of feels clunky for some concepts.  Instead I've created a pair of feats here designed for plucking out the occasional spell to add to your hero to represent some kind of inherent magic, in this case descent from, or being a, bestiary-type monster.

I know Career Level isn't used for any other feats, but it seemed like the safest way to gate these without having to reference something that would skew what kinds of characters could take these feats.  It still may not be enough for balance, but the best I could do was assume that casting something fewer times per scene than a Mage means it's not going to ruin the game.  Possibly there needs to be a cap on how high a Spell Level can be chosen.

Monster Spirit Heir
Type: Species
Pre: Career Level 3+
Benefit: Choose a spell.  You may cast this spell once per scene (twice per scene if Level 1, or choose two Level 1 spells to cast once per scene each).  The maximum Level of spell you may choose is dependent upon the maximum Level a Mage equalling you Career Level could cast (i.e. Level 3 you = Level 3 Mage = Level 1 spell).  You Casting Level for this spell is equal to your Career Level.  You must pay all Preparation costs associated with the spell.
Special: You may take this feat more than once.  Each time you must choose a different spell.

Monster Spirit Scion
Type: Species
Pre: Monster Spirit Heir
Benefit: Choose one of the spells gained from Monster Spirit Heir.  You may cast this spell one additional time per scene.  You may not choose a spell the Level of which is higher than 3.
Special: You may take this feat more than once.  Each time it applies to a different spell chosen for Monster Spirit Heir.
11  Community / License to Improvise / Re: New Base Class: The Geomancer on: September 28, 2014, 07:11:49 AM
Ha ha, more, MAWR! Evil What other combinations can we come up with that deserve a base class?
12  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: September 17, 2014, 10:54:20 AM
One of the things about size that is slightly annoying is that they don't mention what Real World measurements of height and length they are.  That's not necessarily bad if you want to be abstract, but it does make going from one to the other confusing.
13  Products / Fantasy Craft / Re: Unarmed Combat feat options on: September 17, 2014, 08:41:30 AM
The feat Dragon-Tailed from the Adventure Companion grants you Tail Slap I.  Devilish Heritage gets you Gore I.  Those are the only two I can recall that Drakes can access.

I think the language of "if you get a second natural attack" is just paranoid lawyer wording: it's there to cover a butt.  In reality the only species that gain access to enough ways to have natural attacks for it to matter are Rootwalkers and Unborn.
14  Products / Fantasy Craft / Re: Third party books, taking a pulse on: September 13, 2014, 01:20:00 PM
-Setting...and a full setting at that.  I would eat up the inevitable splatbooks that detail the world if the setting grabbed me.  Having more species and masterclasses specific to the setting would be a plus.
Me too, though my personal taste would for it to be sword&sorcery.  My perception is that there are a few too many of those around even if for other systems.
15  Community / License to Improvise / Re: New Species Feat: Special Construction (Bone) on: September 13, 2014, 11:13:31 AM
A tighter, more "solid" design can still justify the resistances based on hardness of the bones.
That (and this feat) may be better done by "DR 2/Blunt".
Actually I just realized this would allow AP to bypass it, which shouldn't work on spaced bone.

I think this idea needs two feats: One represents an animated non-undead skeleton, the other a bone-armored skeleton.
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