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16  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.
17  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?
18  Products / Fantasy Craft / Re: Spellbound Update: Is that the finish line? Way over there? on: April 19, 2013, 08:41:25 AM
You don't need to worry about loosing my interest: I stoked enough that I wish there was a way to pre-order the PDF!  Mostly because I'm hoping we could do the preview bit again.  (I don't actually like books, so you wouldn't get me there.)
19  Products / Fantasy Craft / Re: Subdual damage dealing weapons and npcs immune to it on: April 17, 2013, 10:09:58 AM
I'm generally wary of any response where the solution is "use common sense", considering some of the gamers I've encountered. I once ran into a gamer that said that Ocarina of Time was weeaboo horse hockey because "Everyone knows it's impossible to use a bow from horseback".
I fail to see how such a person is going to be the one not allowing hammers to damage objects. Huh?
20  Products / Fantasy Craft / Re: Subdual damage dealing weapons and npcs immune to it on: April 08, 2013, 06:57:52 AM
The Crafty designers have replied on this before and mentioned that GMs should use common sense when confronted by these issues.

They even put that in the errata.
21  Products / Fantasy Craft / Re: Couple of Fantasycraft questions... on: March 17, 2013, 04:08:05 PM
Tracked down fan-made option/point-based class creation guidelines if you want to try yourself.
22  Products / Fantasy Craft / Re: Couple of Fantasycraft questions... on: March 17, 2013, 09:51:28 AM
Arkanshel what are you thinking your hypothetical fighting-magic class has other than full BAB?  I mean if you really want one you could probably talk some posters in the License to Improvise forum into helping you build one, but they'll need to know more than "full BAB, spellcasting": there's saves, Defense, Initiative, Lifestyle, Legend, skills points, Vitality, which of the two kinds of spellcasting, even what other class features you'd want it to have.

As to the issue of "Soldier is boring now that we have the Martial Artist":
Sometimes you don't always put out your best stuff the first go-round.  Maybe the Martial Artist is cooler than the Soldier.  Maybe the new base caster classes in Spellbound will make the Mage feel obsolete.  I figure as log as I have something cool I shrug at the other stuff and don't bother with it.  I don't know, maybe you really like to use everything.
23  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 22, 2013, 08:07:42 AM
The size limit you put in place is Small, however.  I take it you meant it to be Tiny?
Probably.  It's tough to keep track of all this stuff.
My main issue with this feat is that as it stands, it's mostly just a weaker version of Goblin Blood (unless you're already Small, when it's still a weak feat, but at least it's different).
I'm actually fairly certain Goblin Blood is overpowered, unless the wiki costs are wrong (which is seems they are).
BTW, are you feeling all right?
No.  It's too complicated to get into, but essentially I'm burned out on dealing with anything I can't see a direct use for and I don't expect I can pull off being a GM.
24  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 20, 2013, 12:16:42 PM
No, it's an actual size change with both the good and bad that implies, it's just that like Giant Blood there's an upper limit to what should be allowed so Tiny has to gain some different benefit.

You can do what you want with it: at the moment I don't really care about any of this.
25  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 20, 2013, 11:25:20 AM
Given that the setting has Tiny character the minimum size should be Tiny.  Also improved stability is just................ Huh? I don't get it.  Doesn't fit at all: this is a "make me a D&D dwarf" feat.
26  Products / Fantasy Craft / Re: Acid damage on: February 17, 2013, 02:56:45 PM
That's not how I read it: as far as I can tell you take full acid damage on the attack and then half the original damage each subsequent round until you read 0.
27  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 16, 2013, 09:48:19 AM
I'll also upload the Species Feats I was going to have.  I won't be breaking these down because that's way too much work.

Species Feats
Amphibious
You are as at home in water as you are on land.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain a +5 bonus with Swim checks, and the superior swimmer I and the aquatic I NPC qualities.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Arboreal
Branches are as good as ground to you.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain a +1 bonus with Climb and Jump checks, the superior climber I and superior jumper I NPC qualities, and are always considered to have climber’s gear.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Spirit Power
Type: Species
Prerequisites: Study: Spirits
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.)

Four-Armed
The extras come in very handy.
Type: Species
Prerequisites: Non-Beast, Level 1 only.
Benefit: You may simultaneously hold and arm up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects.  You also gain a +1 bonus with skill checks made as part of a Grapple action if two or more of your hands are free, and a +2 bonus to Balance, Climb, and Disable checks.
Special: When you take this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement "Level 1 only".  Also, if you gain the Many-Armed feat, you lose the weapon holding and Grapple bonus gained from Four-Armed (but not Many-Armed) and the lower of your Strength of Dexterity rises by 1.

Four-Foot Body
Below your waist you have the form of a wild runner -- whether clawed or hoofed -- instead of a pair of sluggish stilts.
Type: Species
Prerequisites: Non-Beast, Level 1 only.
Benefit: Your size category increases by one step (maximum Large size) but not for the purposes of space, handling items, or natural attack damage.  You also gain an increase of +5 ft to ground speed and one of the following options:
* Run Claw: Additional +5 ft ground speed, superior traveler I, and a +5 bonus on Push Limit checks.
* Grab Claw: Claw I natural attack and a +2 bonus to Grapple.
* Heavy Hoof: Kick I natural attack and a 50% increase in carrying capacity.
* Light Hoof: Kick I natural Attack and the superior runner I NPC quality.
However your Break Fall, Climb, and Tumble checks are always considered untrained and you suffer double the Speed penalty from broken leg critical injuries.

Nocturnal
You are well adapted for the night.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain darkvision I and light sensitive, light sleeper, and your hearing range increments are equal to your Wisdom score x10 ft, and you may always act during a surprise round unless deafened.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Scorpion Body
The body of a scorpion scuttles beneath you.
Type: Species
Prerequisites: Non-Beast, Level 1 only
Benefit: Your size category increases by 1 (maximum Large size) but you still count as your original size category for the purposes of handling items.  You gain Stinger I, Pincer I (functions as Squeeze I, except only when grappling using the front claws), and thick hide 2.  Kick attacks, as well as Break Fall, Jump, and Tumble checks you make, are always considered untrained, and you are cold-blooded.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".
Note: Scorpion Body’s stinger natural attack qualifies for the Toxin Sacs feat (Adventure Companion, p 137).

Small Blood
Blame it on genetics.
Type: Species
Prerequisites: Level 1 only
Benefit: [To Be Revised]
Special: You may only have 1 “Blood” feat. When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

Spider Body
You are a spider down below......and above, when you’re hanging from the ceiling.
Type: Species
Prerequisites: Non-Beast, Level 1 only
Benefit: Your size category increases by 1 (maximum Large size) but you still count as your original size category for the purposes of handling items.  The DC of your Climb checks decrease by 1/2 normal (rounded up).  Additionally you may produce spider webbing, allowing you to create the equivalent of binding rope and climbing gear that may be used by one additional person.  Kick attacks, as well as Break Fall, Jump, and Tumble checks you make, are always considered untrained.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".
28  Community / License to Improvise / Re: Monsterverse: A Setting Where Humans are the Token Race. on: February 16, 2013, 09:28:49 AM
Yeah, sure, but you'll have to give me some time.  I stopped work on this because the Origin points values on the wiki apparently aren't correct.

UPDATE: Here:

Pegasus
[1] Large (1x2)
[-2] Beast
[1] Speed 40 ft.
[1] darkvision I
[1] Enlightened Resolve
[0.5] fearless I
[1] improved sense (hearing)
[1] Kick I
[2.5] Winged Flight 40 ft.

Unicorn
[1] Large (1x2)
[-2] Beast
[1] Speed 40 ft.
[1] darkvision I
[1] Enlightened Acrobatics
[1] improved sense (hearing)
[1] Medicine Power
[2] Gore I, Kick I
[1] trackless step

Griffin
[1] Large (1x2)
[-2] Beast
[ 0 ] Speed 30 ft
[1] darkvision I
[1] improved sense (sight)
[2] Bite I, Talon I
[2] Tenacious Spirit
[2.5] Winged Flight 40 ft.

Spirit Hound
[ 0 ] Medium
[-2] Beast
[1] Speed 40 ft.
[2] Bloodhound
[1] Called Shot
[1 Crunch!
[1] darkvision I
[1] Enlightened Tactics
[1] improved sense (hearing)
[05.] superior runner I
[1] Bite I

Spirit Fox
[1] Tiny
[-2] Beast
[1] Speed 40 ft.
[1] Prudence +1
[1] darkvision I
[1] Enlightened Stealth
[ 0 ] Environmental Variants
[1] improved sense (hearing)
[1] improved sense (scent)
[0.5] Inquisitive Mind (+1 only)
[0.5] superior runner I
[1] superior jumper I

Cat
[1] Tiny
[-2] Beast
[ 0 ] Speed 30 ft
[0.5] +2 Balance
[1] darkvision I
[0.5] superior runner I
[1] improved sense (hearing)
[1] superior jumper I
[1] Bite I
[1] +2 grapple and Climb
[2] Upright Mover
29  Community / License to Improvise / Re: Holy Origins, Batman! on: February 06, 2013, 12:41:02 PM
I need some feedback on how it works for people.
I'm not seeing anything new.  Especially not Species and Talent.
30  Community / License to Improvise / Re: Holy Origins, Batman! on: February 05, 2013, 02:27:05 PM
....I say generous, because bleeding, the one known individual immunity, is priced at 1....
Then that's another thing that needs to be corrected on the wiki, because the origin creation guidelines have that as 0.5.
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