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Products / Fantasy Craft / Lasso Rules
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on: June 04, 2012, 09:00:36 PM
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Hi folks:
I created a minor magic item for my character before really understanding the rules for it, so our game got a little interesting last night. It was just a Lasso that deals fire damage. A few issues emerged during play, so I'll just list my questions and our solutions in-game.
1. For ranged weapons with the hook/trip qualities, does the character have to successfully hit the enemy with a ranged attack before they can initiate the disarm/trip attempt? My understanding was that having a lasso simply allows the character to take these actions at range, with the bonuses provided by the weapon quality.
2. My GM, who didn't realize this lasso was gonna happen, assumed that the lasso was used for ranged grappling attempts. Before I explained the rules (as I understood them), he was going to make me make a ranged attack, and then initiate a grapple check. In the circumstances, the standard trip rules were sufficient, but I can imagine a circumstance where grapple benefits + lasso would make sense/be awesome (ranging screaming club). Are ranged grapple checks possible with a lasso?
3. How much fire damage does a lasso deal? I presumed it did no damage itself, but set the enemy on fire for 1d6 each round after contact.
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Products / Fantasy Craft / Re: I just bought FantasyCraft, and I really wanted to like it, but...
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on: March 27, 2012, 11:23:57 AM
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Been reading this topic and I wanted to say that my friends and I absolutely adore Fantasycraft, and it's become our system of choice. However, it took me the better part of two years to win them over to it. This is just the way of things in a niche industry like pen-and-paper RPGs. I think it's frankly a better choice to have less publicity about it than more, because expectations are expensive. Given the nature of this industry in culture, your time is better spent making an excellent product than advertising it.
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Community / Bounties / Re: Let's Talk Mechanics
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on: April 17, 2011, 01:23:13 PM
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REIGN is flat-out awesome. The company rules are the perfect balance of simple and powerful that compel me to play a given RPG. I've only played a few sessions, but it seems perfectly suited for Game of Thrones-style madness.
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Products / Fantasy Craft / Re: Holdings
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on: February 10, 2011, 11:20:23 PM
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Yeah, I assumed the Citizen thing was meant to be a Roman-style citizen, with lots of power and wealth. Thanks for the help, guys! Too bad I haven't had luck with a regular gaming group lately to give all sorts of pretty houses in-game. 
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Products / Fantasy Craft / Re: Holdings
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on: February 10, 2011, 08:15:49 PM
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A Courtier, or someone with the right Specialty, or someone with a high Cha, can make use of it. I'm pretty sure that in many cases, Extra Holding nets you a Scale 1 holding, with plenty of Rep left over to build a moat around it.  That's a very good point, and essentially answers the question I had. Still one issue though: the Cloak & Dagger campaign of the AC gives the 'Citizen' specialty 'Extra Holding' as a feat. Unless every citizen at level one lives in an outhouse with spikes on it, a moat surrounding it, and 2 carpenters living in it, that seems to suggest the 30 rep can go toward the scale. Maybe it's just expected that you take this speciality as a high-lifestyle character? The feats give you a starting version. After that you can buy up, same as if you bought the intial seed with Rep directly.
Holdings are actually pretty easy to expand - they are 1 Rep per person they can house, so you can inch them upwards in as little as 1 point increments.
That was my assumption, I just wasn't sure if there was a specific rule for balancing/otherwise that said this was a no-no.
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Products / Fantasy Craft / Re: Holdings
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on: February 10, 2011, 11:50:59 AM
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Hi everyone! Fantasy Craft is awesome!
Just a few questions on holdings, please redirect me if these have been answered:
1. Extra Holdings Feat: is the holding granted by this feat limited by the higher of the player's panache or prudence? I'm assuming no, because otherwise there seems to be little utility in it. Same with the Extra Contacts feat.
2. Upgrading Holdings: Obviously there are upgrades listed in the Core Book, but how would one simulate increasing the scale of an already existing holding, e.g. a PC uses his increased reputation to get granted additional land surrounding his estate?
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Community / License to Improvise / Re: Professional Colleges of Magic
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on: October 24, 2009, 09:40:15 PM
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While a sailor might like the idea of shooting flames from his fingers, why would his sponsors pay for it?
Same reason people paid for flaming weapons against vessels with wooden hulls and canvas sails?  In general, I like the idea this thread is proposing, but I feel it would be a lot simpler for a mage to simply know spells that fit the character idea the player is looking for. At most I think incorporating this into specialty system would work best, or perhaps as optional rules in a future supplement. Players will self-regulate for the most part.
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