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16  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: October 17, 2014, 10:11:47 AM
So, of those of us lef behind, what are our plans? Given we now have a grade III kit at our disposal, Janus is going to be madly brewing poisons ready for, presumably, Mama Giueseppe's stew day the following week.
17  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: October 17, 2014, 09:56:28 AM
One of the most late 80s meets early 90s things ever: A Night's Work, a liveaction Shadowrun promo
18  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: October 16, 2014, 09:06:05 AM


19  Community / License to Improvise / Re: [Notebook] The Champion on: October 15, 2014, 10:37:00 PM
'Mix-Up' by itself will fill up most if not all of the slots Battlewise makes available.

     Battlewise: At level 10, you gain the Bag of Tricks feat and may use the mix-up trick twice per round while still observing the minimum number of rounds between use of an action.
     At Level 20 you gain the Bag of Tricks feat a second time and the minimum number of rounds between the use of an action becomes 1.
20  Community / License to Improvise / Re: "Suspicion" - the Police Procedural Content Generator on: October 15, 2014, 03:22:21 AM
Sounds like leads are structurally equivalent to hints
21  Community / License to Improvise / Re: New Base Class: The Inspector on: October 14, 2014, 07:32:15 AM
Any aggression you feel was there was purely an inferrence on your part and was not intended. I have to admit however that when logic seems flawed or hidebound, that is something that frustrates me.

(click to show/hide)

"Just the facts, ma'am"
     - Stan Freberg


Whether they are garilous or terse, all detectives are talkers. They have to be. You certainly don't get to be a renowned inspector without the ability to get people to talk to you or likewise get your point across to them. Because sure your Inspector can be a dogged Dredd type who via an unending onslaught of intimidation will track down someone to deliver on-the-spot justice, but the class itself should be just as capable of the ability to persuade a frightened victim to give testimony without moving outside their class skill list. Not to mention that if you have Bluff on the skill list, the class is absolutely a talker class.

 You can easily dump Haggle to get Impress back into the class list and leave it to the player to decide whether they invest the ranks in it instead of having to expend one of their origin skill choices. Especially as Haggle is a totally rubbish skill in Fantasy Craft and should have been much more like Spycraft's Streetwise skill.

Your listing of all the detectives capable of fighting? Basic proficiencies and fortes, the lot of them. Not a feat required. Out of all the basic combat feats, the only ones that really speak to being a detective in the classic mould are the aggro and charging chains, allowing you to provoke a suspect into hasty action or run them to ground as they try to flee.
22  Community / License to Improvise / Re: "Suspicion" - the Police Procedural Content Generator on: October 14, 2014, 06:44:44 AM
Background is missing Relationships -- a lot of brief investigative montages often build a matrix of the interpersonal tensions and supports in a victim's life from which a pool of suspects can be drawn. Hence the reason you some times get multiple murders that are intended to obfuscate the relationship between the killer and victim that really mattered to them.
23  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: October 14, 2014, 06:27:22 AM
If they were going to do Civil War, they should have done it before they executed SHIELD by publically revealing Hydra had eaten out the heart of it. Because Agents of SHIELD is doing a very good job of showing what happens when that sort of database falls into villainous hands.

Civil War is really dangerous territory to be taking the franchise. It turned Reed Richards into someone who's pretty much operating on the same moral level as Doctor Doom, and left them with no way to redeem Stark as a character except to give him personality backup that conveniently last saved before any of the Civil War/Secret Invasion mess started and even now it seems he's starting to veer back into that territory as Marvel basically get around to their version of Infinite Crisis.
24  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: October 14, 2014, 02:37:35 AM
25  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: October 14, 2014, 12:42:34 AM
Pity. Actually, is 'morning after' medication and/or abortion generally legal in Talengarde? How would someone in Caldwin's position be expected to act if a member of minor nobility -- or more accurately his wife -- sent a request for such things?
26  Community / License to Improvise / Re: New Base Class: The Inspector on: October 14, 2014, 12:21:00 AM
    • The fact that Field Experience can't overcharge a second skill doesn't mean it doesn't work. It means that you're not going to feel as huge of a gap in your skill point spread when you invest those extra skill points into your elevated Investigate cap. If you want, you could change it to the following so you don't feel like you're missing out on anything.

           Field Experience: Sometimes it's the eccentricities that help provide crucial insight into a case. Choose one of your origin skills. Each time you gain 1 or more ranks in that skill skill, you also gain an equal number of ranks in the Investgate skill. This may not increase your Investigate skill beyond its maximum rank. Additionally, you may use this skill pairing with the Skill Mastery feat chain.

    • Replace Break Them Down's Repartee chain with the Black Cat chain, for reasons previously mentioned. You're also wrong about Inspectors not having to be talkers -- I don't know what sort of crime shows you watch, but having consumed this sort of thing for decades I can say that misdirecting a suspect into revealing their true intentions or preventing them from realising your partner is sneaking up somewhere they shouldn't is a fairly basic investigative technique.
           Similarly, physically tracking people is rarely something the Inspector archetype is about -- they have partners and minions for that. Virtually every instance of the investigator doing so is basically a foot chase -- so contested athletics and notice/tactics checks. If you really want the Inspector to be able to properly track -- as in you're a non trivial amount of time behind your quarry, using their spore to close in -- make it an option on Honed instincts.

    • Chance defines the investigative process especially in a cinematic narrative. Investigators both fiction and real routine refer to lucky breaks in a case where they've only come across a vital clue or lead through serendipity or other seemingly improbable avenues. But running through the chance feats:
      • Adventurers' Luck - you've been clever enough to notice where the real stash was
      • All In - You have to risk it all to find the chink in the criminal mastermind's armour
      • Black Cat/Jinx/Tough Luck - Your superior insights and techniques continually leaves the suspect on the back foot
      • Close Call - What happens when the suspect leaves traps for the unwary pursuer or turns out to be a master hypnotist?
      • Fortune Favors The Bold - Those surges of insight that allow your investigation to emerge successful from a situation that seemed doomed to fail
      • Fortune's Fool - All investigations risk going the wrong way, and you're smart enough to learn from your mistakes
      • Lady Luck's Smile - By Jove, you've cracked it Holmes!
      And so on and so forth.

    • I was misremembering how the skill mastery feats implemented the threat range boost, but ultimately the +2 per iteration for harsh persuasion doesn't bother me because Intimidate as a combat skill (Threaten action) isn't affected by critical successes, while at 11-20 threat range when making coerce or browbeat checks only means that you have more opportunity to spend the same number of action dice you have at any other level. Without AD, threat rage is meaningless, and character abilities that let you activate threats on skills for free are exceedingly rare to the point that there isn't even a campaign quality that does it.
    • Assisting With Enquiries means that if you have Heroic renown 3, your virtual military/noble/etc renown is 2. Why on earth would you assume that the cost of favours is reduced?
    • Of course Confidential Informants is intended to benefit from Assisting... -- why wouldn't it? and no, the suggestions don't make this particularly "favour heavy" at all. A favour heavy class would be cutting the cost and expanding the gates of favours across the board. The game has stuck particular mechanical benefits that suit an inspector style character in a certain hard to access area and these suggestions are making them more easily available.
    • The free hints provided by Little Grey Cells are a 1 point origin benefit that have been trumping the priest out of the gate since day 0. Signs & Portents's strength lies in the escalating number of AD you receive for denial of answers. By the time the possibility of LGC rocks around -- an inspector can go their whole career without it -- the priest has had S&P for 4 levels already, and will benefit from LGC just as much as anyone else.
    • The courtier gets npcs worth 35 points, so Taskforce calling watchmen -- which is entirely appropriate for an Inspector -- isn't out of step. If you don't like watchmen, make your own slightly cheaper statblock and call it investigators or meddling kids.
    • My Sudden Insight generate has no need to generate clues because (a) you have your investigate rolls for that if you're operating solo, and (b) it's intended as a force multiplier for teammate who bring their own clue generating level 10 abilities to the game. And as the wording is "when you gain a clue it is always illuminating", not "you always gain an illuminating clue", of course you don't get a clue if you screw it up. (Of course if you allow crit failures on successful checks, you could get the clue you need only to end up with your arse on suspension...)

    • Denoument: During Dramatic Scenes, you are at the centre of a Zone of Truth with a casting level equal to your career level. This non-magical effect extends out to Close Range, cannot be dismissed, and the penalty to Bluff checks also applies to Blend, Disguise, Sneak, and Tactics checks targeting you within this area, as well as spellcasting checks for illusions. Effects with a minimum result such as flawless abilities or spells such as Disguise Self no longer benefit from it. Only you benefit from this ability, but you may spend an action die to force any one character so revealed to you to unveil themselves to everyone present.
           (Someone revealed by this ability to be pretending to be the president could be forced to unmask thus revealing themselves as an alien mastermind, or you could break the optical illusion disguising the bridge leading to the holy grail)
    27  Community / License to Improvise / Re: New Base Class: The Inspector on: October 13, 2014, 07:53:02 AM
    (click to show/hide)

    One thing I'm not really getting from this class that I really should is a sense of iconic identity. While base classes are meant to be generic broadly adaptable, this feels very background characterish -- more Bell than Watson or Holmes.

    • I'm going to suggest a new core ability to start with; that AD one is blandly generic.

           Field Experience: Sometimes it's the eccentricities that help provide crucial insight into a case. Choose one of your origin skills. You gain the Talented feat for that skill paired with Investigate, and may also use this pairing for the purpose of Skill Mastery feats.

    • For Across The Years, replace Resolve with either Notice (so you'll be able to pull off the trick of instantly reading a room) or Tactics (which is sorely underrated as a social skill that can make a suspect's web of lies collapse).

    • I'm On The Case is amusing, but ultimately risks devaluing any contribution a scout (or other dedicated tracker) might end up making -- I can see the two classes working together quite synergestically together much like Ray and Benton from due South. Might I suggest making the basic kernal of this part of the F ability and looking to the Lancer as a source of inspiration.

           Break Them Down I: At Level 2, you gain the Repartee Basics feat and your maximum Investigate rank increases to your Career Level + 6.
           Break Them Down II: At Level 11, you gain the Repartee Mastery feat and your maximum Investigate rank increases to your Career Level + 7.
           Break Them Down III: At Level 19, you gain the Repartee Supremacy feat and your maximum Investigate rank increases to your Career Level + 8.

      Yes this is intended to work with Field Experience

    • Bonus Feat should offer a choice of Skill and Chance (do not under estimate the advantages of the Black Cat chain in elevating a suspect's error ranges when combined with the effect of a successful tactics check). You might also offer access to a limited number of paths here.
    • Change Expert Detective to Great Detective, and instead of the knowledge check bonus offer a choice between taking that level of heroic renown, or increasing their legend by 1 -- do they become known for their work, or their results...?
    • Harsh Persuasion doesn't make a great deal of sense to me -- browbeating is next to useless without a massive result gap, while the actual thing you're trying to model of bullying a suspect into confessing or grassing someone up is far better covered by the Coerce action. Ideally the ability should be giving you an insight bonus to threat range of your Intimidate checks that increases by 2 per iteration.

    • Honed Instincts has a lot of solid choices, but try this mix.

           On The Case: At levels 6, 9, 12, 15, and 18 you may choose one of the following abilities. each ability may only be chose once.
           Always Ready: You may always act during surprise rounds.
           Assisting With Enquiries: A number of times per adventure equal to your starting action dice you may substitute your Heroic renown for another Renown track when purchasing favours. When doing so, the value of this virtual track is considered 1 lower than your actual Heroic renown.
           Confidential Informants: You benefit from Reconnaissance favours as though they were 1 grade higher (ie, purchasing a cursory reconnaissance yields 2 key detail instead of 1.
           Expertise: Choose one of your Inspector class skills. You may always take 10 with this skill. Further, taking 10 with this skill doesn’t take twice as long and taking 20 takes only 10 times as long.
           Gentle Threats: When making Browbeat and Coercion targeting standard characters, you may use the Impress modifiers on table 2.12.
           Iron Will: You gain the Iron Will feat.
           Little Grey Cells: You gain a pool of free hints per session equal to your starting action dice. If they can see or hear you, your teammates may utilise this pool.
           Taskforce: You gain the Followers feat, the NPC group consisting of Watchmen (see page 248). You may gain the Followers feat a second time later, as your character options allow.
           Warrant: Once per adventure as a free action, you may gain a free Detention Favor with a cost equal to your Class Level + 5. Unless used, this Favor is lost at the end of the scene.
           Withering Scrutiny: When a character opposes your Sense Motive, they must roll twice and keep the lower result.

    • Given your feelings about wanting clues from this ability yet having a surfeit of them...

           Sudden Insight: Your ability to synthesize useful information is from countless sources is nearly peerless. At level 10, whenever you or your teammates uncover a Clue, it is always at least Illuminating.
           At level 20, the clue is always Revelatory.

    • Elementary is terribly overpowered. Try this.

           Denoument: During Dramatic Scenes, you are at the centre of a Zone of Truth with a casting level equal to your career level. This non-magical effect extends out to Close Range and cannot be dismissed. Once per round you may target a single character and spend an action die to force them to reroll any and all blend, bluff, disguise, sneak, or tactics check they are currently benefiting from; the result is apparant only to you.
    28  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: October 12, 2014, 04:56:10 PM
    So nothing incriminating our scarlett woman?
    29  Community / License to Improvise / Re: Revised conditions on: October 11, 2014, 07:09:47 PM
    And there you have the crux of my dilemma

    Added Tainted, changed the mulitgrade conditions to increase error range

    Just to specify, its no longer possible to have multiple dice of vantage affecting a check -- it's you either have it or you don't.

    And even at grade IV, with a escalating error range most people are only facing an error range of 1-9 so on any individual roll they still have a better than average chance of avoiding complications. RAW, error range only matters if you fail the roll; if you play the way lots of people play where success and critical failure are compatable, someone with fatigued IV who succeeds at a roll but the raw number is within the enhanced error range could easily be seen to impale an enemy only to have their weapon torn from their grasp as the body topples away.
    30  Community / License to Improvise / Re: Revised conditions using 5e (dis)advantage rules on: October 11, 2014, 08:14:43 AM
    I dunno, I think it adds a nice frisson -- the more grades you're carrying, the more likely you are to stuff up.
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