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31  Community / License to Improvise / Revised conditions using 5e (dis)advantage rules on: October 09, 2014, 06:32:01 AM
For those of you not following the new edition of D&D, they came up with a neat idea of replacing a whole bunch of numerical bonuses with a roll'n'keep mechanic. Thus here's an attempt to integrate that idea into mastercraft.


Vantage
Vantage replaces some but not all penalties or benefits characters may acrue on a check in the standard version of the rules. Vantage comes in two flavours:
  • Advantage: Roll 2 dice instead of 1, take highest result.
  • Disadvantage: Roll 2 dice instead of 1, take lowest result.
    If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you donít roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.
     If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of
them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
     When you have Vantage and something in the game lets you reroll the d20, you reroll the die you would normally discard

Conditions
     Baffled (IĖV): The character suffers disadvantage with all skill checks, and their error range increases by 2 per grade they suffer. A character loses 1 baffled grade at the end of each scene.
     Bleeding: The character suffers 1 point of subdual damage at the end of each round. If he takes 1 or more actions during the round, he suffers 1d4 lethal damage instead. This condition heals at the end of the current scene, but may be eliminated earlier with a successful full-round Medicine check (DC 20).
     Blinded: The character cannot see anything is flat-footed, and automatically fails any check that requires sight. Attack rolls made by the character have disadvantage while those targeting them have advantage.
     Charmed: The character canít attack or otherwise target the charmer with harmful abilities or effects. The charmer has advantage on any ability check to interact socially with the character.
     Deafened: The character cannot hear anything and automatically fails any check that requires hearing.
     Enraged: The character may not make skill checks and automatically attacks the nearest conscious target with his most damaging attack, even if itís a friend. Once per round, the character may make a Resolve check (DC 20) to calm himself and lose this condition; otherwise it fades at the end of the current scene. In either case, the character falls unconscious immediately after.
     Entangled: The character suffers disadvantage with attack and Dexterity-based skill checks. They may not Refresh or Run, and his Speed drops to 1/2 standard (rounded down).
     Fatigued (IĖIV + special): The character may not Run, and they gain disadvantage with physical attacks, checks, and saves. Further, their Speed drops by 5 ft., their Defence drops by 1, and their error range on rolls with disadvantage increases by 2 per grade they suffer. If a character with fatigued IV is fatigued again, they instead fall unconscious. A character loses 1 fatigued grade at the end of each scene and for each full hour of sleep.
     (e.g. at fatigued II, a character moves 10 ft. slower and their Defence is 2 lower than normal, and the error range on rolls such as attacks or tumble checks increases by 4.)
     Fixated: The character is charmed and must take at least 1 Standard Move action per round toward the source of his fixation. Once per round, the character may make a Resolve check (DC 20) to regain composure and lose this condition; otherwise it fades at the end of the current scene. This condition is also lost if the character is attacked.
     Flanked: A character is flanked when 2 opponents stand on directly opposite and adjacent sides of him. While flanked, the character's opponents gain advantage with attack checks against them.
     Flat-footed: The character loses all Dexterity and dodge bonuses bonus to Defence (if positive). They may also be targeted with a variety of special effects, such as sneak attack damage. The flat-footed condition is lost when the character takes a half or full action, or is successfully attacked.
     Frightened: The character may not attack or make skill checks and must take at least 1 Standard Move action per round away from the source of his fear. Once per round, the character may make a Resolve check (DC 20) to regain composure and lose this condition; otherwise it fades at the end of the current scene.
     Held: The character is flat-footed and may take no non-free actions except an opposed Athletics check to escape the hold. A character who becomes held a second time loses this condition and becomes pinned.
     Helpless: A character is helpless when he is unable to defend himself in any way. Attacks against a helpless character are made with advantage. Also, the character may be targeted with a Coup de Grace action (see page 219).
     Hidden: A character is hidden when others are unaware of the character's location. A hidden character is also considered to be invisible and may not be targeted by attacks and skill checks that require line of sight. When a hidden character attacks an oblivious target within Close Quarters, the target is considered flat-footed (even if he isnít otherwise).  The condition is lost whenever the character casts a spell, makes an attack, or takes any obvious action that reveals their location
     Incorporeal: The character cannot be harmed with physical attacks but is affected by force damage and other non-physical attacks as normal. He may pass through solid objects at will, though force fields and other effects block his movement. This condition doesnít convey any special ability to float or fly, and an incorporeal character must hold his breath when his mouth and nose are blocked. Should a character lose this condition while occupying the same space as another character or object, they merge and all characters in the merged mass are immediately killed.
     Invisible: The character is typically impossible to see without the aid of magic or a special sense. Attack rolls against the character have disadvantage, and their attack rolls have advantage. An opponent aware of an invisible characterís presence may make an opposed full-round Search check vs. the invisible characterís Blend or Sneak (GMís choice) and with success the opponent no longer suffers disadvantage. Depending on the nature of the invisibility, the character may lose this condition whenever they cast a spell, make an attack, or take any obvious action.
     Paralyzed: The character is flat-footed and may only take actions that are purely mental.
     Pinned: The character is flat-footed and may take no actions except an opposed Athletics check to escape the pin (in which case the character becomes held instead). He may be bound with 1 free action and may only speak as the pinning character allows. The pinning character may use him as a human shield, gaining 1/2 personal cover. Finally, each adjacent opponent gains advantage with attacks targeting the character.
     Prone: A character gains this condition when lying on the ground. The only Movement actions they may take are Handle Item and Reposition, as well as the standard Bonus 5-ft. Step. The character has disadvantage on physical attacks and checks against adjacent characters. Attacks against the character have advantage if the attacker is adjacent, otherwise  the attack roll has disadvantage.
     Shaken (IĖIV + special): The character may not take 10 or 20, and they disadvantage with all attacks, mental skill checks, and Will saves. Further, their error range on rolls with disadvantage increases by 2 per grade they suffer. If a character with shaken IV is shaken again, they instead fall unconscious. A character loses 1 shaken grade at the end of each scene.
     (e.g. at shaken II, the error range on rolls such as attacks, and skill checks such as medicine or notice, increases by 4.)
     Sickened: The character suffers disadvantage with all attacks, skill checks, damage rolls, and saves.
     Slowed: The character may take only 1 half action during each round. Further, they suffer disadvantage with attack checks and Reflex saves, their Defence decreases by 1, and their Speed drops to 1/2 standard (rounded down).
     Sprawled: A character becomes both prone and flat-footed. This condition is lost when the character Repositions.
     Stunned: The character is paralyzed and may take no actions.
     Tainted (IĖIV plus special): The character suffers disadvantage with Will saves and Charisma-based skill checks, and their error range with Charisma-based skill checks increases by 2 per grade suffered. If a character with tainted IV is tainted again, he instead becomes an NPC under the GMís control. A character loses 1 tainted grade at the end of each scene.
     Unconscious: The character drops any item they are currently holding and becomes both prone and helpless. Unless otherwise specified, this condition is lost at the end of the scene.
32  Community / Off-Topic / Re: Video game news and reaction on: October 08, 2014, 09:20:17 PM
Dragon Age: Origins free on Origin until October 15
33  Community / Off-Topic / Re: Video game news and reaction on: October 08, 2014, 08:40:25 PM
I wonder how golden his parchute's going to turn out to be for jumping instead of being pushed.

And yeah, that's some serious uncanny valley territory he's sliding into there. I think the descriptor is 'lizard-like'.
34  Community / Off-Topic / Re: The Idiot Box: TV News, Reviews & Reactions 2014 on: October 08, 2014, 07:38:55 PM
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35  Community / Off-Topic / Re: The Funny Books: Comics news, reviews & reactions on: October 08, 2014, 03:55:25 AM
Dynamite Announces 'James Bond' Comics Coming in 2015
36  Community / License to Improvise / Re: New Expert Class: The Animator on: October 08, 2014, 01:11:06 AM
The lack of Craft for a class dealing with magical constructs is a glaring omission
37  Community / Off-Topic / Re: The Idiot Box: TV News, Reviews & Reactions 2014 on: October 08, 2014, 01:08:08 AM
Just tracked down and watched the first hour/2 episodes of Rebels.

Recognizing it's children's fare and suffers the limitations of all such cotton candy, I like it.

While it echoes the movies, the contemptuous ease with which the heroes and villains murder stormies is surprising in a kid's series (though not necessarily a Disney series: Weisman's own Gargoyles as well as Tron Uprising also had noticeable body counts). But if you're going to have such casually dispatched mooks while thei cartoonishly genocidal bosses continue on unscathed, it would be nice if those mooks at least presented a genuine threat to justify their deaths instead of effectively standing around pissing into the wind.

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Amongst other things it's adding some really useful ships and other hardware to the canon. The multi-roll Imperial micro-carriers is something we've needed to see for a long time - a combination troop-transport & tender for up to 4 TIEs is just about the ideal size to run a really well equipped team off of. The Ghost is also a fairly well optimized plot-platform - as long as we can break contact (via hyperspace), we can come back as long as we stay out of visual range... Nice.

Hardware is at least one place where the franchise never fails to deliver

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And I rather like the Mandolorian-punk girl. Its a fair interpretation of the creed in my mind and there is just nothing wrong with girls watching the show seeing a teen female Mando' who can more than pull her own weight. And blow shit up. And blow more shit up. Then two-pistol down some stormtroopers before blowing more shit up.

I was always predisposed to liking Sabine, but her voting with Zeb to leave Ezra to rot in the 1st ep sold me. Relatedly I'm warming to Zeb already more than I thought I would given his write-up which was typically framed in terms of his relationship with Ezra

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And yes, their astromech is wonderfully guttural and crotchety.

He seems to be speaking a dialect of gonk rather than the 'binary' that Artoo uses.

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Curiously, I'm looking forward to an occasional tie-in cross-over action with the Force Unleashed. Bail Organa is a start. More will almost certainly follow.

Hopefully none of them will involve Starkiller and as such the appearance of jedi & their ilk will be kept to an absolute minimum
38  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: October 07, 2014, 06:20:33 AM
See Jason, Freddy, Candyman, and More in this Slasher High School romance video

If you know your genre classics you'll see both endings coming, but it's an amusing way to spend 5 minutes.
39  Community / Off-Topic / Re: D&D 5e Going Live In July on: October 03, 2014, 05:20:25 PM
I've only just now started reading through it and I really like advantage/disadvantage concept
40  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: October 03, 2014, 07:27:22 AM

Action Dice: 3
Janus waves Creamor away as she takes off her crown. The pretty young man evaporates, revealing the familiar green-skinned half-elven form she usually wears. After stuffing a washcloth in the doomed apothecary's mouth, she strips out of her clothes and clambers into the bath.

Where the blood taking in Brandescar had been the messy work of someone at the end of their resources, there is a surgical precision in play here. His head is carefully turned aside. Razor sharp fangs that are a gift from her goddess sink into the exposed artery. Warm blood full of life and history flows into her mouth.

She doesn't need to drain him for this to work. But she does anyway.

And she lets her body work its magic with what it's been given.

41  Community / Off-Topic / Re: The Idiot Box: TV News, Reviews & Reactions 2014 on: October 03, 2014, 06:46:00 AM
Anyone watch </Scorpion>? I just had it on in the background while getting ready for the local RPG con tomorrow. Bit of an eyerolling premise, but it's amazing at how easily watchable something becomes when Robert Patrick has a role in it.
42  Products / Z-Corps / Escape Routes & Safe Zones on: October 02, 2014, 11:10:53 PM
Custom safe-zone maps for the zombie apocalypse
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43  Community / Off-Topic / Re: The Idiot Box: TV News, Reviews & Reactions 2014 on: October 02, 2014, 11:02:47 PM
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44  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: October 02, 2014, 08:47:44 AM

Action Dice: 3
"It would make it easier to clean up after ourselves," Janus agrees to the suggestion. "Since you already have hold of the top half, I'll take his legs."

45  Community / Off-Topic / Re: The Repeat List on: October 01, 2014, 09:27:23 AM
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