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16  Community / License to Improvise / Re: Origin Creation Game III: Master your Craft on: September 02, 2014, 06:43:50 PM
Pioneer (Specialty)
You didn't strike out on your own; you brought a wagon train.
  • Bonus feat: Basic Skill Mastery (Horseman)
  • Attribute Training: The lower of your Constitution or Wisdom scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
  • Tenacious Spirit: You gain 1 additional vitality point per level.
  • Stand Together: You gain a +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your Species.
  • Land Vehicles Focus: You gain the Ride skill's Land Vehicles focus.

Challenge: Refined (Talent)
17  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: August 21, 2014, 04:54:57 PM
Second Printing, pg. 185, Table 4.25

"Ogre: Force 1 special adversary or 1 mob to make a DC 15 Morale check (see page 379)"

To me, it looks like automatic on a hit, but going by the idea that each situation usually forces only one Morale check, only the first hit per scene.
18  Products / Fantasy Craft / Re: Third party books, taking a pulse on: August 21, 2014, 04:53:06 PM
Not really sure I'm looking for something like this.  I really like humor, but I'm not sure FantasyCraft is the system for doing it deliberately.

Also "cheap jokes and lazy satire" is both vague and not inspiring a description.

I wouldn't hold your breath about the actual content, either.
19  Products / Fantasy Craft / Re: Third party books, taking a pulse on: August 14, 2014, 03:22:37 AM
Unicorn Resistance is basically, on the one hand, a genre guide to playing humorous campaigns, and on the other, a collection of cheap jokes and lazy satire. Large chunks of it are done, and it wouldn't be a herculean task to make it more done, but it does need some work.

The cover art that Astrid did for me:

20  Community / License to Improvise / Re: New Species: The Myrmidon on: August 11, 2014, 06:46:39 PM
I'm thinking enhanced natural attacks and special powers, and mental powers, especially the ability to inspire conformity in others. Insects also have very different senses, so maybe some nice sensory bonuses.
21  Products / Fantasy Craft / Third party books, taking a pulse on: August 11, 2014, 01:48:48 PM
So, I started working on Unicorn Resistance a million years ago. I was sanguine at first, and then parts of it proved more challenging than I expected, and then official releases for FC started to slow and then stop... Anyway, it ended up on the back burner, and now I've noticed that the liquid has all boiled off and the pot it's in is sticky and awful, and so forth.

So I'm going through old projects and devising my production schedule. Here's my question: what's the enthusiasm level for third party books at this point?
22  Community / License to Improvise / Re: New Species: The Myrmidon on: August 11, 2014, 01:40:11 PM
At first glance, this looks pretty sweet.

However, it looks like they never gain the benefits of skirmishing, since they have thick hide.
23  Community / License to Improvise / Re: Origin Creation Game III: Master your Craft on: July 23, 2014, 02:45:57 AM
The only thing you've got in this world is what you can sell.
  • Attributes: +1 Charisma, -1 Wisdom
  • Base Speed: 30 ft
  • Basic Skill Mastery: You gain Basic Skill Mastery (Actor) as a bonus feat.
  • Basic Skill Mastery: You gain Basic Skill Mastery (Trader) as a bonus feat.
  • Burden of Ages: Your will to live has been worn down by long ages of struggle and you find it difficult to express the fire of the young at heart. Any effect that cures or restores your vitality has only 1/2 the normal effect (rounded up).
  • Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
  • Enlightened Haggle: Your maximum Haggle rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.

Challenge: Cabin Boy (Specialty)
24  Community / License to Improvise / Re: Origin Creation Game III: Master your Craft on: June 29, 2014, 11:30:13 PM
Ambiguous (Talent)
You are hard to pin down as one thing, or the other.
  • Attribute modifiers: None
  • Base Speed: 30 ft.
  • Engaging Diversion: You may Distract up to 3 opponents at once. You roll only once for the action, while each opponent rolls to resist separately.
  • Mix-Up: You gain the Mix-Up trick.
  • Origin Skill: Choose 1 additional Origin skill.
  • Split Decision: As a full action, you may simultaneously take 2 Ready actions, each with separate triggers and reactions. After the first trigger occurs, the other Ready action is lost.

Challenge: Pardoner (Specialty)
25  Products / Fantasy Craft / Re: Building a "Hydra" Animal Partner on: May 28, 2014, 03:34:18 AM
Feats require you to have prerequisite feats and species.
26  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: April 11, 2014, 03:32:56 PM
  • Guard and war dogs are no harder to trip than a comparably-acrobatic pech or goblin, and riding dogs no harder to trip than a human.

I can trip a guard dog.
27  Products / Fantasy Craft / Re: Path of Chaos needs a fix on: April 06, 2014, 05:53:50 PM
I played with the numbers a while back, and came to the conclusion it's a very soft bonus. It's not bad enough to not be worth its slot, but it's not nearly as good as some other readily available options. In the long run, your GM only has so many dice to throw around, but the bonus itself is just flat not very good.
28  Products / Fantasy Craft / Re: Questions on: April 06, 2014, 05:50:14 PM
Would the owner of the powder blue trebuchet please move their siege weapon? It's currently blocking the tavern entrance.
29  Products / Fantasy Craft / Re: A little something fun for Spellbound on: April 06, 2014, 05:48:13 PM
I'm not married to symmetry for symmetry's sake. That said, I've noticed something that is probably driving the grimoire's structure: with three disciplines per school, you would need at least 24 good spells at every spell level just to make sure all the currently published character options are adequately covered. So, 240 spells is the minimum size. Beyond that, I don't see much purpose in slavery to symmetry, although I would expect overall balance. So, to answer Morg's question, it would not bother me at all. It is inconceivable that even a dedicated group could exhaust over 800 spells in the first place, the presence of a few more in one school does not seem like a big deal to me. I would be more concerned with the fit of the spells; expansion materials are an open door to niche creep.

I am just working under the assumption that Spellbound is going to work out. Otherwise, I'll just have to start hacking more stuff on my own.
30  Community / License to Improvise / Re: Downgrades for NPC Extraordinary attacks on: March 23, 2014, 05:10:44 PM
Being able to to it both of the first two rounds of combat is not trivial, semi- or otherwise.

As for shambling, there's a lot it doesn't restrict. For instance, if you have an area effect acid attack, and it's not limited to every other round, you can spam that every round. On a more powerful creature, shambling doesn't offer much of a discount for its power down. However, for a weak creature, the kind for which shambling was intended, the effect is fairly trivial.

XP costs should be fairly conservative, but "significantly depowers an extraordinary attack" is pretty significant. Do you think slapping an every other round restriction on the fire drake's attack in the book is really only worth -1 XP?
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