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31  Community / License to Improvise / Re: Class Compendium on: October 16, 2012, 12:27:31 AM
Although they are in a full document, there are a few Master Classes in the Eberron and Iron Kingdoms Conversion Guides (the only ones I translated in English yet). Ozcorn and I have also reworked the Artificer as an Expert Class. As I said, I'm not that fond of new Base Classes ...
32  Products / Fantasy Craft / Re: Scout core ability on: September 28, 2012, 05:52:08 AM
Animal Partner can't be temporary.
33  Products / Fantasy Craft / Re: Scout core ability on: September 27, 2012, 03:42:08 PM
If you just count total feats there are 24 Pathfinder feats (B/M/S across 8 terrain) which is a pretty significant number.
Nope, only 10. Mastery and Supremacy apply to all the Pathfinder Basics feats you have.
34  Products / Fantasy Craft / Re: Get it out. on: September 27, 2012, 03:12:15 AM
A lot of it is in French, but we have a few houserules and game aids in English for Mastercraft on le Scriptorium:
35  Products / Fantasy Craft / Re: Scout core ability on: September 26, 2012, 02:55:11 PM
It's mostly meant for the Pathfinder Basics feat, and then it works perfectly, because it has no prerequisites and the increased travel speed really becomes useful (since the whole group can now travel faster). Night fighting isn't a bad choice either.
36  Community / License to Improvise / Re: Truly Massive, again on: September 22, 2012, 11:12:20 AM
I agree with your concern. However, I don't see this particular gamebreaker as a real gamebreaker anyway. Even before the Adventure Companion came out, I hoped to see this one as a feat that would be accessible early on. Maybe in a more limited way, but still ... So, considering that I really don't want my dragon-like or drake PCs to have to wait Level 14 to be able to blend in with the party when necessary, what would you suggest?
37  Community / License to Improvise / Re: Truly Massive, again on: September 21, 2012, 11:04:47 AM
Absolutely, it's not made for any type of campaign. But in Sunchaser, for instance, I might want to play an actual, big, bad dragon.
38  Community / License to Improvise / Truly Massive, again on: September 21, 2012, 01:18:48 AM
Yeah, I can't really get over Truly Massive. As I understand it, the main problem with this feat was about gear, mostly armors and weapons. So why not limiting it to Drakes? Since they're Beasts, they already can't use weapons!

Great Wurm
You've had centuries to grow and become one of the most terrifying beasts of the known world.
Prerequisites: Drake, Level 1 only
Benefit: Your Size increases to Huge (4x4) with a Reach of 2. You also gain thick hide 3 but you may not wear any other type of armor.
Special: 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".

You have seen humanoid civilizations drift by and being carried away by the winds of time for millenia.
Prerequisites: Great Wurm, Level 1 only
Benefit: Your Size increases to Gargantuan (6x6) with a Reach of 3 and you gain 2 additional Interests. However, you suffer from burden of ages (see Fantasy Craft, page 13).
Special: 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".

Alter Ego
After centuries of living among folks, you have learned to mingle with them.
Prerequisites: Great Wurm
Benefit: You may dedicate at least 1 hour of Downtime to adopt the shape of a typical member of 1 smaller humanoid species (your choice, made permanently when you gain this feat). You also need 1 hour of Downtime to change back. Otherwise, this ability is identical to the Dragonlord's dragonshape ability (see Adventure Companion, page 119). If you ever gain this ability later, you are entitled to adopt the shape of 2 different humanoids.

What do you think? Is it completely unbalanced? What would you change?  Smiley
39  Community / License to Improvise / Re: Base Class Ideas? on: September 21, 2012, 12:57:23 AM
I agree(d). But I did try the Path concept and it didn't work out very well, at least I didn't feel it did.
Half the point of the thread is to mention what Expert Class concepts we think we'd also like to see as Base Class concepts.
I know, I know. It's just that there is nothing I'd like to see as Base Class. There are already quite a lot of them and I wouldn't like to see too many more. But that may be just me. On the other hand, I feel there are many Expert and Master classes that could be done.
40  Community / License to Improvise / Re: Base Class Ideas? on: September 20, 2012, 02:36:49 PM
That's something I've been actually looking at for an adaptation of Monte Cook's WoD to Mastercraft. Although I'm still waiting for 10kB because it may change a few pivotal things about it.

Other than that, I can see all the others as Expert Classes.
41  Products / Fantasy Craft / Re: Paradigm Shifts on: September 20, 2012, 02:30:28 PM
Mostly 1/day becomes 1/scene or a number of times per session equal to starting action dice, except for very strong abilities, which become 1/session. 1/week almost always becomes 1/adventure. That's how I deal with it anyway.
42  Products / Fantasy Craft / Re: Some questions regarding the Priest on: September 20, 2012, 02:28:10 PM
Anyway... Do Saving Throws work for Priests the same as for any other Caster? Normally this is 10 + Charisma Modifier + Spellcasting Feats... if so his Spells are laughably easy to resist. He is low on Charisma - more of a combatant - and will lose even one point when he gains Elemental Legacy.
Yes they do. And yes, Charisma is important for Priests as well.
Also the description of how Divine Magic works mentioned that a Priest may use one Spellcasting Trick without cost. I assumed, and ruled so for now, that this also means they have to have the Spellcasting Feat in question. I hope that this is correct or did I bungle up?
That's correct. You still have to have the feat, which also boosts your spells save DCs, so it's not such a bad thing.
43  Products / Spycraft Third Edition / Re: what brought you into spycraft on: September 19, 2012, 07:35:03 AM
what brought you guys into Spycraft (why the Spycraft game/books)
Quite simple, I wanted to play an espionage game and I was a bit sick of James Bond at the time. So I looked for something else, found Spycraft, and became a lost cause. Ten years of active fanaticism since then, including four years of online campaign mastering (!
44  Products / Fantasy Craft / Re: How to turn the fearless on: September 18, 2012, 04:31:04 PM
Good question. I like Gentry's idea though. It can be seen as a specific enough application of frightened to affect Constructs.
45  Products / Fantasy Craft / Re: Cloak & Dagger Introduction Adventure Ideas? on: September 12, 2012, 12:52:00 AM
A lot of Cloak and Dagger's inspiration comes from 7th Sea, particularly in terms of intrigue between the seven nations. You could use most of 7th Sea's scenarios and adapt them to the setting. But personnaly, I like the adventure seeds given in the Adventure Companion quite a bit.
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