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31  Community / License to Improvise / Re: Creatures of the night [Dark Fantasy] on: January 15, 2014, 12:19:41 PM
Thanks for you remarks. I've updated the document with a few corrections (what do you think of the vampire's gamebreaker now?) and the addition of werewolves. I'm on the fence concerning Rites, though. I'm really not of fan of these (in any WoD iteration actually). I'm trying to imagine something completely different for them, brutal but flavorful, maybe limited to 1 action or something at a time, although ... meh, I'm a bit low on inspiration here. If you guys have any ideas, please share!

Concerning vampires (and werewolves as a matter of fact), I had the same problem, Antilles. Making them Species cannot work if it is something you can become at some point in your "career" (which is not a problem in some settings, like The Witcher for instance, where vampires are born, not made). I've thought about feats as well though, but there is a lot to put in a feat chain, even if you consider 3, 4, 5 of them. Okay, there are some weaknesses, but so many advantages:
- Undead
- Bite + ability to drain blood
- High attributes
- "One with the darkness"-like powers
- Commanding to night animals
- Lesser weaknesses for elder vampires
... and that's just the advantages that most if not all vampires have. All those which are a bit more limited in scope, including claws, mind control, cat-like reflexes, superstrength and other supernatural powers, need not be forgotten. That's why I finally went for an Expert Class, and then a full-blooded (no pun intended) Base Class that uses Paths without Alignment, just like the Golden Lion. You can choose to make a full vampire, with all associated benefits including specialization in one discipline or two, multiclass if you like, then come back to it later. Abilities at Levels 10, 14, and 20 really make a huge difference to your "freedom of movement" and hence in status compared to other vampires... But then, maybe an Expert or Master class could do the trick as well. It just seems a bit more complicated to me.

FYI, Asmodeus = Ashmedai in my document, and there's a species feat just for that kind of demons.   Evil
32  Community / License to Improvise / Re: Creatures of the night [Dark Fantasy] on: January 09, 2014, 03:11:51 PM
Then who was it last time, I can't remember?   Tongue

Well, forget it.
33  Products / Spycraft Third Edition / Re: Spycraft Third Edition Hangouts - Schedule and Questions Thread! on: January 09, 2014, 10:08:06 AM
That's a shame.  Sad   Even more so that nowadays, most phone recording apps will get you a pretty decent result. No point in doing a complex installation if it means it's never going to hit the Internet ...
34  Community / License to Improvise / Creatures of the night [Dark Fantasy] on: January 09, 2014, 09:52:15 AM
Hello guys, (and girls, wouldn't want Valentina to snap at me   Smiley  )

Been some time since I posted anything here, partly because I don't have as much free time nowadays, and partly because Spellbound has me crippled in anticipation. Anyway, I was starting to play again with the concept of vampires, demons, and other dark creatures as PCs, and I just happened to write a few pages with which I'm happier than expected (although not totally happy with some vampire abilities). So I wanted to share those with you in order to benefit from your feedback and advice for what remains to be done (including werewolves):

Thanks, you all
35  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: January 03, 2014, 04:58:50 AM
Yes, you must pay the preparation cost in addition to the cost of the Favor itself.
36  Products / Fantasy Craft / Re: Resilient Sphere Question. on: September 29, 2013, 04:38:29 AM
Some sockets are forward facing - ready to receive additional text rather than building on the existing body.

Euh... sure buddy, whatever you say...  Tongue

Hi, I'm Scott Gearin, the creator of the Spellbound organizational scheme and the author of that particular spell. I'm not guessing when I say that spell was written with forward expansibility in mind.
I might be wrong, Scott, but I think this gentleman was unsure about the meaning of what you just said, not your judgement.  Wink
37  Community / License to Improvise / Re: [Notebook] Talents for Northern Crown Conversion on: May 03, 2013, 09:50:54 AM
Very nice work. I'm intrigued.
38  Legacy Games / Spycraft 2.0 / Re: Gen Con 2012: Where's Spycraft? on: March 02, 2013, 11:37:13 AM
If, I mean really if, you're not able to finish World on Fire, is there any chance you would share at least part of your notes?
39  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: February 01, 2013, 02:08:37 AM
Also, sometimes it's not always a bad idea to be, if not realistic, somehow logical. Having superior arrows and a superior bow. Sure, makes sense! Having keen arrows and a keen bow ... well, much less. I personally allow any combination as long as it makes sense.
40  Products / Fantasy Craft / Re: Tuesday on: January 27, 2013, 02:23:42 PM
Two full-color images? Now I'm confused!!
Me too. Now it seems like something bigger than a few Call to Arms. Unless we're just seeing the color covert art for each of them.  Tongue
41  Products / Fantasy Craft / Re: Tuesday on: January 27, 2013, 09:27:47 AM
Chuckle! Headdresses and feathers aren't the sole province of native Americans!  Smiley   I agree with Leif, she's totally African. And that said, it makes me think of ritualistic spellcasting, something Pat mentioned a looong time ago as Spellbound material. Pleeeeeaaaase, make it true!

NB: Yeah, kudos to the artist indeed!

 Edit: Except no, I just realized he already said it wouldn't be Spellbound, snirf!
42  Products / Spycraft Third Edition / Re: Your Favorite Modern Mechanics on: January 26, 2013, 02:42:37 PM
You bloody teaser!   Shocked
43  Products / Spycraft Third Edition / Re: Your Favorite Modern Mechanics on: January 26, 2013, 04:18:49 AM
One of the very rare things I liked very much (or even at all) about Scion is that there was no notion of round and particularly round duration. Combat worked like that :
- Roll Initiative
- Highest initiative plays first, then the next, then the next, up to zero, and you "close the circle" (i.e. if the highest initiative was 14 you have a circle 14 squares in perimeter and you just move around the circle during the combat)
- First man acts, only once, and reduces his current Initiative by the Initiative cost of his action. Typically, an almost-free action has an Initiative cost of almost 1 and a combat action has an Initiative cost between 5 or 10. Longer actions take even more than that.
- Then the others acts at their turn, and each action reduces each ones' Initiative by a certain value...

This has several interesting effect :
- There's no notion of rounds, it's all about Initiative.
- You don't have to over-think what you're doing at your turn: two half actions and a free one, a complex action, a full round one? It's one action and you reduce your Initiative as indicated.
- There's a real difference in gameplay between light and heavy weapons: dagger wielders get to act a lot even if they inflict little damage, while hammer fighters act little, but hit hard.
- Action interruption is natural: if you have the chance to start and finish your action before another character gets the chance to finish his own, you may disrupt his attempt.
- I think I remember movement to be treated transparently, you can move a little bit every time you act, depending on the Initiative cost involved, and only specific actions prevent you to move while performing them.
- Interestingly, and contrary to what I thought at first, it makes the game quite fluid!

I might have had a few things wrong, and I guess it's a little bit late for such a major change in the combat development, but I just happen to think about that so I posted it right away. One day, I'd like to see another game re-use this only interesting mechanical feature of Scion. Even more so because, it's something Spycraft 2.0 was very close to have as well.
44  Products / Spycraft Third Edition / Re: What Spycraft Third Edition Isn't on: January 26, 2013, 04:06:55 AM
Seven pages and you are still feeding this troll?  Come on guys, I thought you were smarter than this.
Oh I get it. Until this last answer, I was thinking maybe there's a chance we might get somewhere, but this is obviously going full circle.

Aegis off.  Wink
45  Products / Spycraft Third Edition / Re: What Spycraft Third Edition Isn't on: January 25, 2013, 01:54:57 PM
No, because if it were me, I would have done the same. And I do love espionage though, go figure. When you give an espionage game/player the opportunity to drift toward pure action effectiveness, your primal instinct is to go for it (at least mine and my players' are, obviously Tongue). But the fact is, and even my players acknowledged that later, it doesn't make the game more fun. Just the opposite in fact*. Preventing this kind of entirely natural behavior is in my opinion the only way to keep the game genre about espionage and keep it fun that way. Military action in itself can be fun, and I'm not saying it shouldn't be attempted in a different book (although see second point below) but it's too tempting. Too strong. It spoils all other genres it touches. So if you're aiming for something even just a little bit different from full military action, like the Crafty guys obviously are, you must obliterate the latter from the equation (or at least reduce it to almost nothing). That's my first point.

The second is that, again in my opinion only, pure action is not fit for tabletop RPGs. I've tried dozens of RPGs. Hell, I have two shelves bursting of RPG books my wife want to burn since we met in order to save some place in our tiny flat. None of those based on pure action ever worked for me, at least, as I said above, not as far as combat action is concerned. I like Call of Duty, I love Counter Strike, but I have never been able to feel the same kind of adrenaline rush with a tabletop RPG ever. It's just not the good medium for that, at least for me.

* A little bit beside the point, but just for reference. Said players started a campaign with me that was very much Smiley-like. Since they were extremely military-geared, I started to throw a little bit more fights in the scenarios. Feedback after two or three or these: combats are the least interesting part of the game! So, you could call me a bad GM and I couldn't pretend you're 100% wrong, but when they reoriented their careers and gear a little bit more toward espionage in the next scenarios, it suddenly become much more interesting, and even the combats were now fun for them (maybe because they were rarer also, I don't know). Anyway, the point is, we went there eventually, and there were some really good moments in this campaign. But it took us at least three full scenarios to adjust things in order to "get it right". It's a pity. With the original Spycraft, the first time was always the charm.
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