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916  Community / License to Improvise / [Fantasy Craft] New advanced actions and tricks on: September 30, 2009, 02:45:23 AM
Here are two new advanced actions and tricks I though might be interesting. I am not sure they're balanced though. Actually, I'm even quite certain they're unbalanced somehow, so I request your kind assistance. Thanks Tongue

Sensational Entrance
1 full action • Movement Action

This action is effective only during the first round the character enters a fight. The character may move up to his Speed, Jump or Tumble as part of this action. He also makes an Acrobatics (Cha) check and loses the hidden or invisible condition, while all his adversaries lose the flat-footed condition, if any. In exchange, if a crowd large enough - around 10 people, GM's call - witnesses the action, the Reputation of the character raises depending on his result. With a critical success, the character's adversaries remain flat-footed, if they were. With a critical failaure, the character doesn't gain any Reputation and ends up his movement sprawled.
Result                  up to 19 20-29    30-39  40-49  50+
Reputation increase    +0   +1 +2        +3      +4
Note: A character cannot gain more Reputation this way than he has Legend in the course of a single adventure.

Contrepèterie (how do you say this in English?)
Taunt Trick : The character can substitute his Impress (Int) bonus for the check. Further, if successful, his smart words improve the Disposition of all witnesses by 4 until the end of the scene. With a critical success, this improvement is permanent. With a critical failure, the Disposition of all witnesses worsens by the same amount until the end of the scene.

The latter is obviously inspired from Monkey Island.
917  Community / License to Improvise / Re: [Fantasy Craft] Ravenloft on: September 29, 2009, 10:32:20 AM
Unnatural Constitution: You may avoid receiving the fatigued or unconscious conditions from taking damage to your wounds a number of times per scene equal to your starting action dice.
I'm not quite sure but I believe Wounds and the fatigued condition don't work the way they did with Spycraft 2.0 anymore. If I'm correct, all I read from Fantasy Craft is:
When a special character suffers damage, it usually reduces his vitality. He suffers no ill effects from damage until his vitality drops to 0, at which point he becomes fatigued and any remaining damage reduces his wounds (a character’s vitality cannot drop below 0).
I don't see anywhere mention that reducing Wounds would make the character fatigued. Only reducing his Vitality to 0 does. Besides, unconscious is not a condition anymore.

But as always, I might have missed something.
918  Products / Fantasy Craft / Re: Fantasy Craft Master Index is Live! on: September 29, 2009, 12:58:57 AM
Which names are you talking about here?
Items, spells ... I don't mean they're needed in an index per say, but it was useful to me to find them in the FCIM (besides, the fact that the FCIM is already an editable xls is also quite handy). I'm done translating the spells page now. Today (and certainly tomorrow): gear!  Lips Sealed
919  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: September 28, 2009, 08:26:55 AM
There are no fluid initiative modifiers in FC anymore.
920  Products / Fantasy Craft / Re: How hard is it to use 3.5 adventures in FC on: September 24, 2009, 05:26:01 AM
Alignments are optional, it's as simple as that. Only few classes like Priest and Paladin require Alignments. Besides, Alignments are not as restrictive as "good", "evil" and the like. They can be associated with broader concepts like elements, or more restrictive ones like a single divinity or ... a code of honor.

In Conan, I intended to use Alignments as a more restrictive form of Code of honor. Such a concept namely exists in FC's campaign qualities, but I think it's not ... what I'm looking for:
The world observes one or more strict social codes or taboos
of the GM’s creation (e.g. “never strike an unarmed foe,” “don’t
enter the sacred faerie glades,” etc.). Each time a hero willingly
violates one of these codes, he loses 2 Reputation. If this drops
his Reputation below 0, the remainder becomes a debt against
future awards.

To me, it's more like a social standard than a real code of honor. It would fit perfectly in, say, Rokugan, where some simple actions (like touching the dead, etc.) can result in a loss of reputation. But in Conan, it's rather the fact that characters firmly believe in a code of honor they impose on themselves, which seems much more like an Alignment to me. And indeed, I don't think their Reputation should suffer whenever they break their oath. Their faith, their will, in another hand, yes.
921  Products / Fantasy Craft / Re: How hard is it to use 3.5 adventures in FC on: September 24, 2009, 02:27:19 AM
Yop, I'm doing this in the same time as Eberron.

So far, I've been wondering how to use regional Origins without loosing the awesome Talents and Specialties that already exist in FC. I've come up with something: all character are Humans and must decide their country of Origin. Each country is associated with several Favored Talents and Iconic Specialties. Not choosing an Iconic Specialty for your character still implies that you won't get the associated feat. But in another hand, choosing a Favored Talent gives you 3x2 ranks in 3 species skills (even if they're not Origin or Class Skills for you), basically the same as in Conan RPG rulebook.

Let me illustrate this with an example:

See page ?? of Conan RPG.
Favored Talents : Grizzled, Hardy, Industrious, Ruthless, Savage, Single-Minded, Stern, Strong, Unpredictable, Vigilant
Iconic Specialties : Barbarian, Bard, Fighter, Gladiator, Mystic, Ranger, Shaman, Shield Bearer, Tribesman, Warden
Species Skills : Athletism, Blend, Survival

So a Cimmerian who takes a Favored Talent but not an Iconic Specialty will benefit from 2 ranks in Athletism, Blend, and Survival, but not from the feat normally granted by his Specialty.

I've also started to convert few monsters, including demons, and I tested them on a night-long game I launched last week. It went very well and I think the monsters were well balanced. The only disappointment was the final fight which wasn't as painful as I had hoped it would be. The PCs quickly got rid of a monstrous Set-spawn snake and its stygian master.

Finally, the last thing I've done so far is picking campaign qualities for the game. I tried not to pick too much of these:
Hearty Heroes
Larger-than-life Heroes
Legendary Attributes
: in addition to the normal progression of Attributes, all of the character's Attributes raise by 1 at levels 6, 10, 14 and 18.
Miracles, with Strict and Wrathful Universe: all characters must answer to a certain code of honor. It's a personal choice. Another option would be to choose only Wrathful and Generous Universe, so that characters choose whether they follow an Alignment or not, and then if they do, they might be rewarded.
Rare Magic Items
with, of course, Corrupting Magic

Maybe some lost magic would be useful as well. That's all for now. I've also sketched things for Akbitanian weapons and for new special maneuvers (including the pirate ability to make a dramatic entrance). I really should develop this both in English and in French, but I'm always lacking time. As soon as the document is a bit more advanced, I'll try and post an English version of it on this forum.
922  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: September 23, 2009, 02:04:53 PM
I cannot find the answer to that question using the Search tool, but I doubt it hasn't been asked yet. The Edgemaster gains Display of Arms I, that allows him to use Prestidigation instead of Impress for Perform checks. Though, Perform as it existed in Spycraft has disappeared in FC I think. Or am I missing something?
Nobody?  Huh?
923  Products / Fantasy Craft / Re: Gaining new spells on: September 23, 2009, 02:03:12 PM
I can't remember where, but I've definitely read on this forum someone asking the very same question. It was either Alex or Pat, but one of them answered that this wasn't specified in the rules on purpose. This way, any GM will have the possibility to choose how mages learn new spells in his setting. For some, it might be automatic and limited in quantity. For others, it might as well be unlimited but require the expenditure of material components and ... time. For still others, it might be a little of both, and maybe more versatile, with the mage having the option to "forget" a spell that he no longer uses.

Don't bother asking a link, I don't have any. But I'm 100% sure I read something like this (the italic sentences at least).
924  Products / Fantasy Craft / Re: Fantasy Craft Master Index is Live! on: September 22, 2009, 02:52:22 AM
Indeed! I was currently looking for a more detailed index than the one at the end of the book (which includes abilities, tricks, checks and some other things but not feats, skills, names, etc.) to use as a basis for the "frenchized" developments I'm working on. The Spycraft 2.0 Master Index was a must-have tool. This one seems just as indispensable. Smiley
925  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: September 22, 2009, 02:24:51 AM
I cannot find the answer to that question using the Search tool, but I doubt it hasn't been asked yet. The Edgemaster gains Display of Arms I, that allows him to use Prestidigation instead of Impress for Perform checks. Though, Perform as it existed in Spycraft has disappeared in FC I think. Or am I missing something?
926  Products / Fantasy Craft / Re: Distract, Bluff, and...DEX? on: September 20, 2009, 04:52:48 AM
Not exactly. Skills have "commonly associated" attributes, e.g. Charisma for Bluff. The important thing here is that it's not set into stone. If for a reason or another you judge, as a GM, that a skill check requires a certain other attribute than the one "commonly associated" with the skill, then go for it! In this case, the designers have judged that the character is indeed bluffing to distract his enemy, but that his bluff is rather a question of body language than personality, hence the Dex. You can similarly imagine situations where characters would use Strength to Intimidate, or Wisdom to Craft, or Charisma to Train an animal, etc.
927  Products / Fantasy Craft / Re: Spells grouped by School on: September 14, 2009, 05:13:22 PM
This is most useful, even just for the Alchemist! Thank you!

Shouldn't you add this to the wiki, though?
928  Legacy Games / Spycraft 2.0 / Re: A French Conspiracy? on: September 14, 2009, 05:10:51 PM
I can see the crushing blow it could be with the (to my understanding) moribund job market in France for the past decade or more.
Well, yeah, moribund, but for the bad reasons I think. We are tending more and more toward a full capitalist system, but people are used to their "balanced" habits, between moderate socialism and capitalism. In particular, most people don't even imagine having more than one job in a lifetime. They don't expect to be able to evolve and adapt to a new job. This is the main problem, I think, as there are a lot of domains where many interesting positions are available, but few are either qualified or willing to get qualified to take them. People are in one branch and they want to (no, actually, they believe all they can do is) stick in it, even if there aren't any opportunities for them. Sad. Tongue

Or, maybe, the Mossad hit again! They have a history of bad relations with the DGSE if I recall...
929  Legacy Games / Spycraft 2.0 / Re: A French Conspiracy? on: September 14, 2009, 10:04:55 AM
It's not that much a question of country than of company. Another French company who had quite a high rate of suicides last year was Renault. But hey, they had only something around four, and it was already considered quite much. Caution here, we're talking about suicides directly relating to your job!

You must also be aware of the French employment system for civil servants: they're mostly employed to life. So until recently, while France Telecom was a public company, people there could work quietly without the fear to be fired the next morning. Few years ago, France Telecom became a private company and, more recently, it started to do "reorganization plans" every month. People were fired without any other reason than "your service is moved and there's no place for you anymore."

This might sound surprising that people commit suicide for so little (or so I imagine), but for people who have always assumed they had a lifetime job, feeling suddenly so vulnerable can be quite difficult to handle. Or maybe there are NSA spies inside France Telecom ... Tongue
930  Products / Fantasy Craft / Re: How hard is it to use 3.5 adventures in FC on: September 13, 2009, 07:41:30 AM
Nah, I know some people who have already tried to do it and it just went smoothly. Converting OGL adventures to Fantasy Craft isn't exactly piece of cake for the first one, but after you've done one or two, it's just really easy. And this way, you'll be able to enjoy both Pathfinder's great adventures and Fantasy Craft's powerful mechanics.  Wink
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