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1  Products / Fantasy Craft / Re: So.. Tainted and other ways to turn PCs into NPCs... on: February 19, 2015, 07:49:23 PM
Adding in some Red Herrings, in this case other food and drinks, may work wonders.

If you add in one new item for a campaign and weird shit starts happening, it's easy to meta-game a solution. But if you were to add in, say, ten items with only one or two that actually cause problems, pin-pointing the specific culprit is a little tougher.

If you want to really be an ass, none of the new items would be the problem and instead the coffee or booze is what has really become tainted.
2  Products / Mistborn Adventure Game / Re: Mistborn General Purpose Newbie-Friendly Q&A Thread on: February 16, 2015, 03:34:58 AM
i'm glad someone had the reference because I had no idea where it was, i just remember it coming up early on with my kandra in Claincy's game.
3  Products / Mistborn Adventure Game / Re: Mistborn General Purpose Newbie-Friendly Q&A Thread on: February 14, 2015, 07:06:40 PM
If we are talking a Kandra with Chimera, he can manifest some eyes in non-standard locations, hopefully hidden.

If memory serves, Steel Inquisitors can recognize Kandra by sight. Mimicking a Steel Inquisitor when Steel Inquisitors can recognize you on sight seems like something that is a tad dangerous to do.
4  Community / Off-Topic / Re: Life, the World, and Everything. (Social Issues) on: February 06, 2015, 12:18:11 PM

Considering you were caught with both your pants down and your fingers in the pie on that mission, I'm not surprised.

Wait. Why did he have 2 pairs of pants on to start with?
5  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: February 06, 2015, 01:34:48 AM
I wonder if they could avoid causing others to turn to stone by wearing special goggles or something.  Hmm...

Well, going by how gaze attacks work in the rules, they simply have to refrain from using the attack  Roll Eyes

Gaze attack mechanics are actually something that kind of annoys me, to be honest. They're basically just rays with a few fiddly tweaks, and they don't really feel to me like they capture the "Oh shit" feeling of simple eye contact spelling your doom. A basilisk or gorgon is a lot less scary when all the same Defense boosts that protect you against swords and arrows work just as well against the deadly gaze.

I think my players would disagree with the "oh shit" feeling. When they found out about the threat of a gorgon, they spent a lot of time preparing for it. When they encountered the gorgon, most of the fight was spent fleeing from said gorgon. Despite that, one of the party members still ended up petrified before it was all over, and by "all over" I mean everyone else ran away.

The party still knows there is a gorgon out there, somewhere but most of them hope to not have to deal with it again.

* * *

Full disclosure: The gorgon in question was faced in the Cloak and Dagger setting which adds 4 to the TL of Special monsters like the gorgon. I also made it clear that critical failures could also put them at risk of inadvertently being affected by the gaze attack as a 4AD cost (due to the danger of what was effectively insta-death).

In all honesty, the +4 TL instilled most of the "oh shit" but that is really true of most of the game's attacks. Dragon breath attacks are mostly "ho hum" until you add +4 TL to them then they also become "oh shit" effects.
6  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: February 03, 2015, 08:44:00 PM

This needs to be a feat or something.
7  Products / Mistborn Adventure Game / Re: Double-Dipping Nudges on: February 03, 2015, 01:52:40 PM
Well, I have the MAG handy so let's pull that out.

EDIT: Actually, if I recall correctly, one of the ways to use nudges is to add dice to your next roll. Some hope.

Outis is correct about using Nudges on failures.

Quote from: MAG page 155
Nudges have only one effect when your roll fails: each reduces the  number of Complications that are introduced, before they’re chosen. Nudging Complications below 0 has no effect (as once you’re down to no Complications, you’ve done all you can to mitigate your character’s failure without reversing it, and that’s beyond even fate’s control).

So adding dice to future rolls is only a function of Nudges on successful actions.

So just to clarify, rolling not a single matched pair isn't "a Result of 0" which sounds like it could tie, and therefore possibly break a tie with Nudges, against a defense of 0. A roll with not a single matched pair is simply "automatic failure, regardless of what the other guy rolls", yes?

Quote from: MAG page 70
The Result of a roll with no matching set from 1 to 5 is considered 0 (a failure).

So the Result is considered 0, which is important for calculating Complications, but is still considered a failure.

Quote from: MAG page 145
Narrators can and should use Difficulty as a way of making tasks both more challenging and more dramatic — because what fun is a challenge, and how valuable is the reward, if there’s no risk of failure? That said, without a compelling reason, the Narrator should usually default to a Difficulty of 1 (Simple)

Quote from: MAG page 182
The Contest succeeds if the attacker scores a higher Result than the target and beats the Difficulty (if any). Nudges break ties as usual, and tied Nudges mean the struggle continues into the next Conflict Round.

Unless something changes it (like the Narrator), just consider attacks, like all other rolls, to have a default Difficulty of 1. Since the contested roll only succeeds if the Result is higher than the target and beats the Difficulty, a Result of 0 is still a failure no matter how poorly your opponent rolls or how many Nudges you may have.
8  Products / Mistborn Adventure Game / Re: Feruchemists catch all the beats on: February 03, 2015, 11:46:50 AM
Even if you don't have any dice left, you can still do things with an extra beat that don't require rolls. The most notable thing is probably movement but can include other things as allowed by the narrator.
9  Products / Fantasy Craft / Re: The difference between greater and lesser charms/essences? on: January 28, 2015, 03:57:30 AM
For Essences, the lesser and greater effects are pretty clear cut but Charms are less so. For those, the point you need to remember is, per the RAW, any magic item you craft is made at your level. Not up to your level, at your level.

So a level 6 character with the Greater Skill Ranks charm can make an item that gives 3 ranks towards a skill and only 3 ranks to a skill. 1 or 2 ranks towards a skill is not an option unless they also have Lesser Skill Ranks, in which case they could use that for a 1 rank version.

The reputation cost for charms is per rank, point, item or whatever. So in the example above, it would require 12 rep to make the greater version and 4 rep to make the lesser.

In some cases, like Attribute bonuses, the greater version may not be reasonable to make, either because the rep cost exceeds your max or because you just don't have enough downtime to generate the rep required.
10  Products / Fantasy Craft / Re: Rage Supremacy... and ending it on: January 28, 2015, 03:36:14 AM
To add to what Mutt and The_Grand_User said, I'd recommend investing into Acrobatics and Athletics. Coupled with the dwarf's improved stability, that'll will minimize the odds of you getting sprawled by a trip or bull rush yourself.

Still, it could always happen so it might also be worth investing in things to negate Fatigued for when the inevitable happens. The feat Iron Will will let you shrug off one level as a free action each scene. A distilled Oil of Restoration can also remove a level though it can be expensive at 500s, but you may want to keep it around for an emergency.
11  Products / Z-Corps / Re: Supplies in an apocalypse on: January 17, 2015, 03:30:44 PM
Most post-apocolyse scenarios also completely overstate the psycho bandits factor. Yes it will happen but almost certainly not to the extent presented.


I also suspect the psycho bandits that do exist will have shorter than average life expectancies.
12  Products / Z-Corps / Re: Supplies in an apocalypse on: January 17, 2015, 06:57:53 AM
My feeling is, if you go into an apocalypse with the idea that you are going to survive all by yourself, you are probably going to die.

Humans are social animals so they WILL form groups and I would MUCH rather be in one of those groups than fending for myself.
13  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 17, 2015, 06:53:01 AM
Last stand is interesting by, my god, I do not want to have to keep track of where all the corpses are located on the battlefield. Replace "recently slain" with, "Slain since your last Initiative Count" and it may be doable. Then a Necromancer with this spell can keep track of exactly where people died since his last turn if he wants to use this spell.
14  Community / Off-Topic / Re: We need to give Koala his own dedicated sightings thread on: January 14, 2015, 01:21:23 PM
I really like the feel-good spin the media section put on this. Evidently when you're a koala, even if you can't get away with murder, mass arson is ok. Sure, he torched 38 homes, but that just makes it harder to figure out which homes were the marsupial marauder's real targets...

Maybe the homes weren't the target. Maybe he just wanted to get some new mittens.
15  Community / License to Improvise / Re: Rules to rule: how to manage a realm for FC on: January 12, 2015, 05:27:45 PM
"Make all the characters the same" in what regard?

Trying to shoehorn 4-6 skills into 14 roles is going to be doing a lot to homogenize the characters in those roles. Consorts, Heirs, Grand Diplomats and High Priests are all going to need to be Impress addicts to do their jobs well which is going to demand either an Origin Skill or restrict their classes.

And if the check bonus is going to be in any form of (X + Y/ranks) then just about every character is going to be rolling with the exact same bonus at any given level so you may as well just add a "Domain Check Bonus" column to the Career level table right next to Action Dice.

From what I am seeing, tying their ability to perform in the sub game to interests instead of skills makes it far easier for a character to maintain their ability to play the sub game well while allowing a much larger diversity in the type of character in the role.
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