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1  Community / Play-by-Post / Re: STORMSURGE: Lords of War — Registration on: Today at 03:11:05 AM
Spacebourne Technologies
Headquarters: Houston, Texas
Factories: Near Earth Orbit; Southeast Orlando
Warchest: Confidential

Trademark: Capacitor Banks
Competitive Tech: Large Plant, Modular Weapons
Design Expertise (frame): Assault, Heavy
Design Expertise (leg): Battler, Tracked

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2  Community / Off-Topic / Re: [WH40k] We are the Imperial Guard... no longer on: April 08, 2014, 04:43:55 PM
I always liked having the extra bits left over, kept a bits box around just for them. They were incredibly handy when it was time to decorate models, especially bases. My hive tyrant standing on the severed head of a space marine lying next to a severed arm was incredibly easy to pull of thanks to all those extra bits just floating around.
3  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: March 24, 2014, 09:48:48 PM
I think a 20-ft grid would work. Most walkers could move 1 square as a Move Action, which would be 20 feet orthogonally, 30 ft diagonally.

People on foot in that scale would feel the pain of being slower than everyone else but could still make headway across the map over time.
4  Products / Fantasy Craft / Re: Path of Chaos needs a fix on: March 24, 2014, 09:43:52 PM
Now that I am home, I can give the actual quote, pg 65 ERRORS AND CRITICAL FAILURES: When a skill check fails and the character rolls a natural number within his error range (an actual roll of the number on a d20), or when a skill result is negative, the character suffers an error — a potential critical failure.

Now I'm curious, I'll have to check the first edition book I have and see if it was a change when I go to game next Saturday.
5  Products / Fantasy Craft / Re: Path of Chaos needs a fix on: March 24, 2014, 04:43:55 PM
I think it's on page 65 but it under Errors and Critical Failures.

A result that is less than 0 is treated as an error.
6  Community / Off-Topic / Re: An Interesting Debate: RPG Mechanics vs. IP on: March 24, 2014, 01:47:00 PM
None of the above.  I believe the GM makes or breaks a game.  I've played in D20 Modern campaigns, a system I despise with the fire of a thousand suns, because of who was running.

And players, don't forget them. No matter how good the GM, a table full of shit players will yield a shit game.

Conversely, a group of good GMs and good players can make epic stories and awesome RPG sessions using sticks and a sandbox,
7  Community / License to Improvise / Re: [Idea Crowdsourcing] Shortening Combat on: March 19, 2014, 05:34:14 PM
Quick-Close Combat (needs a snappier name): PC Vitality progressions are reduced: 6 to 2, 9 to 5, and 12 to 8. 

Relatively speaking, this hurts the low vitality classes (-66% base vitality) more than the high vitality classes (-33% base vitality). I think you'd be better served adapting the existing campaign quality for this purpose, Fragile Heroes*, which just cuts base vitality in half across the board. You could then just extend that to include all special characters.

It's a less invasive change and is already supported by the rules. I recommend running a combat or two with something like this and if it still takes to long, you can curb it further.


*One note on Fragile Heroes: By default the 9 vitality per level classes becomes 4 vitality per level classes, which actually means they are penalized more than 50% of their base vitality. To get around this, I these classes 4 vitality and 5 vitality on alternating levels.
8  Community / License to Improvise / Re: [Fantasy Craft] Holding Room: Trophy Room on: March 14, 2014, 03:27:24 AM
Instead of just adding +2 Legend, now I am looking for a good way to have Trophy Room provide some benefit when used in conjunction with actual trophy loot items. Hmm, I know I will be pondering this at work tomorrow. . .
9  Products / Mistborn Adventure Game / Re: WoC Issues and Highlights on: March 14, 2014, 03:21:19 AM
Hey Kadrok!

Thanks for bringing this stuff up - I apparently have not been looking in the right place for reactions to the supplement, and thought nobody had anything to say  Cry Cry Cry

Yeeeaaa, this has been talked about pretty incessantly over on steelministry.com (about 4 forums pages worth). Wink

I think the GMs over there have even been too busy reading it* to actually run their games any more! Tongue

*Well, that and Words of Radiance.
10  Products / Spycraft Third Edition / Re: Spycraft Third Edition and Topics on: March 12, 2014, 03:57:22 PM
I think I have asked this before but I couldn't find it in the forums.

I have been sitting on the 60s Decade book of Spycraft for some time and I came close to running it on several occasions but for whatever reason the games fell through. Now I anticipate eventually trying to run the setting again when Spycraft 3rd hits shelves.

The 60s books had espionage climates, which dovetailed nicely with campaign qualities in 2nd edition. Do campaign qualities remain in third edition to cover situations like those?

I am worried that making the game narrowly defined as "espionage" first might make something like campaign qualities seem superfluous, but I hope those options remain in 3rd. For a cold war era game like the 60s, those qualities were perfect ways to have real consequences to the players methodologies in the field. The idea that gunning down half a dozen enemy agents, while making it easy to accomplish the current mission, makes life more dangerous for everyone going forward, was just a really cool feature of that setting.

Along those same lines, qualities which restrict the gear available based on a certain date were also really handy when running a "historical" espionage setting.
11  Products / Spycraft Third Edition / Re: Dissociated mechanics and a gamer manifesto on: March 12, 2014, 03:37:46 PM
I may talk about this more after work tonight, but the lunchtime / crib notes of my thoughts are pretty straightforward.

If a manifesto is defined as "a written statement that describes the policies, goals, and opinions of a person or group" I take exception to the author of said manifesto lumping me, a often time player, into the strictures limited above.

To put it another way, this should carry a disclaimer like, "This manifesto does not reflect the beliefs and views of all, or even most, players but is purely the authors opinion on what players should want."
12  Community / Off-Topic / Re: Video game news and reaction on: March 03, 2014, 12:50:34 AM
I played in the Beta over the weekend and I didn't see anything that will make me come back when it releases.

I really don't like games, any game, where your actions don't matter.

"YAY, we killed the evil overlord! Hopefully the land will heal and be bet . . . Never mine, it's exactly the same. We just passed the next group on their way in to slaughter the same evil overlord on our way out." :Tongue
13  Products / Fantasy Craft / Re: Questions on: February 19, 2014, 12:58:12 PM
You can also say that the spell's specific rule of "This cannot reduce a special character’s wounds to less than 1." trumps the generic rule of Massive Damage killing special characters.

In this case, Harm can't kill special characters because the spell pretty much says outright that Harm can't kill special characters.
14  Products / Fantasy Craft / Re: Questions on: February 11, 2014, 09:33:45 PM
Situation: a caster is grappled by an opponent, loses his opposed athletics check and is held. According to the definition of held, he can no longer take any non-free actions except an opposed athletics check to escape.

Now, what can he still do to escape the hold? If you have a generalist mage, I'd say pick up a copy of the 'Command' spell (as it has a casting time of 1 free action), and tell the grappler to let go and move away ASAP. However, as my setting consists solely of specialist mages, this is not the case...

So here the actual questions:
1. In the case of the command spell, does your opponent immediately let go, and move away at his max speed? And does this count towards his movement count, when it his turn to act again?
2. If you do not have access to that spell, is it allowed to apply the Quick Casting trick to any single round spell, to reduce the time to a free action, thus circumventing the 'held' restrictions?

Personally, I would rule 1: yes, yes, and 2: yes. But I'd like to get the opinion of the board here, just to make sure.

I don't have the book at work to double check this, but going off of memory, I would rule 1: no, 2: yes.

For 1, I wouldn't have the opponent obey the command until his next initiative count as the Command spell doesn't give bonus actions.
15  Community / Off-Topic / Re: Video game news and reaction on: January 21, 2014, 05:57:10 PM
Well, thanks Mr. A. I have this feeling that I just lost a couple hours from my evening by reading this post. Tongue
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