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1  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.
2  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.
3  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.
4  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.
5  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.
6  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.
7  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.
8  Community / License to Improvise / Re: Rules to rule: how to manage a realm for FC on: January 12, 2015, 03:52:12 PM
Rather than tying into skills, why not tie into Interests and Studies? Most of the source skills are knowledge based so maybe starting with Fantasy Craft's Knowledge checks will be a better fit.

If the source material is a +2 bonus + 1/3 ranks, it should yield a bonus in the +2 to +9 range.

A normal character gets a study in their homeland and 2 other interests to start plus 5 interests as they level. This means the base bonuses would start at +3 and cap at +8. With the appropriate studies, you can add an additional +2 to this check.

There are a couple potentials for abuse, especially with something like If I Recall . . . (+5 to Knowledge checks) or Depth of Knowledge (gain 5 studies) but a similar mechanic may work. Maybe call it a "Domain Check" to circumvent straight knowledge bonuses and add a couple points to the DCs to account for the slightly higher bonuses available with more and appropriate studies.
9  Community / License to Improvise / Re: Improved language for 'Paired Skills' benefits on: January 12, 2015, 03:27:59 PM
Does Spellcasting even need to be special cased here. If you don't have a Casting Level of at least 1, the skill isn't available and if it isn't available you can't really put ranks into it.

From the description of the Spellcasting skill, page 111: Mages and other arcane casters can spend skill points to purchase ranks in the Spellcasting skill, which is only available to characters with a Casting Level of 1 or higher.
10  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 04, 2014, 01:12:15 AM
The main concern with the Blood of Heroes / Divine Favor overlap is they are both Preserver/Glory spells and the first level spell trumps the cantrip within that same school.

Bless, on the other hand, is in the Prophet school so I am not really concerned with Blood of Heroes overlapping with it as they won't both be generally accessible to the same specialist caster.

At the moment, I don't see a problem with making Blood of Heroes a Morale bonus to let it function in conjunction with Divine Favor.
11  Community / Off-Topic / Re: Cool Non-Video Links (Quizzes, Tests, Illusions, Etc..) on: December 03, 2014, 06:34:50 PM
Had a scary thought.  Remember when we were talking about why aliens would abduct humans?  Well, "human cells make your brain more efficient" sounds like a good reason...
Why spend the effort sneaking in when you can be open and get better stuff from volunteers for some relatively low price.  If you can cross the void between stars, surely a non polluting generator is something you can have and make more of for not much.

Alien alien advocacy groups got laws passed that forbid aliens from harvesting anything from protected wildlife preserves. As Earth has yet to take to the stars, there are many species unique to that planet, so it was named as one such preserve.

Now only outlaw hunters ply their trade on Earth, targeting humans that either won't be missed or that no one will take seriously. Humans have been the only viable source for the brain efficiency drugs. Attempts to synthesize the stuff from other animals from the planet, most notably cows, have proven fruitless.
12  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 03, 2014, 05:57:28 PM
I don't mind the spell giving out the bleeding condition for a buff so long as the target is willing. I also don't see a problem with casting it on targets that are already bleeding but in either case, if bleeding is lost, the bonuses should also be lost.

Starting to bleed in exchange for a +1 to melee attack and damage rolls is flavorful and not totally broken, especially if the duration is short (1 minute). That's where I'm leaning at this point.

Just to reiterate paddyfool's concern from before, the overlap with Divine Favor may limit its appeal. Then again, there are already existing spells with graded versions so it may be fine if Blood of Heroes is like a cantrip version of Divine Favor.
13  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 03, 2014, 01:31:22 AM
since the bleeding condition doesn't come up that often
...and here I thought it was just me. After playing regularly for half a decade, I can count the number of times I've seen a PC bleeding on one hand (and NPCs not much more!)

Ah, the variance of experience at different tables. We saw bleeding occur probably once every other combat or so. I had 2 or 3 players with weapons that could cause bleeding so they could use Salt the Wound and a drake that did enough damage to trigger the Table of Ouch occasionally which almost always came up bleeding. My players got hit with it fairly regularly, too, enough so they made sure to all be carrying around bandages so they could treat it when it happened.

The core of my concern with regards to this would be that such duplications become quite limiting for the Preserver specialist caster (their spellcasting portfolio seems largely limited to aggressive self-buffs, defensive buffs, and utility casting... given this, might as well not duplicate exactly what said buffs do too much).

Oh no, it's a legitimate concern. As I said, I also like the DR / Save bonus.
14  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 02, 2014, 07:54:34 PM
Blood of Heroes
Level: 0 Glory
Casting Time: 1 half action
Distance: Close
Duration: 1 round per Casting Level
Effect: While the target has the bleeding condition they gain a +1 magic bonus to attack checks and saving throws.

This certainly fits the theme.  However, it's not as generically applicable as many cantrips, since the bleeding condition doesn't come up that often
I disagree with the need for general applicability. There are quite a few cantrips which aren't generally applicable. Water Walk, Detect Secret Doors, Detect Alignment, and Feather Fall all require very specific things to be happening before there are useful, and one of them almost requires a specific campaign quality to be in play.

Applicability is the reason I went with Range: Close. I imagine this being cast in response to an ally gaining the condition in battle. Forcing the caster to move to and touch the target means it will just never get cast.
(and I'm starting to think we may be focusing on it a little too much).
Possibly. The condition requirement is something I hadn't seen before and I find it to be an interesting idea so that's the area I was focusing on.
One other minor issue is that a bonus it grants (+1 attack) duplicates that of a level 1 spell of the same discipline (Divine Favor), which seems a little redundant.
Hmm, I hadn't looked at Divine Favor, I was comparing it horizontally to other cantrips. Given the 800+ other spells I have never seen existing in Spellbound, I wasn't going to try to compare it to other spell levels. I am sure we could find other bonuses to slot in there, though.
What about:
Blood of Heroes
Level: 0 Glory
Casting Time: 1 half action
Distance: Close
Duration: 1 round per Casting Level
Effect: While the target has the bleeding condition, and/or while they have 0 vitality (special character only), they gain a +1 magic bonus to their DR and Fortitude saves.

If nothing else, this literally fits the title of the "Preserver" school quite well.  I singled out the Fort save because toughing things out seemed quite appropriate, although Will saves also make sense (Reflex not quite so much).

I do like the DR / save bonus instead of attack / save bonus. Not sure about the 0 vitality requirement. I'll have to think on it.
15  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 02, 2014, 02:14:43 PM
From my experience, the hardest part about crafting magic items is just the time required. If you are lucky, you can generate 1-2 rep per month of working on an item. We even allow augmenting the crafting process with personal reputation (similar to crafting normal items) which allows another 1-2 per month.

That means those items that cost 40 reputation are going to take about 2 years of downtime to craft, 1 year if you have the 20 reputation to augment your crafting. I have never ran nor been in a game with that much downtime.

In practice, what has happened is my players start with low reputation items that give a point or two towards a skill or add a proficiency interest or trick. Then they slowly build these up over time using Charm/Essence Binding Mastery. The higher end effects, like feats, tend to be higher rep items they have found and converted using the Mastery feats.
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