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1  Community / License to Improvise / Re: Help me flesh out a volcano-themed doomsday cult! on: March 12, 2014, 09:07:19 AM
Regarding the Cult's beliefs, it's more likely to engage people with the idea of transforming the world, than merely destroying it. They could believe than the awakening of the volcans is unavoidable, and that members of  the Cult would be transformed along with the world in something better, while infidels perish in flames.

If this cult has a base near a volcano, the surrondings may be altered in a similar way than Serengeti in Tanzania. The place is so fertile that more than a million gnus (wilderbeest?) migrate there each year.
Amazing harvests are a great reason for moving there, and if only the followers are allowed to settle, is a good reason for joinning the cult.
That's the carrot. The stick could be a second surronding area, poisoned with the sulfurous "breath" of the volcano, causing death to any unfaithful trying to settle there.
2  Products / Fantasy Craft / Re: Too MANY skill points? Wait a minute... on: January 23, 2014, 06:18:05 AM
I think you should consider another specialties, such as Bard, Sorcerer, Wizard or even Adept. Mystic doesn't seem a logical choice for a mage to me, as I see it's form making non spellcasting characters more mage-ish.
3  Products / Fantasy Craft / Re: Expert class question on: January 21, 2014, 11:44:06 AM
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base class 4/expert class 1


This. Note that this allows you to reach level 10 in your expert class at the same time your partners get their gamebreaker ability at level 14.
4  Products / Fantasy Craft / Re: NPC Scaling on: November 28, 2013, 12:03:45 PM
I agree with Antilles. PC's get  plenty of new options and powers as they level up, while those scaling npc are stuck, only improving their numbers.

My solution is simple: When I create a new npc, I prepare 3 versions: Newbie, Experienced and Veteran. At low levels I use the newbie version for standards, and experienced for leaders (specials).  As pc's level up, I use experiended and veterans, and for higher levels, well, veterans and something new, I guess.

Is not much more work, as I just keep developing the same idea, adding new things that complement the previous version.
5  Products / Fantasy Craft / Re: FC healing options on: November 25, 2013, 12:04:52 PM
If your player only enjoys playing healers you'll find it difficult to make him happy with the current rules, but maybe he'll get the same feeling playing the only character that their teammates will love more than a healer: an Action-Dice-giving character.   Priest with Path of Fortune and one sage level for wise counsel, some good choices with his origyn and some chance feats and he will feel the love more than ever.

It's a different approach, but could work.
6  Products / Fantasy Craft / Re: A little something fun for Spellbound on: October 21, 2013, 09:32:51 AM
Unless there's an NDA, of course...

Then you need to PM all of us!   Wink

Yes please,  in alphabethical order  Evil
7  Products / Fantasy Craft / Re: Adjacency - clarification on: October 21, 2013, 09:29:52 AM
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While adjacent to one or more opponents, a character may only move by taking a Bonus 5-ft. Step, making a Tumble check (see page 69), or taking a Standard Move action in which the first 10 ft. of movement does not leave him adjacent to any opponent.

I've always thought that those 10 ft (stress mine) were a way to say "more that the usual 5ft step". And so I understood this rule as you need a clear way out of at least 10 ft, just because If you have not, the only movement you're allowed to take is the 5 ft step.
8  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: September 30, 2013, 06:46:54 AM
Great, thanks guys. Now, next question, lol

Quote
SORCERER
Your cold, calculating demeanor suggests something not
quite natural in your ancestry.

Does ANY species feat mean even those for other races?

As you wish. That depends on your setting, as Alex said once:

Quote from: Crafty_Alex
well...sometimes fluff is fluff Smiley
9  Products / Fantasy Craft / Re: Spells and character type on: September 25, 2013, 03:32:33 AM
How about a feat that allows you to choice one extra type for all of your type based spells?

I had the same idea yesterday, but I think it's a too narrow benefict for a feat. By now, IIRC charm is the only spell that relys on your own type.
10  Products / Fantasy Craft / Re: Spells and character type on: September 20, 2013, 09:16:17 AM
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However, youíre also a Fey (see page
227) and vulnerable to various effects and potentially higher
damage from some sources.
Taken from the Fey Heritage feat: the character is a folk/fey (to make an example) or his type changes to fey?
The various Blood feats are quite easier to understand, as it's clear that they don't grant you another type.


RAW You keep both types (it says "also").

A couple of links where this topic comes up:

http://www.crafty-games.com/forum/index.php?topic=4242.msg77153#msg77153

http://www.crafty-games.com/forum/index.php?topic=6159.75





11  Products / Fantasy Craft / Re: Spells and character type on: September 20, 2013, 04:16:36 AM
For example, a character changing its type for any reason suddenly finds himself unable to target types that he could previously target?

IIRC when you get a new type you don't lose your previous one, so with species feats you can turn into a Folk/Fey, and still be able to target folks and Feys.

To which I also add: Why do type specific target spells exist? Why couldn't a Drake be able to charm a human, or a fey a rootwalker and so on?

Just guessing, but I think it's a power balance issue. In "that other game" Hold person was lvl 2 and Hold Monster was a lvl 5 spell, just because of the versatility in the type of the target.

As in FC you can play with a fey, beast, plant... I suposse crafty people decided that each caster is able to affect people like them, rather than chosing one specific type and make other characters inmune to that spell.
12  Products / Fantasy Craft / Re: Large sized characters in the party on: September 20, 2013, 03:53:51 AM
As I see it, size will be a problem in only a few circunstances even in a dungeon. Characters doesn't occupy the full square cube, it's just the space they need to act "comfortably".
That means that most of the times size will only slow a character while crossing a door, prompt a -2 on skill or attack checks due to low ceilings...
The real problem is when you want that even for medium characters. If the door is designed for small sized people, crossing it could be a full round action, a very low ceiling could make impossible the fight (or you can force them to fight prone, or even continiously sprawled), and limit the movement to crawling...

The extremest situation that comes to my mind is precisely the one you mentioned in your firt post: squeezing through tight passages.  First of all, before including those kind of situations I'd try to look for another way to make them feel what you want. Maybe you can get it just making them wait constantly for their big guy, or having to broad the passage, making noise and alerting monsters  in the process...

My point is that you can get a realistic feeling for your dungeon without including imposible situations  for a large character, and that having a large character could even help you to spice the game with circunstance bonus or special situations.

13  Community / License to Improvise / Re: Spell Conversion: Energy on: September 18, 2013, 05:36:08 AM
Generic Spell (Spellcasting Trick): When casting a spell with a damage type other than lethal you may double the casting time and change the damage type to lethal to reduce the spellís level by 1 (minimum 1).
So, Not only the caster avoids some energy resistance or even inmunity  by doubling the casting time, but the spell is easier and cheaper?

I think the idea behind this is that lethal damage is inherently worse than elemmental one, but that's not always true. I think that versatility comes with a cost, and usually is -4 and half damage as Krensky points.

Even his suggestion is better than usual, as allows the caster to choose among 7 differents types of damage, while other feats use to let you choose between 2.

14  Products / Fantasy Craft / Re: Questions on: September 17, 2013, 09:25:04 AM
Well, not really.  But you should see some of the arguments I've seen about people trying to point out which one (linear, or bell curve) is a better approximation of reality, or which one does a better job of being easy to "see" or "get."

I love bell curve systems, but for checks. (2d10 or similar instead of d20) but for damage, which uses different dices depending on a player's choice  (weapon), the problem is, in my opinion, much less phlilosophical and much more practical.

In this case, not only 3d4 has a higher average output  than 1d12, but also interacts in a very different way with armor and damage reduction.

I mean, as always, "your dungeon, your dragon your way", just trying to point that trying to make a weapon more reliable due to historial/narrative reasons, actually you could get a weapon which is better against some kind of opponents than others.

Quote
Question: if someone casts Mass Cure, can the spell target the caster as well? (this works for any beneficial spell with a distance of "close" with selectable targets)

If I recall correctly this question was answered, allowing casters to heal themselves with the mass version of the cure spells.

15  Products / Fantasy Craft / Re: Gen Con Schedule's Live! So... Fantasy Craft... on: August 23, 2013, 03:01:01 AM
Personally I think it deals stress damage...

Certainly to me...

Anybody could tell it, just looking at your former avatar. Glad you've left it behind  Smiley.
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