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1  Products / Fantasy Craft / Re: A little something fun for Spellbound on: June 14, 2014, 01:56:04 PM
Maybe we on the forums should make a promise not to ask about Spellbound for a while?  By this point, I don't think Crafty needs any reminding that we're all eager for it.  I also don't think they need any reminding that it's late.  The only thing we can accomplish by bringing it up all the time is to aggravate everyone.  Personally, I trust them to let us know whenever there is something to know.
2  Products / Fantasy Craft / Re: New Renown Track: Criminal on: June 11, 2014, 11:28:56 AM
You're right, that inter-guild rivalry is best represented by disposition.

Renown is a measure of your fame, and the amount of influence you have within a given social circle.  It gives an indication of how likely it is for a person you've never met to know of you ("Hey, aren't you the hero of fort wilderness?").  And it also mechanically defines the type and magnitude of favors you can reasonably ask for ("If the hero of fort wilderness needs these maps, that's good enough for me." vs "I don't care if you won some silly battle, this is a private function and you're not on the list.").  Basically, Renown influences your interactions with large social groups and the world at large.

Disposition on the other hand, influences your interactions with individuals.  And an individuals disposition with you doesn't necessarily have anything at all to do with your renown ("We don't serve pointy ears here." or "Ooh look, cavalry thinks he's a big shot because he rode in at the end of the battle, but it was us infantry that held the line.").

So, basically if the only people who care whether a character is a member of the smith's guild vs the alchemist's guild are the actual members of those guilds, and everyone else just sees a privileged/accomplished guild member, then I would think one renown track is plenty.  You could even do as Paddyfool suggests and just stick to the default renown tracks and not even bother with Guilds vs Temples vs Nobles vs whoever else because they all have political power and that is the most important thing.
3  Products / Fantasy Craft / Re: New Renown Track: Criminal on: June 11, 2014, 09:36:39 AM
I think you generally need/want a renown track for every faction that you want to differentiate from others.  If you intend to have lots of fine grained local political bickering in your game, then a renown track for each guild and each church makes sense.  On the other hand, if you expect it to be rare that anyone would care which particular guild or church a character is in favor with, then maybe just one track for Guilds and one for Temples is a better way to go.
4  Community / License to Improvise / Re: New Prize type: Membership on: June 08, 2014, 05:32:56 PM
For my two cents:

If the first rank of standing costs 30 rep instead of 10, then the feat is on par with other prize feats.  To justify costing 30 rep, I would suggest Membership could grant a free favor 1/adventure instead of a discount.

That might work, or it could be really hairy. Would the free favor be a standing granted one? Or one that your primary Renown track qualifies you for? Or an that you qualify for? Or  do you think the revised feat above it a fair replacement?

Sorry, to be so late with my response, I don't check the boards as often lately as I used to.  My thinking was that the membership would specify one particular (low cost) favor that you can get for free.  Similar to the way you originally suggested (if I was reading it right), but free instead of discounted.  Then higher membership ranks grant some combination of more expensive or more frequent favors.
5  Community / License to Improvise / Re: New Prize type: Membership on: May 25, 2014, 03:06:54 PM
For my two cents:

If the first rank of standing costs 30 rep instead of 10, then the feat is on par with other prize feats.  To justify costing 30 rep, I would suggest Membership could grant a free favor 1/adventure instead of a discount.
6  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: December 03, 2013, 07:54:06 PM
Does the Hearty Appetite origin ability enjoyed by halflings also affect the number of elixirs etc they can benefit from each day? If so, it would explain the choice of character illustration for the Alchemist class.

Food and drink are a specific category, so no.

By RAW, I would agree.  However, it seems cool to me and I don't think it would be a big deal at the table.  So if one of my players asked me this question, my answer to them would be yes.
7  Products / Fantasy Craft / Re: A little something fun for Spellbound on: October 21, 2013, 07:21:24 PM
Some questions of my own:
1. Are there more spells for travel and/or transportation? (like teleport or summoned mounts; and telepathy or sending)
2. Are there more spells for gaining knowledge/investigating? (like speak with dead)
3. Is there an apparent way to integrate the two spell lists when rolling random spells?
8  Products / Fantasy Craft / Re: Adjacency - clarification on: October 20, 2013, 01:51:43 PM
I can see allowing the movement in that case, but I can also see following the RAW and disallowing it.  For whatever reason, Olaf wants to move away from 487 and toward 133.  Presumably this is for some tactical reason (and not Olaf just taking the opportunity to run some wind sprints) and both goblins will also be aware of the situation and not want Olaf to accomplish this tactical goal.  Or maybe they don't know why he wants to move, but do know that it's in their best interests not to let him do what he wants in combat.  So, when Olaf tries to move back, 487 sees an opportunity to take a swing at Olaf's ankles and 133 edges forward and starts waving his sword around, and the effect is that Olaf can't easily move between them.

Also, moving to O18 probably isn't even what Olaf wants to do anyway.  I think his better option would be to move to P17 -> Q18 -> P19 to set up a flank with Balsa and not be easily flanked himself.

If Olaf does want to wind up in O18 then he'll need to deal with 487 to make the movement safe.  He could Feint, Threaten or Trip 487 to remove that goblin as an obstacle to movement, and then Olaf may move freely.  Or he could do a backflip over 487's trip and roll in under 133's guard via Tumble (or whatever other suitable visuals you'd like to use).
9  Products / Fantasy Craft / Re: Questions on: October 20, 2013, 01:21:25 PM
It sounds like this player just wants to do everything.  Sage is the class for that.  Sage class skills will cover Investigate, Notice, and Search.  The core ability will cover any 4 of the other skills your player wants.  1 Origin skill can be spent on the 5th one, and he'll still have one left over to do whatever he wants with.  This frees up his specialty to be whatever is interesting instead of whatever gives more origin skills.

Then he can use Cross-Training to get better at whatever he wants to be better at.  Take some assassin or burglar abilities if he wants more stealth.  Take some soldier, martial artist, or lancer abilities if he wants more combat presence.  Captain, courtier, or keeper abilities for more social presence.  Priest or mage for a bit of magical spice if he wants.  Scout for sneak attack.
10  Products / Fantasy Craft / Getting Bite III on: October 11, 2013, 06:43:17 PM
I remember and have seen a lot of builds being posted that had Drakes and Saurians getting Grade III natural attacks, but I can't figure out how that was supposed to work.  Was it something that was changed in the 2nd printing?
11  Community / License to Improvise / Re: Extra Initiative Pass NPC Ability on: October 10, 2013, 06:56:06 PM
I'd say you're better off treating it more or less like 2 NPCs that are sharing VP/WP.  For instance, make a stat block for the legs which serves as a "mount" for the body.  Then just sprinkle both with 1 or 2 of the "do more things" abilities like Swift Attack, Charge Attack, or Surge of Speed feat.  This might even have the benefit of making things less unfair by splitting up natural attacks enough that it can't use Flurry (if this NPC was going to have natural attacks)
12  Products / Fantasy Craft / Re: Crafting and materials on: October 01, 2013, 09:31:07 PM
It is pretty reasonable to begin a game by letting the players decide what they were doing with a month or so of downtime prior to the first session.  Especially if the hook for the first adventure is something they could have known about in advance (tournament, fair, coronation, etc)
13  Products / Fantasy Craft / Re: Crafting and materials on: October 01, 2013, 08:06:35 PM
You are correct that crafting does not require spending any money.  Logically, there are materials involved, but how they are acquired is abstracted away (as you mention, money lost to lifestyle is a good explanation).
14  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: September 26, 2013, 04:09:33 PM
This has come up a handful of times at my table.  I tell my players that they only get the benefit of the armor that is on top.  I also tell them to stop trying to abuse the system.
15  Products / Fantasy Craft / Re: Mind Blowingly Good Combo on: September 23, 2013, 11:53:56 AM
You're forgetting that Snake Strike is 1/combat per opponent and requires the weapon to be sheathed.

He also can't use any other tricks when he's using Deft swing.

So unless he's putting it away between opponents (a half action), he only gets the Sneak Attack once.

Actually, it's once per opponent per combat with a sheathed weapon you haven't used yet this combat.  So unless he has some sort of quiver full of oversized short swords, he can probably only do it once or twice.  Also, Snake Strike has Quick Draw as a prereq, so he can put his drawn weapon away twice without disrupting this flow of actions.

For Pseudo K's benefit: If this situation is bothering you, then putting the player/character back in their place is probably as simple as putting them in nearly any situation they can't fight their way out of.  With all the resources spent on being good at combat (especially the DEX score) they're probably decent at DEX based skills, and terrible at all other tasks.  So make him haggle when buying his super exotic swords.  Make him convince the Giant smith up in the mountains-who knows how to make a large scale short sword rather than a regular scale longsword-to actually forge them for him in the first place.  Make him jump, climb, or swim over things.  In combat, most of the traditional ways of reducing the effectiveness of sneak attack damage also work in Fantasy Craft.  Constructs, Elementals, and Plants are immune to sneak attack.  Oozes take half damage from sneak attack.  Also, Damage Defiance only costs 2xp, and Damage Immunity is 5xp.  From a tactical perspective: swarms, grapplers, ranged attackers, and anything that requires a Fort or Will save should also be very effective.

For Pseudo K's Player's benefit: Tripping with the first attack is probably more effective.  That way they are sprawled and you get sneak attack dice on all of your attacks until they act.  This is especially true with Polearm Mastery (requires using polearms instead of cheesed short swords), or Whip Mastery (requires whips), or possibly Kicking Basics (doesn't require a specific weapon, but gives little benefit otherwise).
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