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1  Products / Fantasy Craft / Re: Heritages, Clutches, Scales on: May 25, 2013, 02:47:19 PM
I agree, with the caveat that a player with 3 heritages (etc) should really have to explain how they got that third one, given that they have only 2 parents.  Paladin obviously has that explanation built in.
2  Products / Fantasy Craft / Re: Constructs and Potions on: May 25, 2013, 02:43:20 PM
See, I would actually go the other way with it.  I don't think default constructs/unborn should benefit from potions, for the same reason they are immune to poisons.  Oils, yes.  Vials, yes.  But not potions, food, or drink.  They have such a massive list of immunities that I think they'll get along just fine.

Also, I think it's worth pointing out that elixirs are not necessarily magical.  Which is to say that they do not require either the Sorcery or Miracles campaign qualities, and anyone can make and use them, not just spell casters.  If you want to flavor them as magical, that's perfectly reasonable of course.
3  Community / License to Improvise / Re: Quickplay Origins on: May 09, 2013, 10:22:14 PM
I agree with Blankbeard.  If people think that choose 1 from column A and 1 from column B is too complicated, how is point buy from a table any better?  I feel like this is a good option for people/groups that want to just go.  

Congratulations, Human!  Here's your feat and ability modifiers, have a good adventure.

EDIT: In fact, if I was to make a suggestion, it would be to simplify them even further.  The only abilities the character should get are passive ones that they don't need to look up rules for.  That way the only time they even need to look at origin is level up time.
4  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: May 05, 2013, 11:52:19 AM
Shaken seems right, with occasional fits of Enraged, Fixated, or Sickened.
5  Products / Spycraft Third Edition / Re: [RESEARCH] What do you love most about the Pointman? on: April 26, 2013, 07:28:13 PM
The basic premise of being capable generalist support characters.  They're bards, but instead of being useless and boring, they're awesome and fun.
6  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: April 26, 2013, 07:22:07 PM
I'm not sure that works mechanically, anyway.  You can only ready Half actions, and Coup de Grace is a Full action.  If what you have in mind is a Terminal Situation (p 217), then it's a narrative rule that is completely at the GM's discretion, so handle it any way you like.  If it's a combat situation, then I think the most the bad guy can do is ready an attack.

That said, there's not really a provision for "breaking" a readied action.  Really the only way is not trigger it.  To that end, Taunt and Distract could reasonably not be "offensive".
7  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: April 16, 2013, 06:29:40 PM
You have some good friends.
8  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: April 06, 2013, 10:19:07 PM
So they do.  I was looking in Adventure Companion near the individual classes and all I saw was Cross-Training for Sage.  But there is totally a chart in the back of the class section.

Thanks.
9  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: April 06, 2013, 09:43:36 PM
For the classes released after the core rulebook, is there a place to get the XP cost to give those class abilities to NPCs, or a way to calculate/estimate what it should be?
10  Community / License to Improvise / Re: SC 2.0 Base Classes Converted to FC? on: March 19, 2013, 09:50:24 PM
I did this just recently.  The conversion is fairly straightforward (in my opinion).  At least for the values you get from the tables.  Class abilities require a bit more interpretation.  Skills also require a bit (but only a bit) of interpretation.  So, here's what I came up with:

 Advocate
Vitality: 8
Skills: Bluff, Impress, Intimidate, Medicine, Notice, Resolve, Craft, Investigate
Legend: Lvl 1: +0; Lvl 2: +1; Lvl 6: +2; Lvl 10: +3; Lvl 14: +4; Lvl 18: +5

 Explorer
Vitality:8
Skills: Athletics, Blend, Drive, Investigate, Notice, Resolve, Craft, Search, Prestidigitation, Haggle, Survival
Legend: Lvl 1: +0; Lvl 2: +1; Lvl 6: +2; Lvl 10: +3; Lvl 14: +4; Lvl 18: +5

 Faceman
Vitality: 8
Skills: Blend, Bluff, Disguise, Impress, Notice, Search, Sense Motive, Prestidigitation
Legend: Lvl 1: +0; Lvl 2: +1; Lvl 6: +2; Lvl 10: +3; Lvl 14: +4; Lvl 18: +5

 Hacker
Vitality: 6
Hacking*, Investigate, Drive, Craft, Disguise, Notice, Resolve, Prestidigitation, Sneak, Haggle
Legend: Lvl 1: +1; Lvl 3: +2; Lvl 5: +3; Lvl 7: +4; Lvl 9: +5; Lvl 11: +6; Lvl 13: +7; Lvl 15: +8; Lvl 17: +9; Lvl 19: +10

 Intruder
Vitality: 6
Skills: Acrobatics, Athletics, Bluff, Drive, Craft, Prestidigitation, Notice, Search, Sneak, Haggle, Tactics
Legend: Lvl 1: +1; Lvl 3: +2; Lvl 5: +3; Lvl 7: +4; Lvl 9: +5; Lvl 11: +6; Lvl 13: +7; Lvl 15: +8; Lvl 17: +9; Lvl 19: +10

 Pointman
Vitality: 8
Skills: Drive, Notice, Craft, Tactics
Legend: L1 +1; L2 +2; L3 +3; L5 +4; L6 +5; L7 +6; L9 +7; L10 +8; L11 +9; L13 +10; L14 +11; L15 +12; L17 +13; L18 +14; L19 +15

 Scientist
Vitality: 6
Skills: Investigate, Hacking*, Drive, Craft, Disguise, Medicine, Notice, Resolve, Search, Tactics
Legend: L1 +1; L2 +2; L3 +3; L5 +4; L6 +5; L7 +6; L9 +7; L10 +8; L11 +9; L13 +10; L14 +11; L15 +12; L17 +13; L18 +14; L19 +15

 Scout
Vitality: 10
Skills: Athletics, Drive, Notice, Resolve, Search, Sneak, Survival, Tactics
Legend: Lvl 1: +0; Lvl 2: +1; Lvl 6: +2; Lvl 10: +3; Lvl 14: +4; Lvl 18: +5

 Sleuth
Vitality: 6
Skills: Drive, Intimidate, Investigate, Notice, Resolve, Craft, Search, Prestidigitation, Sense Motive, Sneak, Haggle
Legend: Lvl 1: +1; Lvl 3: +2; Lvl 5: +3; Lvl 7: +4; Lvl 9: +5; Lvl 11: +6; Lvl 13: +7; Lvl 15: +8; Lvl 17: +9; Lvl 19: +10

 Snoop
Vitality: 6
Skills: Investigate, Blend, Bluff, Hacking*, Craft, Impress, Notice, Search, Sense Motive, Prestidigitation
Legend: L1 +1; L2 +2; L3 +3; L5 +4; L6 +5; L7 +6; L9 +7; L10 +8; L11 +9; L13 +10; L14 +11; L15 +12; L17 +13; L18 +14; L19 +15

 Soldier
Vitality: 10
Skills: Athletics, Drive, Intimidate, Notice, Resolve, Search, Survival, Tactics
Legend: Lvl 1: +1; Lvl 3: +2; Lvl 5: +3; Lvl 7: +4; Lvl 9: +5; Lvl 11: +6; Lvl 13: +7; Lvl 15: +8; Lvl 17: +9; Lvl 19: +10

 Wheelman
Vitality: 8
Skills: Acrobatics, Athletics, Drive, Craft, Impress, Intimidate, Notice, Prestidigitation, Haggle, Tactics
Legend: Lvl 1: +1; Lvl 3: +2; Lvl 5: +3; Lvl 7: +4; Lvl 9: +5; Lvl 11: +6; Lvl 13: +7; Lvl 15: +8; Lvl 17: +9; Lvl 19: +10

Basically, Gear becomes Legend.  Both Gear and Legend have a fast/medium/slow progression, so it's fairly straight forward.  Skill points stay the same, but skill lists need to be interpreted, and this is only one take on it.  I'm doing this for a cyberpunk game I recently started running, and I just can't bring myself to actually use SC2.0, because I don't like it.  The Hacking skill is sort of setting specific, and I'm treating it similar to Spellcasting.  If that's not relevant to you, just leave it out.  I haven't looked at expert classes yet; I figure I'll cross those bridges when I reach them.  Hope this helps.
11  Products / Fantasy Craft / Re: Ridiculously Large Mounts on: March 18, 2013, 12:47:20 AM
I think we're over-estimating the size of Giants here.  Based on the illustration in the species section, they stand about 12 feet tall.  According to the text, 10-15 feet.  White and Black Rhinos are 10-13 feet tall at the shoulder.  I think a giant should be able to ride a Rhinoceros just fine, and Ogres should have no difficulty whatsoever.  There isn't a height given for Rootwalkers, but they look to be in between Giants and Ogres, so if they were to try riding one, I think that should work too.

For comparison, Humans stand about 5.5 feet tall, and the American Quarter horse is just over 5 feet at the shoulder.

For other options: You might be able to make polar bears work.  If there are raptors, why not T-Rex?
12  Community / License to Improvise / Re: Random gamebreaker on: March 17, 2013, 01:23:40 AM
Even ignoring that you're mechanically better off selecting a minion than the big bad with this ability, I also don't like that a strict reading would require you to make a movement action even if you are already adjacent to them.  So how about:

Only One Thing Matters: Once per session, during combat, you may spend a full action to issue a challenge to 1 opponent you can see, who must be able to hear and understand you.  For a number of rounds afterwards equal to your starting action dice, you must make at least 1 attack against that opponent, or take at least 1 movement action towards them.  You ignore adjacency when moving while this ability is active, and you may make a free attack against any other opponent who attacks you or blocks your movement.  If the target of your free attack is a standard character with a lower Wisdom score than yours, he immediately fails his Damage save (damage isn't rolled).
13  Community / Wiki Development / Re: Wiki Temporarily Closed on: January 20, 2013, 12:51:12 AM
I don't suppose the wiki could be made read-only while a more permanent solution is implemented?
14  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: January 07, 2013, 11:16:25 PM
Apologies if this question has been asked before, but it's a long couple of threads.  Detect Magic allows the caster to sense magical characters and objects.  The objects part is fairly simple, but characters is less so.  Is that intended to mean spell-casters (characters with casting levels), or something more intrinsic like creature type?
15  Community / Play-by-Post / Re: The Road to Thustrata (OOC) on: December 28, 2012, 11:38:00 AM
Hope so.
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