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Community / License to Improvise / Re: Toying with "threshold" mechanic.
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on: February 07, 2011, 04:02:30 PM
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Hmm, this is interesting. It makes strong skills less one-dimensional and skill "sets" even more character defining and interesting.
Rather than require one to always check/know if their synergy skills qualify as threshold, might it be easier to negate the penalty when a player has a number of ranks equal to the value of the penalty? (or maybe half as many)
Now that I think about it I am not sure I would actually prefer that in play. Oh well, I will throw it out there anyway. Never hurts to toss out even bad ideas. Might make people think of other things.
In any case I love the idea of tagging all sorts of conditional modifiers with skills like this. Really seems to plug into the game without much fuss.
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Products / Fantasy Craft / Re: Common complaint
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on: January 24, 2011, 12:01:23 PM
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Another fun thing (for some people) is to use little index cards with combat actions and tricks on them. Some players like the physical act of picking an action from their "hand" and "playing" it. And they can peruse them when it isn't their turn.
Also, some weird GM's (me) like making little index cards for every trick and action that their players can do, as well as for weapons and gear they acquire. (curse you 2.0 and your enormous gear list!)
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Products / Fantasy Craft / Re: couple clarifications on FC lingo
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on: December 07, 2010, 03:51:21 PM
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I feel the same way as you corey. I don't get a "GM-able" understanding of a system until I can understand it's underlying structure. I like to clearly classify all the parts and see how they relate. Sometimes I have to define my own names for the parts to more readily understand them. Plus I simply enjoy seeing the system on that level. Especially an Elegant system like the Crafty folks put out  Of course, I am a GM who has never gamed with people who have ever bought any book ever, so I feel like I carry the full burden of understanding so as not to bog down the game.
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Products / Spycraft Third Edition / Re: Finding your Character
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on: September 21, 2010, 05:08:43 PM
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I was just wondering ... you know, what Perception would look like as a "progression column"
That is a really neat idea. Would be kinda like BAB and Defense. Like something that is "natural" yet class defined. Very interesting. I don't think it could/should be folded into mastercraft at this point but I am going to remember that next time I am in a homebewing mood 
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Products / Fantasy Craft / Re: New Web NPC Builder Beta
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on: September 21, 2010, 04:46:21 PM
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I love this! And look forward to the finished version.
Btw, this works great on my motorolla droid!
Yup, this generator is amazing. Also, I am creating all my NPC's in Google Docs, so I can easily access them on my phone when running a game...I paste relevant tricks/moves in there too if they are less used ones that I am likely to forget.
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Community / License to Improvise / Re: Swarm of Spiders
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on: September 21, 2010, 11:55:22 AM
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I was looking at a simple template, and in return I got a true monster!
Thanks Mr. A
I would love to see all the swarm specific stuff folded into the Template. I love the idea of applying a Swarm template to almost any creature!
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Products / Fantasy Craft / Re: New Web NPC Builder Beta
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on: September 20, 2010, 05:24:54 PM
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OK, I tried it out a bit more to try and narrow down the issue.
First off, it seems to be occurring only in the google chrome browser, and I have discovered that refreshing the page actually "fixes" the form and bypasses the problem, so it isn't such a big deal.
That being said I tried to narrow down the conditions of when the edit boxes stopped being responsive but I can't seem to get a series of entries/actions that consistently causes the behavior, unfortunately. It just seems that after a variable amount of quality/weapon entries and edits, the edit qualities box fails to respond and while it will allow you to select the add qualities box, these qualities will no longer apply to the stat block. As I said refreshing the page fixes it.
I will keep my eye on it to see if I can get any better info.
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Products / Fantasy Craft / Re: The good old bag of holding
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on: September 19, 2010, 01:44:14 PM
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I have a wonderfull group of players who arent all about the loot, so I never used a bag. I let em grab some stuff, but mostly they want to discover the story. With money thay are pretty easy-come easy-go. It helps that I am liberal with letting each character find some signature gear without too much trouble. They are usually satisfied that they already have the cool item for their class so they don't go looking for more to much.
In FC I am looking forward to using Reputation to let them get cool gear so they will be focused on heroic deeds rather than makingmoney, hopefully it works out well.
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Products / Fantasy Craft / Re: Explaining Fantasy Craft to a Savage World or DND 4E player
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on: September 19, 2010, 01:35:30 PM
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I have a somewhat similar problem, only my players (some who run games) are all very fast and loose and use basic d20 with lots of homebrew thrown in or a loosely interpreted Star Wars Saga edition.
I start out not trying to teach them everything at once, but "teach" them through encounters. For instance when I "teach" them about subdual damage I let them encounter a bunch of Orc thugs with Club Basics, Club Mastery and Grueling Combatant. Then they immediately understand the usefulness of subdual damage.
But since you asked how to tell them about FC, I will say this: If they are combat oriented I would show them the Tricks and stances (from feats). Those are some of my favorite parts of Mastercraft (or SC2.0 even). Explain that FC has a lot of options to let the players make the action interesting, rather than standing there hacking at an opponents vitality.
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