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1  Products / Fantasy Craft / Re: Multiple attacks for Monsters on: May 09, 2009, 09:23:58 PM
Or if they just fling themselves bodily it and flail wildly before collapsing in a heap on the ground.  Wink
Which, admittedly, would be hilarious.
2  Products / Spycraft 2.0 / Re: [Spycraft Poll] To Camp, or not to Camp? on: December 15, 2008, 10:23:16 AM
Our usual games are pretty firmly around the Bourne category (with added science fiction), but we do very much enjoy things like Hanukkah Havoc as a change of pace.
3  Products / Spycraft 2.0 / Re: Hit Us With Your House Rules! on: November 27, 2008, 12:06:04 AM
Necromancy ahoy...

Something that just came to me thinking over the last few sessions:

Narrative Control
I allow my players to spend action dice to define the fuzzy parts of the world in their favor. They can spend one to four action dice to, to use a poor physics analogy, to collapse a wave state with the number of dice determining how large a change and how much it benefits them. I don't have hard an fast rules for this, but one die might let them tell me that there's a car in the parking lot that someone left unlocked and it's one of the first ones they try, or two dice might let them say that a police officer stops the guy tailing them, or four dice might let them say the guard on duty is asleep or smoking a cigarette and not paying attention to his sector. I don't let them use this to do things a character option or rule already covers, or completely redefine the world by saying, for example, that the bomb they needed to diffuse is really a dud but small, plausible stuff is fair game.

We've done stuff like that in games before. Things like during a highway chase, our soldier asked if he could spend a few action dice to have one of the trucks on the road be a logging truck loaded up to full capacity, and then he promptly blew apart the cables holding the logs in place making for a quite spectacular getaway.
4  Products / Fantasy Craft / Re: introduce players to fc on: November 26, 2008, 11:03:02 PM
Having read both the revised Channeler and the Seer, Phoenix Egg seems like a very handy way for a Mage to get an opportunity to reasonably use Power Word: Kill.
It's an exceptional, if very expensive and preparation intensive way to pull off an assassination.

Also, what better way to fake your own death than to actually die and come back elsewhere? Sounds like a great option for some sort of high-fantasy heist movie style game.
5  Products / Spycraft 2.0 / Re: Elf Species Feats on: November 12, 2008, 07:36:17 PM
You could theoretically get more than one <X> Noble feat, given Legendary Elf and GC permission to take a second <X> Nation feat.

I would say they don't stack, same if they had both Survivalist and Bear Nation, for example.
6  Community / Off-Topic / Re: Movie News, Reviews and Reaction thread. on: September 25, 2008, 04:45:06 PM
Oh, man. A Tim Burton version? That has some serious potential.
7  Community / Off-Topic / Re: Misc. Entertainment News on: September 24, 2008, 01:48:28 AM
All I have to say is that that Warehouse appears to be numbered incorrectly. It should be 10 higher.  Grin
8  Community / Off-Topic / Re: Clone Wars on: September 07, 2008, 03:53:48 PM
I'm sad that MST3K is no longer around, because this movie would be a perfect candidate.
mike nelson is still doing comintaries on movies. so you can hope.

I just watched the RiffTrax for Revenge of the Sith last week. It's in close running for the best RiffTrax production I've seen, with Harry Potter and the Sorcerer's Stone putting up a serious fight.
9  Products / Fantasy Craft / Re: Your Fantasy Craft Wish List on: August 29, 2008, 10:09:56 PM
I'm of the opinion that the "requires the character to see what he's doing" is effectively flavor text. Especially since it uses language like "see what he's doing" instead of a rules term like "cannot make checks with the Vision tag if he cannot see."

But again, this is my opinion and not the word of the designers or anything, so grain of salt and all that.
10  Community / Customer Service / Re: Qs on Possible Errata on: August 29, 2008, 04:02:14 PM
I think the confusion here is the phrase "A character may only make one gaze attack at a time" (as free actions could be considered to occur simultaneously or in very rapid succession) or possibly "A gaze attack is considered and operates like a ranged attack..." (as a normal ranged attack is a half action, but a gaze attack is listed as a free action).
11  Products / Fantasy Craft / Re: Your Fantasy Craft Wish List on: August 29, 2008, 03:47:20 PM
I think the problem is arising from the wording of the Vision tag description. The way the rule works, as explained in the second sentence, looks to me like it doesn't mean that you must be able to see to make the check at all, but that you'll have serious problems, i.e. visual increment penalties and the full penalties of the blinded condition, when applicable.

Especially given this part of the blinded condition:

Quote
His result cap with each skill check possessing the Vision
tag is reduced by 20 (minimum 0).
12  Products / Fantasy Craft / Re: Your Fantasy Craft Wish List on: August 28, 2008, 08:19:58 PM
While I haven't created limited senses yet (they seem largely descriptive, and none of our skills rely specifically on sight or hearing - ie you can Notice without being able to hear), spirit covers the ghost stuff, and regeneration is also long since done.

I read this differently. While you can "Notice without being able to hear," [my emphasis] Notice/Awareness has the Vision tag with which "all modifiers for... limited visual range apply" [my emphasis]. The page reference to which that points us indicates "a character can see up to 10 visual range increments." This suggests beyond 10 visual range increments the character cannot, in fact, Notice whatever danger is looming.

Also, as previously mentioned, the whole Gaze Attack thing. How am I going to make a near-sighted Gorgon unless I can access a Limited Vision quality? Tongue

Walter

Correct me if I'm wrong, but the vision tag merely identifies that there are penalties involved when you can't see, or can't see well.

Personally, beyond the maximum visual range increments (and in addition to the penalties for said increments), I'd just call them blinded for purposes of spotting that thing, whatever it is, rather than say they can't make the check. And keep in mind the rather significant penalties to stealth/hide for sizes greater than medium and that you wouldn't necessarily need to roll to see something that's out in the open anyway.
13  Products / Spycraft 2.0 / Re: Provocateur on: August 16, 2008, 12:38:44 AM
A requirement of a particular Science skill focus is a very small requirement. Everybody starts with at least one, and most characters never use theirs for more than flavor, really. It's a much lighter requirement than 6+ in a skill.

And if you ask me, the Provocateur is the kind of class that would benefit greatly from some talent in poisoning. It's not necessary or a core tactic, but it's definitely a very solid choice to have in the arsenal, given their general disruptive role and tradecraft gear picks.
14  Products / Spycraft 2.0 / Re: Provocateur on: August 12, 2008, 11:14:14 AM
Science (Pharmacology) is indeed the skill focus related to drugs. It's also a requirement for the Poison Basics feat.
15  Community / License to Improvise / Re: Class Creation on: August 01, 2008, 03:27:54 PM
For some reason I am recalling some kind of errata regarding the Snoop's progression table at some point in the past, but I don't remember the details or if it was fixed for the second printing.
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