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1  Products / Fantasy Craft / Re: Explain reputation and magical items for me on: March 30, 2015, 02:17:02 PM
I have somehow hard to get into system of getting magical items in Fantasy craft. How you have used the system and how it works?

Sure. Ares is right, but doesn't really explain it in his post above.

1. Lets say that PCs find a loot. Magical weapon of some kind.

Then it belongs to whoever wants it, and takes up one of that character's prize slots.

2. PCs buy a magical weapon from store.

Fantasy Craft assumes that "real" magic items (not potions or scrolls) are too rare to be found in a shop. That's why they cost Rep instead of silver. You don't really buy that magic sword - you convince Lord Whatchamadoodle to grant the sword (by staking you personal reputation) to you so you can continue your beneficial works - killing monsters and protecting his subjects (sort of).

3. PCs ask someone to create a magical weapon.

Additional costs are up to the GM, but like Ares pointed out, Rep will still need to be paid.

4. PCs steal a magical weapon.

Just like finding it, claim it and put it in a prize slot.

5. PCs find a magical weapon from some ancient battlefield.

Once again, say "MINE!" and have it fill a prize slot.

How you handle those situation?

LiIke above.
2  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 26, 2015, 06:58:19 PM
Ok, I've already been told by several players this isn't gonna fly in my normal game because of both the "added bookkeeping" of permanent initiative manipulation and the overpowering of the +2 to attack and +2 Defense against characters with a lower initiative. It was all a bit much in the awesome department - they felt that the +2/+2 was to good as a default effect. I kinda agree. It would be nice as a feat, though.

I think Aim (since you feel the need to change it) should ebb you. You are taking a moment after all.

Total Defense's Interrupt mechanic is horrible. just fiddly  blarg crap and is only going to stall out the surprise rounds and combat even more. Hate it. Really, really, really hate it.

All the feats should have the Ebb & flow requirement.

Roughhousing, Rub It In, Nettle, and  Waiting Game all feel weak as feats - but would be great as advanced tricks.

And finally, I hate Total Defense's Interrupt mechanic.
3  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 23, 2015, 08:51:48 PM
This needs a campaign quality to switch it on and make for easier integration.
4  Products / Fantasy Craft / Re: Threat level question on: March 22, 2015, 02:34:00 PM
That's the Menace.
5  Products / Fantasy Craft / Re: How Spy Craft differs from Fantasy Craft? on: March 22, 2015, 02:33:08 PM

Power balance. (Spycraft: many B/M/S feats do 3 things each, have fairly restrictive requirements and are often written in a mind numbing gamer legalese. Fantasy Craft: most B/M/S feats do 2 things each, rarely have more than 1 requirement, and are written for ease of understanding.)

Dramatic conflicts. Spycraft has 'm, Fantasy Craft doesn't. That's not necessarily a bad thing... the most common one, the chase, for the most part boiled down to everybody picking the "Go, Go, Go!" option, because you ether won by tons (because either of the predator or the prey flubbed the roll ) or one side barely won (because it was often two very competent wheelmen manning the vehicles in the chase), which meant it behooved you to choose "Go, Go, Go!" since it was the best choice for skill bonus and for changing lead.

Hundreds of other little things. Many core abilities were nerfed (hand out a bunch of feats in Spycraft, hand out 1 in Fantasy Craft), switching the core and 1st level ability on the pointman for the sage is a big (and awesome) change, focus skills reductions, etc..
6  Community / Off-Topic / Re: D&D 5e on: March 10, 2015, 01:26:40 PM
People the unbelievable has happened.

D&D finally* has a race that has flight at 1st level. No level adjustment, no waiting for higher for it to kick in, real actual 50ft flying speed. It's the aarakocra race in the just released Elemental Evil Player's Companion pdf.

Once again, where FC lead, 5E is following Tongue Grin

*at least since 3.0, I don't know about 2E and earlier

Aarakocra were a thing in 2E. So they had that already.
7  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: February 18, 2015, 03:10:34 PM
Lots of 10 foot long sleeping bags there...
8  Community / Off-Topic / Re: The Idiot Box 2015: TV news, views & reviews on: February 17, 2015, 03:01:34 PM
Because tey didn't know that they were going to be able to make the agent Carter series? That's like asking why Lucas started with the middle trilogy.
9  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: February 13, 2015, 10:20:46 PM
So... any headway on those starting "fighter" feats?
10  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: February 08, 2015, 10:10:05 PM
(click to show/hide)

(click to show/hide)

11  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: February 06, 2015, 11:08:09 PM
  So, for the folks who have built styles: how do the tools feel? is the point buy/budget system reasonably clear?
Yep. Reflector is giving me conceptional problems, though.

I realize some games/characters have non-attack effects that need to be modeled (e.g. flight) but do attacks make sense?

For the most part. I've hit a minor snag - some power move sets are gonna dupe moves. I just made Haggar, and his Mastery and Zangief's are identical. That's not surprising, considering Z's moves were stolen wholesale from the fightin' mayor.

I think a solid basic mechanic for power moves is you receive a +1 (or something) bonus to a power move if you have it granted from more than 1 source. That keeps wrestlers that go down both the "Macho Crush" and "Red Cyclone" chains from having the second Mastery be a giant feat tax. I'm sure it will come up in others too.

Also I wanted to say that for moves that hit more than 3 times, chains shouldn't strive to precisely mimic the number of hits in game - there are many moves arcade that report 14-16 hits that are in practice just big numbers for the sake of big numbers. Doubly so for the 20+ hit moves Wink. And to 50+ hit moves are just showing off Tongue.

I'm guessing this is in regards to Dee Jay's punchy combo. His the only one that I felt really deserves the stupid high chain - it's kinda the point. Also, I think 4 tier 1s isn't to powerful for a Unique Combo, but it's worth noting that balance on such a combo is more art than science.
12  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2015 on: February 06, 2015, 07:48:01 PM
Gender reassignment made them the Wachowski siblings.
13  Products / Mistborn Adventure Game / Re: Mistborn Allomancy Dice (Kickstarter) on: February 03, 2015, 08:17:59 PM
You vex me at every turn, Alex! GAHHRGGHHH!
14  Products / Mistborn Adventure Game / Re: Mistborn Allomancy Dice (Kickstarter) on: February 03, 2015, 07:28:18 PM
Doh! I just paired the two "wipeout" metals together.
15  Products / Mistborn Adventure Game / Re: Mistborn Allomancy Dice (Kickstarter) on: February 03, 2015, 04:42:49 PM
As an owner of the old set, I've got no problem with Malatium (the 11th metal) being the 11th die. That way those who didn't get the first set will have a second run version.

As for the other two, I like Aluminum and Chromium. It would be super sweet if the last two (hopefully a yin/yang pair) dice were of a third color. That way someone who would had all the dice would have:

One set of 11 dice (the big 10 + Malatium) in Silver with white pips.
One set of 11 dice (the big 10 + Malatium) in Metallic Black with white pips*.
and the final pair (Aluminum and Chromium in my world) in Copper with white pips**.

*That's what the kickstarter dice look like to me.
** Or whatever metal scheme can be pulled off.
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