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February 27, 2015, 04:07:52 PM
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1  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...
2  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.
3  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?
4  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: February 08, 2015, 10:10:05 PM
(click to show/hide)

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5  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.
6  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.
7  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!
8  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.
9  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.
10  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: February 01, 2015, 10:02:24 PM
  Axel spin knuckle is over budget (6/5). (like the use of spite Smiley)
  Cannon Drill is under budget (6/7).

  Works for me - I can definitely recognize her arcade presence in those moves  Cool.

Fixed .

Thought Threat range 19-20 was 1 point.  Axel spin knuckle goes to Threat 20 and up to 1d8 damage.
Cannon Drill gains Bury.
11  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 28, 2015, 03:47:59 PM
And now...

(click to show/hide)
12  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 26, 2015, 05:06:08 PM
Would there be a possibility for some kind of "root" quality (preventing enemy movement)? Perhaps something like "Root N -- the opponent cannot move from their current space for N rounds unless they make a Ref save" for 2+N points?

I've been thinking about a feat chain for a character from Symphogear (an anime, not a fighting game, but I think the power moves feats would work well to represent the named attacks in it), and one of her moves is to pin the enemy's shadow to the ground with a knife or sword. In the show, this seems to be more of a full-blown paralysis, but I think a simple root would be fine to model it in this system (given that paralysis would be well on the overpowered side).

Well, there is the Rooted condition from the Stone-Breaker style feat chain.

Rooted: All of the character’s speeds reduce to 0 and he may not take 5 ft. steps.
13  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 26, 2015, 05:01:27 PM
I've added an additional paragraph of introduction at the beginning.

Done. I didn't add the final paragraph, as it for the most part it belongs in the introduction, and you've gone a different direction with the advent of ADJ fighter feats.
 
Remove the last paragraph in the #-hit chain quality.

Done.

Unique combos have their own section now rather than being "chains". Similarly the text describing unique combos in feats and on the table should not refer to chains.

Done. I've left the layout the same as I had it - feedback from my playtesters felt it was more logical to list UCs with the rest of the power moves - a natural progression. Most of them also liked your original "descriptive" opening flavor for the PM types, too. Chain together has been replaced with perform in the charts. As far as feats go, I dropped everything but "Power Move" on the supremacy feats a while back. So I think we're good on that.

Also, I have an idea. One of Dee Jay's super combos is a chain of Machine Gun Uppers - it's the longest hit in the game (44 hits at max!). Do you think that allowing an UC to go to 4 power moves with a Edge cost of "-" is doable? So Unique Combo building would be Choose 2 Edge= "-" and 1 Edge= "2" power moves or Choose 4 Edge= "-" power moves?

I'm going to be performing some surgery on my computer tonight, so if I disappear for a bit it went poorly Wink.

Good luck.
14  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 25, 2015, 11:16:04 PM
https://drive.google.com/file/d/0B8FCrAZcFJJDbFgzRmpTRUZjdTg/view?usp=sharing

I know there's a ton of work to be done. Anybody want to write up some of the bios or style recaps, please do so. I'll edit for length, tone and style. See King in the SNK chapter for what I'm looking for in those regards.

If some thing is in black - it's final as of now. If you find an error in black TELL ME. It means I screwed up.
If something is in red - It needs to be done.
If something is in purple - it's in flux. The creator hasn't finalized yet.
If it's in any other color - It means I haven't finished my work on it, or it's in a really outdated form such as updating the Astral Wings moves table or the entire Insert Coin chapter.

You may notice that I'm using Capcom (and Street Fighter in particular) as the shakedown chapter. I also added a new entry - Base Style. I envision this to be helpful in various ways. Like making a fantasy craft version of the SC 2.0 sidebar that detailed how to build Martial Arts with the various Basics/Moves/Supremacy feats. Also, if you are using the the contact or prize options to allow access, a Karate Master contact would allow access to all the power move styles that have Karate as the Base Style. That kinda thing.

Anyway, that's where I am.
15  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 24, 2015, 06:02:24 PM
Working on Chun-Li some today.

DELETED - Morg did better and added it to the above post.

Sorry it's so blah, but I'm getting ready for my FC game tonight too. PDF will be updated for everyone tomorrow.
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