Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
October 02, 2014, 05:32:35 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: [1] 2 3 ... 42
1  Community / License to Improvise / Re: New Expert Class: (Looking for a Name) on: September 30, 2014, 07:10:46 PM
Rewording the A (and seeing how my name suggestion looks):

Chi Focus: At Level 1, you learn all spells listed in the Chi Focus Spells sidebar. These spells may only be cast using this ability and and the range of these spells become a range of Personal (and only Personal) when cast with this ability. Chi Focus spells are cast using your Resolve (Con) instead of the Spellcasting (Int) skill, and when Resolve casting these spells you are always considered to have a Mage's Pouch and you use Edge in place of Spell Points.  You may Resolve cast any of these spells with a level equal to half your class level (rounded up).
2  Community / License to Improvise / Re: New Expert Class: (Looking for a Name) on: September 30, 2014, 04:34:09 PM
It probably needs to be changed to Regeneration (Current Edge).
3  Community / License to Improvise / Re: New Expert Class: (Looking for a Name) on: September 30, 2014, 04:00:40 PM
"A Class Without A Name" (Expert)

This class sounds like he's doing classic Chi focusing magic - the realm of Hong Kong Chop Socky stuff. How about Chi Focuser? Inner Maestro? or for a more free-wheeling feel, Adrenaline Junkie?

Sly Empowerment...

I like this. It does supercharge your use of the feat, but with a Med BAB you kinda need it at times.

Arcane Focus...

I like this too. But you can look at some of my stuff and see how I'm a fan of alternate spellcasting abilities. I'd change the name to Chi Focus, though.

Combat Harrier...

Ok, so if you came into this class first (so you get the core) this kicks in as a nice healthy Edge builder. Solid.

Dramatic Reserves...

This is in the wrong place in your list (even though it's the B2 slot, you separated it into a different ability by naming convention and effect, so it should be placed numerically). I see how the name, feat choice and sweetener all point to dramatic scene awesomeness - regen feels powerful, but keeping it high hampers your chi casting, so the class has a built in balance of sorts.

Bonus Feat...

This is fine.

Light as a Feather......

Alex warned me against adding Origin options into class abilities when we spoke at GenCon. That said, jamming Morg's Skirmishing origin ability in here seems ok. Like TKDB said, it should be partial armor, not light. As far as the jumping ability, it seems fine to me. Wuixia is a real problem for shoehorning in to the Expert class skeleton, so this ability does two things that reinforce the class's focus as a fast, mobile, and light combatant.

...Stiff as a Board...

This is also in the wrong place for the same reasons as Dramatic Reserves. Granting an NPC ability, especially one as useful as Charge Attack, is thematically cool and damn effective. I disagree with the "You've got to much charging" argument. A mobile hit-and-run class can't have to much charging effects. Also, I see you cribbed half of my Flit Knight ability for the Legendary Wingling class. I'm flattered.

Physical Perfection...

Flawless in an Expert class always goes in the E slot, and that's where it is. I've got no problem with this. Flawless Resolve... now I'd have a problem with that.

Adrenaline is Life... (Corrected the spelling to keep TKDB from having an aneurysm.)

I like spell defense. Especially spell defense that stops all magic - enemy and friendly. This class is gonna be real hard to even touch-of-light for dilettante casters (like a Cross-trained 0 level spammer). Makes the Regen more fitting too. Check and make sure that this doesn't bounce his own spells too, though. That would suck.

Dramatic Reserves
...Stiff as a Board

Those really go here in the list.

Adrenaline is Power... (Corrected the spelling to keep TKDB from having an aneurysm.)

Wording might need work, but it should grant the Edge immediately.

Adrenaline Is Power: At Level 8, if you move adjacent to a character and attack that character with your next action, you gain 1 Edge.

Over 9000!

Others are right... that name has got to go. As for the affect, I see what you did there. It fills up your Edge tank, maxing out the Regen (if Dramatic) and the spell defense. Then it allows you to go crazy with spellcasting by not touching that Edge tank - even Double Casting when you need it. I think this is a very explosive, Super-saiyan-power-up, unleash-the-beast, Open-a-can-of-whoopass, fountain of awesome. YMMV.
4  Community / License to Improvise / Re: The Sentinel, again on: September 28, 2014, 05:11:29 PM
Ok, that's fine. Today is Heroclix day, so the player who had the slose quarters concern is here. Like you, he thought the 5 foot step mechanic was "ehh". So I dropped it. I also added a little here and there to clarify - and to keep the ogre from being retrieved by the pech sentinel (Note: the pech can still stop the orge's fall, etc. but can't reel him in.).  Smiley

Current (final?) text:

Safety Line: Nobody's getting lost on your watch. At Level 1, a number of times per session equal to your starting action dice, you may declare that one teammate or friendly NPC within close quarters and sight of you to be safety-lined to you. This declaration is a free action and can be performed even during another character’s Initiative Count. Thereafter, any time that you and a safety-lined character would move (or be moved) farther than 30 feet away from each other, the movement instead ends. Further, you may perform a Full Action (Initiative Action) to move any 1 safety-lined character your size or smaller toward you by an amount equal to your Speed. This effect lasts until the end of the scene or either character releases the safety line as a free action.
5  Community / License to Improvise / Re: The Sentinel, again on: September 28, 2014, 02:03:39 PM
Did you change your font, Jim? It looks different from your other PDFs.

Yeah. I bought a font package at a "Christmas in July" sale that had the Warnock Pro font set in it. Now if I can just get the Bad Neighborhood set for cheap, I'd have the whole crafty set. I'm updating PDFs into the proper font (almost done) and will upload them in my Class Compendium thread post.

That said, I'm not super-satisfied with the Five-Foot Step phrasing. What's the intended use case for that?

I think my wording is a little clunky; mainly I just wanted it on there to see if it did what you wanted - allow some form of movement that takes the safety-lined folks along for the ride (In this case, an incredibly slow ride... like, slower than Foghat ever dreamed).

The rules, as written, do the the following:

1. Rope any friendly within LoS and Close Quarters (at anytime) with an unbreakable and undisarmable rope that appears from nowhere, and preventing them from going (voluntarily or involuntarily) more than 30 feet away.

2. You don't move involuntarily due to the tether character's movement. They can't drag you. No matter what. Manicore snatched them up? Fine. I'm a rock, an anchor. I'm not going anywhere, as long as this tether is attached. You anchor others to keep them safe. There's no Athletics test to arrest the team's fall; literally, a team of wild horses couldn't drag you away.  If your team's half of the Tug-o-war rope is 30' from you to the guy at the front, you are the unbeatable anchorman - it is functionally impossible for you to lose, as long as you cheat with you life-line.

3. You can't drag others along with you. The 30 foot limit goes both ways. That's the reason for the 5 foot step clause. Thanks to your super safety training and skill you can drag others... somewhat. You can 5 foot step and drag them along. That's the reasoning I had.

Did that answer the question?
6  Community / License to Improvise / Re: The Sentinel, again on: September 27, 2014, 04:12:20 PM
I like Close Quarters. It also future proofs it against any game effects that would change that, like a feat that increases it - making the Sentinel even more awesome if he takes it. Or if a cool Fog of Battle ability is created that reduces Close Quarters keeps the Sentinel's party close to him - allowing for a cool claustrophobic combat - party all in a wad, frantically shuffling across a treacherously narrow bridge... desperately hoping that the Sentinel's Athletics is up to the task of resisting the evil mage's gust of winds that keep threatening to sweep them off into oblivion as his minions harry and snipe at them...

Sweet!

PDF here: http://www.crafty-games.com/forum/index.php?topic=6677.msg118698#msg118698
7  Community / License to Improvise / Re: The Sentinel, again on: September 27, 2014, 01:40:07 PM
Here was my testing text (taking into account the addition of "slow and steady dragging" via 5 foot steps).

Safety Line: Nobody's getting lost on your watch. At Level 1, a number of times per session equal to your starting action dice, you may declare that one teammate or friendly NPC within sight to be safety-lined to you. This declaration is a free action and can be performed even during another character’s Initiative Count. Thereafter, any time that you and a safety-lined character would move farther than 30 feet away from each other, the movement instead stops – except when you perform a standard 5 foot step. When you perform a standard 5 foot step, you “drag” safety-lined characters at the 30 foot limit along with you. Further, you may perform a Full Action (Initiative Action) to move any 1 safety-lined character toward you by an amount equal to your Speed. This effect lasts until the end of the scene or either character releases the safety line as a free action.

One of my playtesters has a real problem with the "within sight" targeting of this ability. He thinks that it needs an initial distance limit. As he put it, "Feather fall has a range, this should too." 
8  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: September 26, 2014, 09:30:20 PM
How bad is this?

Quote
CORE ABILITY
Self-assured: Your inner power is hard to resist. The Save DC for spells you invoke rises by 1/2 your Class Level (rounded up).

New core ability pumps up your Spell Save DC, because you are going to have Spellcasting feats to do it. Also plays off the self reliance feel of the class.

CLASS ABILITIES
Quote
Walk Many Paths: At levels 1, 5, 9, 13, and 17, take the first Step (and only the first Step) along any path allowed in the current campaign.

CODD is Morg's backbone suggestion.

Quote
Goetia I: At Level 2, choose 1 of the following spells: Call From Beyond I, Conjure Elemental I, or Nature's Ally I. You may invoke your chosen spell once per adventure as a divine spell (Fantasy Craft, page 111). Also, your maximum Haggle rank increases to your Career Level + 6.
Goetia II: At level 11, the spell you chose for Goetia I rises from the Grade I version to the Grade III version. Also, you may now invoke this spell once per scene instead of per adventure. Finally, your maximum Haggle rank increases to your Career Level + 7.
Goetia III: At level 19, the spell you chose for Goetia I rises from the Grade III version to the Grade V version. Also, you may now invoke this spell once per combat (outside of combat, you may use it once per scene OR until the next combat, whichever comes first). Finally, your maximum Haggle rank increases to your Career Level + 8.

Same.

Quote
Familiar Paths: At levels 3, 7, 11, 15, and 19, take a Step along any path that you have taken at least 1 step along previously.

CEVEN allows you to go down a path farther, but much slower than a priest would.

Quote
Bonus Feat: At Levels 4, 8, 12, 16, and 20, you gain 1 additional Basic Combat or Style feat.

Same.

Quote
A Deeper Understanding I: At level 6, once per scene as a full action choose a path you have taken at least one and no more than four steps along. You take an additional step along that path until the end of the current scene. Any feats granted by this step are temporary feats.
A Deeper Understanding II: At level 12, choose two paths when you use this ability.
A Deeper Understanding III: At level 18, choose three paths when you use this ability.

Morg's suggestion for a floating path swap.

Quote
Spiritual Lore: At Levels 9 and 15, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
•   Air-tight Contract: When you make a bargain, you make sure that you come out on top. Each time you fail a Haggle check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain this ability for this skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.
•   Celebrated: Your Legend increases by 2.
•   Expertise: Choose one: Bluff, Disguise, Haggle, Impress, Intimidate, Investigate, Prestidigitation, Resolve, Search, or Sense Motive. You may always take 10 with this skill. Also, taking 10 with this skill doesn’t take twice as long and taking 20 takes only 10 times as long.
•   Flashy: Your Panache increases by 2.
•   Mystic Wards: Choose a Type from the following list: Construct, Elemental, Fey, Horror, Outsider, Spirit, or Undead. Once per combat you may Turn characters of this Type. You may take this ability any number of times, choosing a different Type each time. When you perform the Turn special action, you affect all the Types you have chosen using this ability.
•   Slayer of the Strange: It costs you 1 fewer action dice to activate a critical hit against a Construct, Elemental, Fey, Horror, Outsider, Spirit, or Undead (minimum 0).

Pick one got trimmed down heavily, but kept the cool and useful choices - since you only get 2. Name change due to class appropriate flavoring.

Quote
Sound In Body I: You are as sound in body as you are in mind. At Level 10, the lowest of your Strength, Dexterity, or Constitution rises by 2.
Sound In Body II: At Level 10, the lowest of your Strength, Dexterity, or Constitution rises by 2 more (total increase 4).

Ehhh... you can't keep the step stuff here, but you can become a more well-rounded character.

Quote
Personal Wellspring: Where others pray for divine favor, you simply take what you need. At Level 14, you take 1 step on any path allowed in the current campaign. Also, you may cast any spell granted by a Path you currently have a Step in 1 additional time per appropriate measurement (per scene, per adventure, etc.).

1 step and additional castings. 'Nuff said.


9  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: September 26, 2014, 02:47:54 PM
My question, Jim, is this: Have you any experience with the Binder from TOG?

I have now. Turns out that one of the six 3.5 books that I still have in stock is Tome of Magic. So I've done some reading.

They swap around their abilities (Best illustrated as Paths in Fantasy Craft) every day (hence the day of Downtime required to swap). If you remove this ability, this class is simply a reflavored Priest.

No, far from it. Priests have a number of restrictions and ancillary benefits that the Thaumaturge doesn't. Your statement is about as valid as "Martial Artist is simply a re-flavored Soldier." Both the Thaumaturge and Priest use Paths and err... have a pick one choice of Turning... and that's it. Now, the Binder... that's a priest that can swap and stack (crappy, minor) alignments (in Fantasy Craft terms).

I don't want that; I want a class that can do the swapping.

Ok, if you look at path access in the published stuff that isn't the Priest or Paladin, you can't get above step 1 or 2. Blessed gets you 1, stealing the Preist's mojo with Cross-training won't go higher than 2, even with the Blessed feat. That's by design, I believe. That assumption is reinforced somewhat by Morg's post above. His take of getting the first step only and then getting second steps temperately for the scene, points to keeping wildly flexible and abuse-able path customization to the first 2 steps at maximum. I think that might be too weak, but then again, my name isn't on the spine of the book.

I realize it's potent, but I think that I've limited it enough already by banning the 5th Step in all but a few cases, lowering how quickly you can gain steps, and so forth and so on.

As was pointed out by one of my players (also the one who pointed out the the Binder is in Tome of Magic and I had it on my shelf), lots of paths get their sweet boost at Step III, so Step V banning is a little like closing the door after the cows are already out. As to the slower progression, I can't state this any plainer... The C slot (AKA the 3, 5, 7, 9, 11, 13, 15, 17, 19 slot), is the backbone of the class concept. It can be split into CODD and CEVEN if the class's concept is broad (see Assassin for Quick disguise and flexible killer skillz), but it should hammer home the point of the class. The point of this class is Path usage. C should be path choices.

What can I do to keep the Step-swapping ability, without making it too overpowered?

Not sure... will continue to ruminate. Also, I'd like to hear what Mr. Andersen, Jake, Bill Whitmore, Krensky, Sletchman, or any of the other LtIers think.
10  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: September 22, 2014, 05:28:35 PM
Arrghhh... 1 step only, Morg? That's too dilettante.
11  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: September 22, 2014, 04:10:25 PM
Crafty Forum-ites!

How much would you price each of the abilities for the Thaumaturge for NPC qualities? Once that's figured out this class is pretty much in-the-bag.

I disagree. I've tinkered with the current design (3 character builds), and find the path switching mechanic to be too broken. Base classes should be able to cover a wide range of concepts, but this one is too variable. The path switching allows for a flexibility in character capabilities that strays too much into stomping on other character's concepts and focus - which just serves to piss off other players who don't hop around in party role or method like a crack-addled jackrabbit.

I understand that you think the the path hopping make for a something akin to the Mage's spell choice capability, but it doesn't. The Mage has "more choices", but they don't get to change them willy-nilly. They make a choice, and are stuck with it. So, ask anybody playing a mage if that bunch o' spells is enough. They'll say no. This class breaks that power/flexible limit that all the other classes have to live with. Uncool.

In response to my testing, I think the A and C and D should be revised... super heavy. Something like:

Walk Many Paths: At level 1, select a number of Paths equal to your total ability modifiers. You take the first Step along any 1 of those Paths.

Path of the Dilettante: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you take a Step along any 1 of the Paths you chose for your Walk Many Paths ability.

Bonus Feat: At Levels 4, 8, 12, 16, and 20, you gain 1 additional Basic Combat or Style feat.

The paths aren't shiftable, but there are a lot of them - minimum 6, in a standard campaign. That's 1 more than a maximum flexibility priest, right there - and you can choose from a wide range of effects, unlike the alignment imposed focused priest.

Then swapping the C and D lets you dip in the paths as you wish with two topped out paths if you want, or 10 steps in any combo among the average character's 9 or so paths.

Swapping Basic Combat for Spellcasting is an obvious move. There is no call for actual spellcasting in the class (that further stomps on the normal spellcaster classes, and that's a no-no) and Basic Combat feats aren't all combat-y - Iron Will is a prime example of a feat that any character would welcome in their options, combatant or not.

Sorry to come back after so long and say it doesn't work in the real world, but... it doesn't work in the real world.
12  Products / Fantasy Craft / Re: Unarmed Combat feat options on: September 20, 2014, 02:12:30 PM
As to the question "Can PCs flurry?"

Will an ebonscale drake ever get to use its 3 bite attacks?  I thought NPCs could only do that using frenzy and PCs couldn't do it at all.
A character (any character) can flurry if they have 3 or more natural attacks Smiley This is described in the natural attacks section.

And the Grapple post Krensky was referencing:

It occurred to me as I was making lunch just now - up there with taking a shower for meditative problem solving - that it's possible to misinterpret my previous statement, so allow me to clarify further.

I am not saying that each side gets a full action Athletics check from a position of strength (holding another participant) in each round. It works like this...

- Character 1 succeeds with an Athletics check and his or her target is held. With a critical success he or she also gains a grapple benefit but let's assume that doesn't happen.

- Character 2's Initiative Count comes up later in the same round. At that point, that character may only make a full-action Athletics check to break free (or do nothing, if he or she so chooses). With success, Character 2 is free and no one is held. With failure, Character 2 is still held and play progresses into the next round.

- In the second round, Character 1 may make another full-action Athletics check and with success gains a grapple benefit, which he or she can use to pin Character 2 (or do any of a number of other things, but let's assume he or she selects pin for this example).

- Later in the second round, Character 2 is pinned and again he or she may either do nothing or attempt to break the pin, the latter requiring a full-action Athletics check. With success, Character 2 is free of the pin but is still held.

...and play continues with the back and forth, until someone cries uncle.
13  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: September 18, 2014, 08:59:24 PM
Umm, no. Armor Table 4.17, page 174,

* These values assume armor for a Medium character. For smaller characters they drop by 50% per Size (rounded down), and for larger characters they increase by 300% per Size.
14  Community / License to Improvise / Re: The Sentinel, again on: September 17, 2014, 12:23:29 PM
Your reasoning has given me pause, good Sir! I've made the change to Medium Lifestyle / High Legend.

Nice! I likey!

As for the Lifeline, I'm okay with turning it until a full action and specifying that the declaration of its use is a free action to be taken even outside your initiative count. I generally really like your rewrite, with one question: why the change from "when other character moves away from you" to "when either of you moves away from the other"?

To stop crazy shenanigans, for the most part. The way you had it written it wouldn't move the safety-lined character at all, it would just play out more rope - rope that the safety-lined character couldn't take advantage of. The rewrite makes it explicit that the safety line is 30 ft. max and the Sentinel is the only one of the pair that can reel it in (because it's his phantom rope, I guess?). Just like the safety-lined character gets automatically stopped (no athletics checks, no REF saves, etc), so to does the Sentinel. He's the anchor.

I guess my phrasing allows the Sentinel to move further away and then drag the other character behind him.

Yeah... that's crazy abusable. Take all my playtesters' glee and multiply it by 10. "Whoa, I can tether the badasses to me and drag them around at a full run? All aboard the pain train!"

Can you think of a situation where that would be abused?

See above. Allowing the standard 5 foot step to drag someone would be cool, though.
15  Products / Fantasy Craft / Re: Unarmed Combat feat options on: September 17, 2014, 10:33:25 AM
Anything with wings can perform the wing buffet action.
Pages: [1] 2 3 ... 42


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!