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1  Community / Customer Service / Re: Spam... it's what's for dinner on: August 27, 2014, 08:31:31 PM
Holy crap, checkout beckenbaclore's craziness!
2  Community / License to Improvise / Re: New Species Feat: Landscale on: August 27, 2014, 04:06:56 PM
I dunno.. do you think a mole's claws would be very good at climbing?  Huh?
3  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: August 27, 2014, 04:05:30 PM
Sorry to bust your bubble, but I do have a few notes...

Let's Make a Deal makes this class a better manipulator/talker than the Courtier. There's a reason that that kind of "shotgun" skill boosting doesn't happen in other classes, especially a Base class. It would be more appropriate in an Expert class's core. What to replace it with? I dunno. Something that makes Paths cooler?

Path Manipulator is.. whoa... nuts. My first instinct is "swappable paths? Crazy!" However, if I accept that, then I still think there are way to many paths, way to much swapabilty, and way to much book keeping. And why Charisma? Because you're sidelining as a talker class, and you want to double up your advantage? Since you're switching out paths for spells in concept, use wisdom, just like spells. Or consider this as a possible replacement.

Path Manipulator: At level 1, select a number of Paths equal to your total ability modifiers for Intelligence, Wisdom, and Charisma. You take the first Step along any 1 of those Paths. During downtime between adventures lasting at least a day you may switch what Path you have taken a Step on.  Any feats you gain from a Path are temporary feats, and any abilities you gained from a Path are lost when you swap Paths.

That makes a much smaller list of Paths, and swapping only happens between adventures so the paperwork and character rejiggering happens away from the table and doesn't disrupt playtime.

Summoner I, II, III I'd make this a choose one of these spells, so it further defines the character's personality.

Summoner I: At Level 2, choose 1 of the following spells: Animate Dead I, 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.

Summoner II: At level 11, the spell you chose for Summoner 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.

Summoner III: At level 19, the spell you chose for Summoner 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). Also, your maximum Haggle rank increases to your Career Level + 8.


Bonus Feat is ok... but you don't actually cast spells with this class - you invoke them under the divine casting rules. That make most of the spellcasting tree useless. Is there a more fitting feat tree than Spellcasting? Also, take into account the next suggestion.

Path of the Dilettante is really the backbone of the class. Move this to the C slot, and remove the 5th slot restriction.

Path of the Dilettante: At Levels 3, 5, 7, 9, 11, 13, 15, 17 and 19, you take a Step along any 1 of your Paths. These Steps may be switched using your Path Manipulator ability in any combination (so, at Level 3, you could have two Steps in a single Path, or a single Step in two different Paths).]

Eldritch Lore. I will cover these individually.

•   Air-Tight Contract is With a Word with the wrong name. Also Morg stated that a regular flawless in a pick one was two much, but a single skill flawless in a pick one for a class with out a regular flawless was solid. So drop Impress and you're golden.

•   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.


•   Arcane Dabbler doesn't fit you concept at all. You're making a path hammer, so stick with that. Also, it's a beast in a pick one. The ability to arcane cast is the Establishing Ability (i.e. the A slot) for all other classes that have it. Why is their up front coolness a minor sideline for this class? It's not, and it shouldn't be.

•   Arcane Prodigy just as ill-fitting at Arcane Dabbler.

•   Beguiling is solid.

•   Celebrated is solid.

•   Expertise is solid.

•  Familiar - not a fan. Mainly because Familiar B/M/S will interact poorly with it in the future, and future proofing is important.

•   Flashy is solid.

•   Mystic Wards is cool. It would be even cooler as a pick more than once - and you put up your shields against everything that you are warded against.

•  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 is neat. I like!

Goetia doesn't really match the mechanic here - at least not the most popular interpretation. in face if you dropped animate dead I from the summoner I, II, III ability - Goetia I, II, and III would be an awesome replacement name series!

Demiurge feels like a Gamebreaker for a Master Class, not a Base class.
4  Community / Off-Topic / Gencon 2014 - Who's going? on: August 09, 2014, 09:34:09 AM
Only 2 panels listed this year:
Crafty Games: Declassified     Date & Time: Thursday at 3:00 PM - 5:00 PM (2 hours)     Location: Westin : Senate I
Always Another Secret: Storytelling in the World of Mistborn     Date & Time: Friday at 3:00 PM - 5:00 PM (2 hours)     Location: Crowne Plaza : Hay Market A

Who's planning on going? Who of those plan to go to the Crafty Declassified panel?
5  Community / License to Improvise / Re: New Species: The Warg on: August 05, 2014, 05:13:35 PM
Third run: https://drive.google.com/file/d/0B8FCrAZcFJJDYzZINnBiQWE5Vkk/edit?usp=sharing
6  Community / License to Improvise / Re: New Species: The Warg on: August 05, 2014, 04:51:53 PM
The Legendary class requirements actually should've been in order with the feat stuff -- since it allows your choice of two ability scores to have the required score in, that makes the requirement less restrictive (and thus lower point value) than normal, much like how the Avatar's skill rank requirements are worth less than normal because they let you choose among your Alignment skills rather than specifying a particular one, right?

Normally, I'd agree. However, the choices are between the two attributes that the species already gets a bonus to, so it's less like flexibility devaluing it and more of a "Hammer home the warg you are". Despite it being an easy requirement, it's still a 15 which Fantasy Craft values more than TOG. So I think it's still a two, despite the choice.
I'm not sure how being thematically fitting should offset the value reduction of increased flexibility (ideally, shouldn't every prereq of a Legendary <Species> class be something to "hammer home the <species> you are" if possible?). Certainly, the value of a 15 still makes it a significant investment, but the guidelines for expert and master class prereqs rate that at the same value as having 6+ ranks in a specific skill. If expanding the flexibility of a skill prereq from 6+ ranks in a specific 1 of 21 possibilities to any of 4 of 21 reduces the value by a point, it seems reasonable to me that expanding the flexibility of an ability score prereq from 1 out of 6 possibilities to 2 out of 6 possibilities would be worth a similar reduction.

Well, I don't think it requires a drop to 1 point, so it stays up at 2. What do others think? Mutt? It's your work I'm mangling.

EDIT: Also, now I'm sad about Bloodhound again. Sure, it's a bigger range bump than before, and +6 is a pretty big bonus, but the bonus is to such a specific, niche application, and even with the bigger range boost you're still not really gaining any intrinsic benefits over normal senses.
Sorry you're sad, but Bloodhound is a defined origin ability, and we should use the original text and effects.

Isn't it only in License to Improvise stuff, though? I'm pretty sure it's not in any official Fantasy Craft material, anyway. Is it in Spycraft?

If it's in something official, then I'll suck it up and just make sure to be generous with situational modifiers to scent-based stuff if I'm ever in a position to do so as a GM. But if it's just LtI precedent, I don't really see that as a compelling reason to stick with it if the benefit of the ability is so out of whack with the point value.

It's Morg's work, so it's as close to official as you can get without being Alex or Pat. Hell, I think he was still the third tiger when that got made.
7  Community / License to Improvise / Re: New Species: The Warg on: August 04, 2014, 05:42:27 PM
The Legendary class requirements actually should've been in order with the feat stuff -- since it allows your choice of two ability scores to have the required score in, that makes the requirement less restrictive (and thus lower point value) than normal, much like how the Avatar's skill rank requirements are worth less than normal because they let you choose among your Alignment skills rather than specifying a particular one, right?

Normally, I'd agree. However, the choices are between the two attributes that the species already gets a bonus to, so it's less like flexibility devaluing it and more of a "Hammer home the warg you are". Despite it being an easy requirement, it's still a 15 which Fantasy Craft values more than TOG. So I think it's still a two, despite the choice.

Attribute 15+: 2 design points
Skill 6+: 2 design points
Skill 10+: 3 design points
Total: 7 design points = Master Class!

EDIT: Also, now I'm sad about Bloodhound again. Sure, it's a bigger range bump than before, and +6 is a pretty big bonus, but the bonus is to such a specific, niche application, and even with the bigger range boost you're still not really gaining any intrinsic benefits over normal senses.

Sorry you're sad, but Bloodhound is a defined origin ability, and we should use the original text and effects.

....and immediately gain any vitality that you may have 'missed' from lower levels as well.
I noticed this earlier but thought someone else would bring it up: isn't this one of the "retroactive" options?  I figured everything you gained per-level was.

I believe you're right. That's why I cut it in the PDF.

On to PDF Mark II: https://drive.google.com/file/d/0B8FCrAZcFJJDbXFaeXBNWFRXLW8/edit?usp=sharing

Changed the art to merlkirs - it's ok in grayscale. Crafty's FC look is old school B&W. So art has to work with that.

If you really like the other art as the archetypical warg, we need to discuss adding Reviled to the species. That thing would get run out of town!  Grin

Formatted the Craftsmanship text to match Crafty style, and merged the Warg weapon upgrade with the EPony one, since they are both mouth wield effects - but modified with the bite penalty offset (which was pretty cool and synergistic, Mutt!) to enhance the overall upgrade. I think Two handed weapons in the mouth are a little too much, and the EPony playtesting stuff supported that way back when, so I dropped that portion - Hope you're not too mad.

So, without any real playtesting, that's that. Unless we got more ideas... Shocked  Edit: Need class NPC costs. Sigh.
8  Community / License to Improvise / Re: New Species: The Warg on: August 03, 2014, 11:20:00 PM
First pass: https://drive.google.com/file/d/0B8FCrAZcFJJDMEdKV3hQUHVjRjQ/edit?usp=sharing

Needs:
Rogue Template
Craftsmanships
Legendary fluff writeup
A 2nd Level (C slot) ability for the Legendary class.
Legendary Class ability NPC costs

Notes:
Axed some unnecessary text. Cleaned up other.
Edited Bloodhound to match all the other versions (i.e. Morg's) I've seen.
Legendary class had too many points worth of Requirements. Dropped the feat stuff to bring it into line. Correct me if it doesn't fit your vision. Also, why would No Wolf Pack B/M/S be a requirement? "Sorry, fluffy, you're to team oriented and awesome for this class."

Hope you like,
Big Jim
9  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: August 02, 2014, 01:39:18 PM
The movies are their own reality (617?) and I'm going to enjoy them for what they are.

Earth-199999 is the Marvel Cinematic Universe's reality number.
10  Products / Fantasy Craft / Re: Questions on: August 02, 2014, 01:35:03 PM
Plus there's a feat that grants the ability to take 10 on a knowledge check. So, no you can't.
11  Products / Spycraft 2.0 / Re: Difference between Spycraft 2.0 printing? on: August 01, 2014, 03:28:19 PM
First AEG printing was color.
First Mongoose Printing was B&W.
12  Community / License to Improvise / Re: Warlock (base class) on: July 20, 2014, 05:59:22 PM
Latest Version: https://drive.google.com/file/d/0B8FCrAZcFJJDbWxlT0VrcDJPS3M/edit?usp=sharing

This is the final version for now. It's tight and multifaceted now.

1) The 1st level ability gives the spell, spellcasting mechanics, restricts spells known, then allows the spell to be enhanced with other character options (tricks) that wouldn't normally be functional. These tricks are granted, but simply made available as choices whenever you gain tricks.

Incidentally, spell specific tricks were unleashed by Morg back in 2012: http://www.crafty-games.com/forum/index.php?topic=6291.0

This is a class that uses that idea (because it's backbone is a specific spell) extensively.

2) Eldritch Power now feels fine to me as far as Damage output at the 19 slot.

3) The ability to trade your CoPs in for a new augmentation mirrors the kludge sidebar that accompanied the class back in TOG. It also allows for multiclassing to work better with the warlock concept. Make a 3rd level Warlock that then goes into Mage. He can go between CoP and augments at every odd mage level. Sure most players would go CoP every time, but the option and flexibility is there.

4) The 10/20 is now the Resistances that were there in the original class in TOG. However, they are more flexible here, with the choice to gain Resistance 5 to 4 things if you desire.
13  Community / License to Improvise / Re: Warlock (base class) on: July 20, 2014, 05:23:45 PM
>No need to reinvent the wheel.

Your current set-up is more complicated with it being a spell than just making it an Extraordinary Attack.

I mean, you put it as a level 1 spell, but then make a bunch of concessions, like applying specific tricks to it, and you give it the "can use more than once a round" ability (which would work equally well on an Extraordinary attack with absolutely no change in wording), and you say "It counts as one level less for you, and you can cast without all these other things."

It's an extraordinary attack. You are jumping through WAY MORE hoops trying to use it as a spell.

Also, multiclassing doesn't really help much, sure, you can qualify for Rune Knight, but with a whopping 1 Spell Point at level 5, you might as well not even have the class, especially since Eldritch Bolt has so much overlap with the Rune Knight's Runes, but you don't have to spend resources to cast it.

There is literally no point in having it be a spell.

There is a ton of compatibility with existing mechanics that the spell angle works with... I prefer it that way. As a extraordinary attack it has no enhancement options outside of the class design. You lock the character into a single class build for any increase in power - by using a spell and the spellcasting mechanics you open up level based feat enhancement - independent of class. The oft mentioned Casting B/M/S is one. You also allow other classes that utilize spellcasting to interact with the Eldritch Bolt in a logical way. A Rune Knight that goes two handed rune blade is perfectly happy to have Warlock as his magic mojo base, creating a well rounded melee-ranged talker.

If you want to work out an extraordinary attack version - do it. I'm real happy with the flexibility and options that the spell version brings. I'm betting that a straight up extraordinary attack will be a kind boring build - since you can't really afford to go off the rails. Heck just to allow something as minor as the Arcane Knowledge ability to function will require a quasi-spellcasting kludge - which is why I think reinventing a wheel is unnecessary.
14  Community / License to Improvise / Re: Warlock (base class) on: July 19, 2014, 06:12:24 PM
Mark III: https://drive.google.com/file/d/0B8FCrAZcFJJDZmgyU2hFS29pbGM/edit?usp=sharing

There's a lot to talk about here, but I've had a busy day and now it's time for my FC game.

As to why it's spell:

1) The mechanics work - there is no reason to reinvent the wheel.
2) There are now things that use the spellcasting aspects within the class, such as the spell's save DC.
3) Multiclassablity - With the CoP rider on the new Eldritch Augments you can go Warlock to Rune Knight and not get screwed over - the mechanics work. Not to mention lots of other class mixes. No need for a sidebar, it's folded in.
15  Community / License to Improvise / Re: Warlock (base class) on: July 18, 2014, 04:07:49 PM
Agreed with all of this. The mark II is a step in the right direction, but it still needs a lot of work.

The one issue I can see with Mr. Andersen's suggestion is that, while this would be appropriate for the Warlock's needs, it would be quite too much for a level 0 spell in general.

Essentially, the main problem is this: You're trying to handle the Eldritch Bolt as a spell, which can even be taken by a Mage or other spellcasting class, but a level 0 spell has to stick within a rather low tier of power, which is simply too little to pass muster as the spine of a class.

My suggestion would be to make Eldritch Bolt a level 1 spell by default, but have the Warlock's A slot ability granting the spell also allow the Warlock to treat it as a level 0. This lets you set the Bolt's base stats to level 1 power so it's balanced in the hands of other casters with lots of other spells (and 2d4+Cha lethal as a Short Range Attack spell strikes me as fairly appropriate for a level 1 spell), but the Warlock -- which is heavily focused on Eldritch Bolt more or less to the exclusion of other spellcasting -- treats it as a level 0. Best of both worlds.

I was wary of this when I first read it, but have warmed to it. See above for implementation of this idea.

The scaling from the class options also needs some adjustment. The Eldritch Power option for repeated multi-casting is good, but unless the stats of the Bolt itself are going to be scaled up substantially I feel like it'd need to be a lot bigger. Either remove the per session limit on double-bolting entirely, or at least make it once per scene.

Umm. it's Double Cast for Eldritch Bolt that, after level 3, quickly outclasses the actual feat. It's more than powerful enough as is.

I might say that Mighty Bolt might need a boost as well, but if it gets changed to 2d4+Cha base then the damage die scaling applied to each of the two dice would actually be reasonably respectable.

Agreed. I'm thinking more and more of moving the +Cha portion of the damage to a class ability.

However, Multi Bolt becomes perhaps a bit too powerful here; perhaps the B slot ability could become Multi Bolt, with level 2 granting the ability to cast multiple times per round (potentially even unlimited, really -- the Warlock really wants to treat Eldritch Bolt as a weapon, not a spell, assuming damage per hit is intended to stay relatively restrained compared to the piles of dice mid- and high-level blasting spells toss around), and levels 11 and 19 granting additional missiles.

Ehh, I don't think so. He may want to treat it like a weapon, but it's a spell, and superior now to a weapon in so many ways it's not funny.

For Eldritch Master, I like the threat range increase, but I think +1 threat range and an additional trick should be used at each step. Reduced AD cost can already be achieved by Spellcasting Supremacy anyway, and applying multiple tricks to Eldritch Bolt wouldn't be too ridiculous given the limited options there as compared to with weapons.

The Spellcasting chain shouldn't be a must have for the Warlock - There should be other feats that he's grabbing. The Reduced AD cost is there to reassure him that he won't get punished for not getting it  - the class hits that sweet capstone of free crit activation. However there are some possibilities to tweak that - it's choosable to the soldier @ 6... and the redesigned warlock has a "pick one that also starts @ 6.
The multi trick aspect is part of the reason that the Range increase, Damage type swaps, etc are tricks. To keep the Bolt under control.

I also feel that Long Range Bolt should increase range to Long, not Medium. I don't see it being broken at all, seeing as you're investing a limited character option and using a trick to get it, plus it's more intuitive since the name of the trick itself tells you the range you get out of it.

1000' is a bit much - 250' should be fine.

Also, in a somewhat different vein, less relevant to the power of the class per se, Tripping Bolt as written there is both nonfunctional and sort of redundant. Eldritch Bolt is a spell, not a weapon, so the idea of an "Eldritch Bolt Trip trick" is nonsensical; unless you first provide a way for EB to be wielded as a weapon, the trick can't even be used at all. Even if it could be used, it's fairly pointless with Forceful Bolt providing an alternative means of using your EB to sprawl opponents, with better range and dealing your EB damage to boot. Granted, if Tripping Bolt were actually usable it would likely be more reliable, being an opposed skill check rather than a save vs the damage, but you're still looking at less range and giving up your damage rather than working at normal range and adding the sprawl effect to the damage.

No, it works. By virtue of it being an "Eldritch Bolt Trip Trick" it allows you to use the Eldritch Bolt to trip (blast at whatever they're standing on, bracket them with fire and cause them to loose their balance, simply fire at their feet and make 'em dance and fall). It's similar to the requirements of En Garde! (Fencing Blade Total Defense Trick). You can perform Total Defense with or without a fencing blade, but if you happen to have one armed, and know the trick you can do this cool thing. I admit tripping bolt needs a rewrite - it needs to be formatted correctly, a note that this counts as your casting the spell as an action (so it counts against your number of casts per round), etc. But it's perfectly workable as a mechanic in Fantasy Craft.

Mark III to come later today/tonight tommorrow.
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