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1  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: June 21, 2015, 09:13:58 PM
Damn, I enjoyed those.
2  Legacy Games / Classic Spycraft / Re: Cars vs. characters on: June 16, 2015, 08:53:39 PM
In 2.0, hitting people with a car was often a Bull Rush. I know I did my share of them with my Transmech, Baja.
3  Community / License to Improvise / Re: New Feat for Thieves on: June 15, 2015, 09:10:49 PM
Not a fan of declaring the tools to be ritual weapons. It doesn't work with any of the existing ritual weapon enhancements from classes or feats without hand-waving. It's just there to do what Mr. A's reminder text does. So drop the term ritual weapon and integrate the reminder as the rule.

Benefit: You are always considered to have the appropriate tool kit when attempting to find, build/modify, or disable locks, traps, and other security devices. If you have access to an actual kit when making these checks your threat range increases by 4. Additionally, you gain a standard kit (thieves tools). It may not be sold, and if lost or destroyed are replaced at no cost at the end of the next Downtime lasting 1 day or more.
4  Products / Fantasy Craft / Re: Experience rewards on: June 14, 2015, 04:03:36 PM
It has nothing to do with it except to demonstrate his competitive streak.

He's always been this way with gaming. It gets embarrassing at times and has caused him to get disinvited in the past.

Oh, we call that a self correcting problem.
5  Community / License to Improvise / Re: New Expert Class: The Feral Heart on: May 21, 2015, 05:42:35 PM
Also, Massive Gains needs to increase your footprint if you go large.

•   Massive Gains: Your size increases by one category while you are in the Berserk stance (maximum of Large). If you increase to Large, your footprint increases by 1 square in each direction (typically to 2×2). If you are already Large, your reach instead increases by 1 while you are in the Berserk Stance.
6  Community / License to Improvise / Re: New Expert Class: The Feral Heart on: May 21, 2015, 04:52:29 PM
I'm fine with beefing up the A.

I’ve Got a Secret…: At Level 1, whenever you become Enraged, you may enter the Berserk Stance immediately as a free action, even if it is not during your Initiative Count. Also, you may spend an Action Die at any time to immediately lose any Enraged condition affecting you; this does not cause you to fall unconscious. Finally, you gain a bonus to the Bull Rush and Grapple maneuvers equal to your Constitution Modifier.

As to the G, I like the turn other conditions into Enraged, to get more mileage out of I've got a secret...'s stance trigger and AD buy out on Enraged. The terminal situation trigger is there because how often did the bad guys get the drop on Bill Bixby and end up horrified that Lou Ferrigno in green body grease began tossin' 'em around? Every week! Some of those terminal situations may not be considered terminal for the Raging version of you.

Boil Over: At Level 8, when you are not in the Berserk stance, and you gain a condition due to an adversary’s action (or attack), or find your self in a terminal situation (see Fantasy Craft, page 217), you may instead gain the Enraged condition. You may do this a number of times per session equal to your starting action dice.
7  Community / Off-Topic / Re: Blacksad Rpg on: May 20, 2015, 09:28:10 PM
Nice to see Blacksad is still a thing. I haven't really seen hide nor hair of it since the first US trade, back in 2000.
8  Community / License to Improvise / Re: New Base Class: The Breaker on: May 18, 2015, 05:13:34 PM
Ok... I had a post for these changes, but I accidentally closed my browser when I was minimizing it to upload the PDF and lost it. So, screw that - I'll condense to the important points.

I like the AD to ignore option, so this is built off that.

The 10/20 was too full for +1 CHA, +1 Legend, +1AD to ignore and +1 gaze effect in each helping. So, I made it +1 to CHA or Legend, +1AD to ignore and +1 gaze effect. That means you pick whether you want to get more uses (and rep) or higher save (and positive interaction boost). Thug or Hardass negotiator both get something to like, and have to make a choice to actively give up something thats useful to the character.

PDF: https://drive.google.com/file/d/0B8FCrAZcFJJDOUZsbjdwN2pyc3M/view?usp=sharing
9  Community / License to Improvise / Re: New Base Class: The Breaker on: May 17, 2015, 10:11:36 PM
Yeah... but those are vs. Standards, auto-kill effects, and 3rd tier feat trick triggers.

This is something that's gotta hit, and then they've gotta fail a save. You get those two to stick, then at least you can make 'um burn an AD to kill it.

Since you're not married to it, but still thing some breadth of attribute use is needed to nerf min-maxing, what about leaving the AD burn (it's a thing, see coerce) but changing the Save mod's attribute to Cha and if there's a stat bump in the 10/20, it stays as Cha? That way, your gaze requires Cha for the save DC (without a low Cha making it totally useless vs. the cool specials that would be awesome story-time to face off with), and the 10/20 bump represents the fact that your ability to push the folk's negative buttons means that, like it or not, you develop more of a force of personality to get positive results.
10  Community / License to Improvise / Re: New Expert Class: The Feral Heart on: May 17, 2015, 07:14:19 PM
Ok, so Mutt private messaged me and asked me to comment on some of his projects. I said I wasn't doing much magic stuff until after spellbound drops because I don't want to have to go back and make corrections on lots of little stuff, that include stuff that uses paths. So what about the Feral Heart? That wasn't magical (at least not mechanically) and so I said I'd look it over.

In the Mad Beserker thread I stated that I think forcing a permanent, fundamental change to a mechanic or character's form isn't really the job of an Expert class. Mutt really liked the concept of "Hulking out" when in the berserk stance was the thing that inspired him to make this class. He also wanted to stack a lot of effects onto the stance (much the same was done in the Mad Berserker class). Since then, I've come to the conclusion that having 5 or 6 extra effects kick off because you've hit a stance is kinda crazy. Especially with the Berserk stance - it's got the "no skill use" downside that takes the whole feat chain to rescind for a reason. Also, Regen 1 as a core is crazy broken. Regen is incredibly powerful from a GM's aspect - If you don't fail those saves and go into Fatigue or Shaken grades, you can tick off that dangerous build up of Stress or Subdual damage a point at a time. Especially after you have the full feat chain and you operate like most Ragers - Wake up, stretch, go into your stance and glower at people all day.

So I told him I'd rework it into what I feel is a most balanced and more option assessable class. Mutt said he'd love to see it. We private messaged back and forth over the last week or so, refining stuff within the class as seen by me. When we finished, Mutt asked me to add it to this thread. Here it is.

Major Changes:

1) The stance only gets 2 variable add-on effects now. That cuts the one-trick-pony feeling way back. I was really happy when I realized that you can make hulk or wolverine with the class now, instead of hulk. Always hulk.

2) The backbone is split into Codd and Ceven as a pair of Pick ones. The reason for the split is so that you can't just stack up Berserk stance additions - you get 2. Likewise, the class's basis is the fact that your Berserk stance does fundamentally change you character in some physical way - and you can't dodge that. Even if it's not an outward change (like gaining Regen and Ferocity), it means this class is about the stance and you will be tweaking that to fit your character concept.

3) the Core turns you into a nimble runner (though not as greatly as Mobility Basics does) as a shadow of TOG's barbarian class. The BSM pair is just something that both Mutt and I feel should be seen more.

4)The Gamebreaker's trade Baffled for Fatigued ability is just plain fun. Baffled can grade to infinity, making skill checks nearly impossible in short order, but does nothing to stop your standard attacks. Sound like a Berserker Rage to anybody else?

 Here's the PDF: https://drive.google.com/file/d/0B8FCrAZcFJJDUzQ0amY4XzlvY0E/view?usp=sharing
11  Community / License to Improvise / Re: New Base Class: The Breaker on: May 17, 2015, 05:32:26 PM
I'm not a fan of the focus on Charisma for the class's backbone because of the difference between Charisma's "force of personality" relationship with the basis of the Breaker being a creepy, weird, and/or scary mofo. You can make your Breaker be the talker with your origin skill placement and a high charisma, but the core concept is a scary guy. Intimidate doesn't come off of charisma in Mastercraft because charisma is a positive trait. Being likable isn't being scary. The amicable series killer build would have a high charisma and would have other social tools (lots of Style feats), but the average Breaker seemed to default to a Thug in a lot of ways. Thugs aren't high charisma. You shouldn't force it on the Breaker.

I thought that the "burn an AD to ignore" was a solid compromise to let Specials off the hook. There is also the "Specials get +4 to their save" option that exists in other mechanics that could be used. But this "too tall to ride the ride" mechanic is... painful.

With the "pick an attribute" mechanic like the Martial Arts feat, you can have the kinda breadth I expect in a base class. The stat increase in the 10/20 doesn't have to be there - alleviating the stress over boosting the highest stat.

12  Community / License to Improvise / Re: New Base Class: The Breaker on: May 16, 2015, 01:15:14 AM
Enough about me. Smiley  What are your views on the Breaker?
13  Community / License to Improvise / Re: New Base Class: The Breaker on: May 15, 2015, 08:55:28 PM
Ok, here's what that looks like:

https://drive.google.com/file/d/0B8FCrAZcFJJDaTJYMW51bXBtUGM/view?usp=sharing
14  Community / License to Improvise / Re: New Base Class: The Breaker on: May 14, 2015, 03:34:03 PM
I still prefer the version of Bleeding Ulcer where it made the attack deal stress damage rather than being a trick only for attacks already dealing stress. Stress damage attacks are so rare and I find the "makes attack deal stress and also maybe bleed" version easier to refluff in a variety of ways (and the default fluff implied by the name just bugs me to no end...maybe it's just because I work in health sciences but I just can't swallow the idea of ulcers working that way). But, it is just one option in a fairly diverse list of other solid picks, so I won't make too much of a fuss over it beyond simply stating my position here.

On average, this guy is gonna be tons of threaten actions - which are Stress Damage attacks (it's an attack action, it causes stress damage). So eventually, he's gonna force a failed threshold save, and the sucker is gonna start bleeding from it. Then he (or his teammates) will start to Salt the Wound. The name is really just there to put the game effects into a thematic label on the tin. Stress ulcers aren't caused by sudden blasts of stress, they are believed to be the stress of chronic illness. A more realistic name would become more obtuse than useful (No, really - Subtle and Quick to Anger is the name for the Mage's spellcasting!).

Legend/scene for the glares is pretty nice. I think save for half with baseline effect of double your Aura is better than no save with a fixed, lower effect, mostly because it maintains consistency with existing extraordinary attacks (and consistently following common patterns and standards in design is, IMO, one of the major strengths of Mastercraft). Either way should be balanced, but I like "bigger baseline with save for half" better, even if it is slightly more fiddly. My points earlier about the save is only if it's derived from Legend, rather than an attribute; with a more typical attribute-based save DC, there's nothing wrong with it.

OK...

This needs to be hashed out. At first I didn't think a save was necessary, because the ability isn't supernatural in any way. All of the Gaze attacks in the book are supernatural powers or are coming from outsider-demon-freaks. The breaker is just the freak from down the street. Also, it does add an additional failure point in the abilities use.

On the other hand, even though the save isn't built into the Gaze Attack action's special rules, it is still present on all of the examples we have. And with the save for half mechanic, it means we have the possibility of an awesome x2 power level or save to have the normal power level. So it all comes down to the question of "Is the save worth it's extra rolling vs. ability replication and the save failed power boost?" I see advantages to both approaches.

Prosave: All gaze attacks in the core book have a save associated with them, it allows the x2 power effect.
Antisave: It's another level of possible failure in the class backbone, it's slower and more fiddly. It allows the backbone's power level to be even at all times in the class.

So, which is it. Save or No Save?

For a better name on the glare ability, what about something like "Distressing Presence" or "Visage of Doom"?

I don't think either of those is better than Unwelcome Attention. Last night's group suggested Stink Eye, On Notice, Target Lock,and Now You've Got My Attention. I'm not sure any of those were better either.

For Intensity...It occurs to me that, with glare uses based on Legend, you could have Celebrated as an option on the list, which would provide additional glare uses as well as the usual benefits. But that might be a bit much on a high-Legend class that already gets extra Legend in other class features.

Celebrated is an origin option, and I've already been schooled by Alex about not using origin abilities in classes without a damn good reason. That said, it seems to not be a bad reason, per se. I'm still trepidatious, though.

As for the gamebreaker, I think some sort of hard "save or lose" type effect might be good. The class is called the "Breaker", after all; how about outright breaking people? Not just grinding them down bit by bit (as most of the other abilities do); this is where you turn the scary up to 11 and just entirely pulverize their will in one fell swoop. Mechanically, perhaps a 1/session automatic nat 20 with an Intimidate check, glare, or stress damage attack, perhaps with little extra bonus on top since that's a bit more narrow than other auto-crit gamebreakers? Or maybe something like a 1/session full action that slams someone with at least one grade of shaken, potentially multiple with an exceptionally favorable result (maybe it's 2 grades of shaken, with a save for half, and if they fail the save by a large margin they take more?).

I don't know... maybe?

This is Gonna Get Worse for You: You are the anvil upon which others break. At Level 14, once per session, you may make 1 Will save, Wisdom-based skill check, or attack check with the Stress damage type, automatically scoring a natural 20. This roll is a threat and may be activated as a critical success. You may not be forced to re-roll this natural 20.

I Must Break You: At Level 14, when an opponent’s failed Will save you prompted results in a graded condition, the target suffers 2 grades of that condition.
15  Community / License to Improvise / Re: Some Improvised Weapon feats for a buddy (Fantasy Craft) on: May 12, 2015, 01:14:15 PM
Trick name:

Anything's a Weapon
Desperate Measures
What's at Hand
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