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1  Community / License to Improvise / Re: A Comprehensive Critique and Critically-Considered Correction of Crossbows on: July 20, 2015, 05:30:52 PM
No, but it's factored into the math on the Damage side of the equation, and shouldn't be ignored in that fact. That's part of Krensky's point.
2  Community / License to Improvise / Re: A Comprehensive Critique and Critically-Considered Correction of Crossbows on: July 20, 2015, 04:37:13 PM
Wouldn't that turn crossbows into a must-have weapon, seeing as how all you need to do is pump up your threat range and you have a weapon that automatically goes to Wounds?

Maybe. Note, that Load is still a thing - so it's kinda a one-shot brutal weapon... oh wait, historically that was a crossbow.

Elves fill you full of arrows. You die. Dwarfs shoot you with a bolt... you die.

What (non-magic itemy) means do we have that pumps up Threat?

Origin Abilities: Favored Foes
Class Abilities: “…And One for All!" (A Gamebreaker)
                         One in a Million (A Gamebreaker)
                         Trophy Hunter (vs. Animals only)
Feats: Misdirection Basics
           Wolf Pack Supremacy

Construction: Giant Made

I can live with those.
3  Community / License to Improvise / Re: A Comprehensive Critique and Critically-Considered Correction of Crossbows on: July 20, 2015, 03:34:56 PM
So, historically, crossbows were outlawed because they made common peasants into killers due to ease of use, manufacturing, training, etc. It's just plain deadly. How about all crossbows gain the following new weapon quality?
Deadly: Special  characters can activate Threats with this weapon for 1 less action die (minimum 0). Standard characters can activate Threats with this weapon as if they had the Treacherous NPC quality.

That makes me want to use a crossbow as a special character, and to arm my standards with it for guard duty, rounding up the bad guys, etc. Also, everybody now have a healthy respect for the power of the lowly crossbow.
4  Community / Off-Topic / GenCon 2015 - Who's going? on: July 16, 2015, 02:43:47 PM
Well, we don't have a state of the company thingy this year, but I'm still interested in who's going to Gencon.

Sound off!
5  Community / License to Improvise / Re: A Comprehensive Critique and Critically-Considered Correction of Crossbows on: July 07, 2015, 03:39:46 PM
Since house rules in Fantasy Craft are called campaign qualities:

A crossbow is point and shoot – easy. A bow requires more training. Both benefit from physical strength, but in different ways. Crossbows have their load quality reduced by your Strength modifier, to a minimum of 1. Long and Reflex bows are Exotic weapons (require a forte) and gain keen equal to your Strength modifier (as do the Daikyu and Foot bow).
6  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: July 07, 2015, 02:10:51 PM

Love the tag. "WHAT IS WINNING?"
7  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: June 21, 2015, 09:13:58 PM
Damn, I enjoyed those.
8  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.
9  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.
10  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.
11  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.
12  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.
13  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.
14  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.

15  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.
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