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1  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: Today at 05:28:35 PM
Arrghhh... 1 step only, Morg? That's too dilettante.
2  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: Today at 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.
3  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.
4  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.
5  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.
6  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.
7  Community / License to Improvise / Re: The Sentinel, again on: September 16, 2014, 08:35:57 PM
The reel in isn't a standard move by the character being moved, is simply moves them up to your move towards you. Held, paralyzed, pinned in a grapple? Jerk 'em out. That's cool and fits the class. But a mobile character can go to the other side of a mob of opponents and pull the party (non-acrobatic) tank into the midst of them - something a standard move couldn't do. That's less cool (For the aims of the class). If you don't see how this ability is much more powerful than a simple standard move, then I can't make it more clear. The Co-ord chain has sacking your coolness for the turn so others get to use theirs more. This does not - currently, it's a half action. A half action that allows a mobile character to dip one level and become the death taxi. I think the taxi needs to slow down a little - I'm cool with half movement, or half the pulled character's movement. Something. My playtesters were drooling over abusing this ability. That scares me, because I've got a good group who understand Fantasy Craft's philosophy - They don't min max with dump stats, or other crap that is a must in ToG. And when they aren't doing that, but still sqweeing about the abuse that they can do with this... I worry.

Hindering the reel in doesn't hurt the class ability's job OF BEING A LIFELINE FOR THE PARTY.
8  Community / License to Improvise / Re: The Sentinel, again on: September 16, 2014, 04:46:46 PM
I'm still not a fan of high lifestyle. You've made this class to be fairly selfless about helping others. I can see Med because he probably gives to beggars, charities, etc. That, by virtue of those acts, would justify an increase in Legend. He'd often be the talk of the town! You wouldn't have to worry about combat dipping with that adjustment, either.

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 is safety-lined to you. Thereafter, any time that character would move farther than 30 feet away from you, his movement instead stops. Further, when you take a Standard Move action, you may forfeit your own movement to move the 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.

My playtesters had some questions and comments about this that I though I's pass on.

 1. Is declaring a safety-line an action of any type? A Free Action? or a Free action Like Feather Fall? This should be stated in the ability.

 2. The ability doesn't state your movement is affected (the tethered teammate can't go more than 30 ft from you, but you can go further away from them. A rewording is in order.

 3. The "reel-in" effect is too good. Standard move to move them your movement? Full action or half move seems less cheesy.

Taking these concerns into account, it might look something like this:

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. 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.
9  Products / Fantasy Craft / Re: Questions on: September 12, 2014, 04:33:52 PM
Nope. Untrained drops you to 15 after everything else is factored. So you roll, get a result, the result becomes 21 (or whatever) then the result becomes 15. Meaning flawless untrained results hit that 15 real consistently.

Most GMs allow an AD to boost an untrained check, but have it add on after the max 15 in enacted.
10  Community / License to Improvise / Re: The Sentinel, again on: September 08, 2014, 05:09:32 PM
Whoops. Also, In Omnia Paratus, despite the cool name, is just Bonus Feat. Perk it up, or revert to normal naming convention?  Huh?

Also, why the high Lifestyle? I would think low, and bump up Initiative or Defense... or 1 to both... or... well, anything other than lifestyle. I don't think high lifestyle when I read examples like: scavenger, Mountain man, or someone who's disillusioned and looking for the ultimate spiritual experience.
11  Community / License to Improvise / Re: The Sentinel, again on: September 08, 2014, 04:36:47 PM
I think Stalwart is too front heavy and then to light on the back end. You ignore the only two negative effects for vit/wnd depletion and you hand it out - all at 2?  That's worth a 2 level dip for a ton of builds. After talking to Alex at Gencon, he made me more aware of juicy abilities setting in the first and second level slots, and how FC allows for cleaner multi classing - but to watch out for making a class to nice not to dip into for 1 or 2 levels because of sweet, sweet explotable awesomeness in the A and B1 slots.
Then second tier effect kicks in at 7 (career 11) where it's a minor bonus (the class does have Med vit, after all).

Your core is cool, but for most of your career is gonna be a a Meh effect. With the three, what about a swap and rearrange? Something like:

CORE ABILITY
Outlast: Drive on. Every time you roll an action die, you also recover Vitality equal to its result. This cannot raise your Vitality to greater than your normal maximum Vitality.

This allows to you to Outlast at the start of your Sentineling career (when +X vit could mean life or death), and remains an occasional helpful bump as you go along.

CLASS ABILITIES
Stalwart: You can endure incredible punishment through sheer strength of will, inspiring your friends to keep going. At Level 2, you do not become fatigued when your vitality reaches 0 or unconscious when your wounds reach 0. Also, when you spend an action die to boost a saving throw, you may replace its result with half your class level (rounded up).
At Level 7, your teammates also gain these benefits as long as they can see or hear you.

The replace mechanic is being moved from the core to become an add-on here which means it's uselessness at your lower class levels (mostly at the first half of the class) is not as pronounced, thanks to the fact that it's bundled with the original Stalwart mechanic, so it's not as noticable that it's really blah worthy at that point. At Level 7, you boost the party's survivability, including extending your half-of-your-class-level-minimum-for-saves-boosting safety net to them.
12  Community / License to Improvise / Re: New Expert Class: The Mystic Scholar on: September 07, 2014, 11:06:31 PM
My point is the Way of the Pen and the CoPs make the Mystic Scholar a conventional style caster... Which is exactly what I was avoiding in the Spell Scribe.
13  Community / License to Improvise / Re: New Expert Class: The Mystic Scholar on: September 07, 2014, 10:43:57 PM
I had a player who got really excited about the Scroll Casting feat, but the Scribing chain took the wind out of his sails with it's Caster Level 1+ requirement. He was really wanting to be the scroll guy who can't cast spells otherwise. And frankly, that idea appeals to me too. What's the point of being the scroll guy in Fantasy Craft if you can cast spells normally? TOG has Vancian magic. FC doesn't have that inherent crappy weakness in it's system, so scrolls are less of a power extender. That got me going on a class that allowed non-casting scroll scribing and use... and got about 75% done. Then the player decided to see how much fun emptying quivers can be and I concentrated on other stuff.

Then I saw this class. I'll be honest, it doesn't wow me. Mainly because it doesn't innovate away from requiring basic casting. Once you do that, scroll casting is a poor cousin to real casting. It did have some nice abilities that finished up my concept, however.

Here's the Mystic Scholar in (basic) PDF: https://drive.google.com/file/d/0B8FCrAZcFJJDc0xxTjUyNFg1ZE0/edit?usp=sharing

In order to finish my class off, I replaced my Scribing chain sweeteners (and name) with Scrollmaster I and II's. Much better than my originals. Also, the Light Reading and Scroll Tutor picks were excellent fits in my pick one - very inovative. My core and wordsmith were merged to perk up mine, and wordsmith's name was stolen to replace a lackluster pick one title. The gamebreakers were somewhat similar, but mine got inspired to be a little more useful... or clearer, or something (originally, if you extra used a scroll it disappeared like and undistilled potion at the end of the adventure. I dropped that, reasoning that your "free use" just relegated the scroll back to normal scroll status).

Anyway, here's the Spell Scribe in PDF: https://drive.google.com/file/d/0B8FCrAZcFJJDWVlkakJybnJEYUE/edit?usp=sharing
14  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: September 02, 2014, 04:21:40 PM
Been at DragonCon, with try to put something together after I get my real work done.
15  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!
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