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1  Products / Fantasy Craft / Re: Questions on: Today at 02:17:49 PM
Knife mastery allows you to deal damage multiple times, if you hit with a sufficiently high attack check. In case of a flanked opponent, does this allow you to deal sneak attack damage multiple times as well?

I understand that a flat-footed opponent loses his condition after the first damage is dealt, which means that in that case only the first attack deals sneak attack damage. However, a flanked opponent remains flanked the entire time. So am I correct to assume sneak attack damage is applied three times then?

I can't remember where it was mentioned, but with the case of multi-hits like that, sneak attack only applies to the first one. So hit by 10? 3 damage rolls consisting of: Standard damage+Sneak, Standard damage, Standard damage.
2  Products / Fantasy Craft / Re: Questions on: Today at 12:27:39 PM
Subing in a skill bonus (like in falling lightning) doesn't do anything but change the bonus used - it's still an attack check.

Topple and gut is a trip trick, so you aren't making an attack check. The damage is a bonus effect.

Psy attention to the trick's type, and you'll quicjly figure out what threat range, bonus, critical effects, etc are correct.
3  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: October 19, 2014, 01:26:40 PM
Thick Hide counts as partial armor. That's how it interacts with all this stuff - including called shot.
4  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: October 17, 2014, 01:16:19 PM
I remember watching that in my local game store when he got it. The tape also had a promo film for Battletech, I believe. Anyway, "A Night's Work" was practically an urban legend  by 1995. Nobody at FASA would admit to it even existing. Then it showed up on Youtube a few years back. Thank god for the interwebs... they eventually catch everything.
5  Community / License to Improvise / Re: [Notebook] The Champion on: October 16, 2014, 02:04:13 PM
EDIT: Went with reduced threat range on incoming attacks. You can still headshot a Champion 20 but damn do you have to really mean it.
Quote
Indomitable I: At Level 10, the threat range of all attacks against you is reduced by 2 (i.e. attacks with a threat range of 19-20 can no longer result in a threat).
  Indomitable II: At Level 20, the threat range of all attacks against you is instead reduced by 4 (i.e. attacks with a threat range of 17-20 can no longer result in a threat).

We have a mechanic for that - Monstrous Defense. I've noticed that if often seems cooler to the player when you're granted an uncommon NPC ability (by name) than getting the same ability simple spelled out.

Indomitable I: At Level 10, you gain the Monstrous Defense (2) NPC ability (see Fantasy Craft, page 234).
Indomitable II: At Level 20, your Monstrous Defense NPC ability rises to Monstrous Defense (4).

Umm, you're also stuck in Spycraft 2's horrible "final" instead of "free" naming convention in the core ability.
6  Community / License to Improvise / Re: New Base Class: The Inspector on: October 14, 2014, 04:12:01 PM
One of the things that Alex pointed out to me in our discussions at Gencon is that a class should never give out the paired skill origin ability. At best, it should instead hand out the "...at Level 1 and for each Class Level thereafter, you gain 1 additional skill point that must be spent on SKILL A or SKILL B." Skill A and Skill B being the two skill you'd planned to have as the paired skills.
7  Community / License to Improvise / Re: [Fantasy Craft] New species: Blenno on: October 13, 2014, 04:34:47 PM
Seems like the gamebreaker probably ought to have a 1/something limitation, though. It's easy enough to autosucceed the DC 20 Resolve by that level, and if it's usable at-will you could theoretically remain split effectively indefinitely as long as you can combine and re-split every however many minutes. Seems to kind of defeat the purpose of the time limit to me, and in particular it means you can already be split and getting double actions right off the bat in combat even with no preparation for the combat.

Agreed. Try:

At level 5, a number of times per adventure equal to your starting Action Dice, you may split...

Also, typo catch: The Pseudo Smash feat still lists the old name "Ooze Smack" rather than "Pseudo Smack" for the prereqs.

Dammit! Fixed.
8  Community / License to Improvise / Re: Revised conditions using 5e (dis)advantage rules on: October 11, 2014, 01:27:33 PM
There's a reason that Malifaux doesn't go past 3 twists (which is pretty much this mechanic in card instead of dice form).
9  Community / License to Improvise / Re: [Fantasy Craft] New species: Blenno on: October 08, 2014, 10:28:48 PM
Crap! Sorry! I totally forgot to post the PDF with the Gamebreaker!
It's down in the "Races" section of the post.

http://www.crafty-games.com/forum/index.php?topic=6677.msg118698#msg118698

10  Community / License to Improvise / Re: New Expert Class: The Unbound on: October 08, 2014, 05:43:04 PM
Caught a typo in the PDF, Big Jim: Skill points are listed as 6+Int, rather than 4+Int like they should be.

ARGH! Um, fixed.
11  Community / License to Improvise / Re: New Expert Class: The Unbound on: October 08, 2014, 03:33:53 PM
Updated the intro text, but I'm having a hard time coming up with a really unique fifth example. Any ideas?
Seems to me that this class would work well to model something like a Spiral Warrior from Gurren Lagann (perhaps even complete with mech, using mounted combat rules and a Personal Lieutenant!). How about, "A hot-blooded warrior whose fiery passions ignite a latent reality-warping ability to transcend ordinary mortal limits"?

Added to the PDF. I also hollywood'd up DW's originals some.

(BTW, a spellcheck note on one of the other examples: Monks are usually "ascetics", not "aesthetics". Unless you meant a monk devoted to the study and contemplation of beauty...)

Fixed in the PDF.

The "no casters allowed" prereq still bugs me, since it doesn't seem necessary with Inner Empowerment restricting spells granted from being used by any other casting method, and purely thematic prereqs on an expert class are kind of contrary to the general philosophy of the system. But I could probably accept it if it were "0 ranks in Spellcasting" rather than "Caster Level 0". Mainly I just think it's silly to lock Crusaders and Priests out of the class.
Also, it occurs to me that this class should actually grant Caster Level progression to allow the spells to function properly, which could cause some confusion since it would technically invalidate its own prereq.

Since DW said:

I like the idea of letting some Path people take it. I'll have to see if that breaks things.

...I changed it in the PDF to Spellcasting 0 ranks.

Also, I'm going to plug my suggestion for a changed core ability again. To reiterate my earlier arguments: Giving Covert feat crossover for Combat Focus uses just plain doesn't fit (considering that outside of Mobility B/M/S the class really doesn't particularly care about the Covert tree at all), and giving a feat tree crossover only for the purposes of a single feat's calculations (even if it is a feat that's pretty important for the class) is probably too weak for a core ability based on comparison to what other classes get. Hence, something like this would probably fit better:
Quote
Surging Empowerment: Your Chance feats count as Basic Combat feats for fulfilling prerequisites and requirements or determining the effects of any ability. Also, at Level 1 and for each Class Level thereafter, you gain 1 additional skill point that must be spent on Acrobatics or Resolve.
I don't think expanding the feat tree crossover would really break anything. There aren't actually that many things that key off Basic Combat in the first place; the only ones I can find in official material aside from Combat Focus are the Captain's PL, the Damned if You Do/n't tricks, and the Pick on the Big/Little Guy tricks. The only one of these that seems like it might be potentially broken is the Captain/Unbound setup, but really the only difference there is that it gives you some flexibility to take a few Chance feats; the same class setup without Chance feats counting for the PL could still hit almost the same (only difference coming from the Living on the Edge feat given at level 7) XP budget if they focused on Basic Combat feats.

Feat tree crossover mechanics were discussed at length several time over the years, and it boiled down to Chance and Basic Combat are potential problems. The primary culprits are Fortunate and Right Hand Man. So I fully support the focused on enhancing the Combat Focus feat style that this shoots for. It even fits into Morg's Jedi mechanics pretty well. As for Covert being in the mix, it supports the fact that you're required to have a Covert feat in the build... and your archetype can be stealth assassin type if you want. Melinda May from Agents of S.H.I.E.L.D. is a solid possibility with this little enhancer/reminder in the core.

Finally, I remain a bit leery of splitting the B slot and, to a lesser extent, D slot into more or less unconnected benefits. I don't think the effects are off-balance or anything, just that it doesn't seem right to me to simply break up a recurring slot to instead give a few separate one-off effects. I've always sort of had the impression that the connectedness of the recurring class ability slots is part of how the class design skeleton helps to enforce a degree of parity in powerlevel between different classes, providing a safety rail against both scattershot design that's too unfocused to do anything well and against cafeteria-style design that cherrypicks a suite of abilities for optimal power. I like the effects you're giving (especially the synergy between the Edge-based regeneration and the cast-from-vitality gamebreaker), and I don't think it's broken at all, but it does seem to me that it sort of sets a bad precedent if nothing else.

In the PDF I reworked Unfettered/Weightless into a single ability like it should be. The others two are similar in structure (named feat and a sweet sweetener) - so I don't see a real problem. I've always been more bugged by the Paladin and Beastmaster Gamebreaker designs... I find this less jarring than those.

If I could get some thoughts from others (particularly those with more of an "insider perspective", like Morgenstern) on how accurate that impression I have is, and whether this sort of slot-splitting is kosher or not, I'd really appreciate it.

Not an insider, but those are my views.

New (perhaps even final) version of the PDF: http://www.crafty-games.com/forum/index.php?topic=6677.msg118698#msg118698



12  Community / License to Improvise / Re: New Expert Class: The Unbound on: October 08, 2014, 02:31:05 PM
Concept-wise, this class reminded me of the Mystic of Nog from the Al-Qadim setting. So I dug out my half-finished AL-Qadim to Fantasy Craft book and put my version of the class into a plug and play PDF. Who knows, maybe it'll prove useful in some way.

https://drive.google.com/file/d/0B8FCrAZcFJJDVjFnWUNBbW5GdFE/view?usp=sharing
13  Community / License to Improvise / Re: The Sentinel, again on: October 07, 2014, 07:26:56 PM
A ability fixed without the 5 foot step drag. Sorry I forgot to update you when I did it.

Link goes to my PDF post (This is how I'm gonna do "final version PDFs" from now on. That way, users can always find the most up to date and finalized version of a class's PDF and not have dead links when I clean up my Google Drive.

http://www.crafty-games.com/forum/index.php?topic=6677.msg118698#msg118698
14  Community / License to Improvise / Re: New Expert Class: The Unbound on: October 06, 2014, 04:02:58 PM
Inner Empowerment. I do like that. Changing.

Cool. That's a nice non-setting specific Chi Focusing name.

Quote
I'm also not happy about the removal of the "Caster Level 0" prereq. It kept the lid on some minor corner cases of crazy, and thematically framed the "you can't deny your inner magic" theme, even though you've been fully invested in denying it until now.

I was hoping someone would come out and defend it, since I liked it too. I'm gonna add it back in, since there don't seem to be too many detractors of it. My one consideration is the thing TKDB pointed out: a person who joined the priesthood rather than accept magic or who had a sort of philosophical opposition to it that eventually got reconciled in this class.

That said, I've not clue how to handle wording to allow things like that.

Well, the two choices are:
1.) Caster Level 0
2.) Spellcasting 0- ranks

The first says "No caster of any type!" If you gain Caster Levels in any way, you can't enter this class. The second allows non-arcane casters take the class. Currently, this is only Path casters and any caster that uses a variant of Morg's Astral Magic mechanics.

Quote
...Stiff as a Board is also a name that grinds the longer I stare at it. The total "phrase title" for the two abilities is cool, but the second half doesn't thematically live up to the meaning. Changing it to "Float like a Butterfly... ...Sting like a Bee" also doesn't work thematically.

I agreed! I agreed before I made this post, actually. Wink Changed them in the last round of updates to Unfettered and Weightless. I need to figure out how to announce stuff like that in a more efficient way...

Though, in your defense, I did leave one reference to "Light as a Feather..." in the first post, so you might have been looking at that.

Whoops. I like the new names, however.

Also! Some notes from playtesting for people who might want to try this class out:

* Dear god. GMs, don't let your players have the Haze tree with this class. I hadn't paid much attention to it, since my GM had outlawed it, and Jesus, it is insane.

It's not that bad. It actually fits this class like a glove.

To sum up (and make) some requests:
* Can someone suggest better wording on the changes to Adrenaline is Life?

Adrenaline Is Life: Your aura repels foreign magic like water off a duck’s back. At Level 6, you gain Spell Defense equal to your Career Level + your Current Edge × 4. Spells you cast with your Inner Empowerment ability are not affected by this Spell Defense.

That future proofs it for themed spell lists - I assume that's what you mean by the following question.

* Would anyone be interesting in seeing a take on this class's A-Slot that specializes in Healing or Offense?

Theming a few lists would be nice, but make sure that you don't marginalize real casters that are in the party. Most healing magic doesn't have personal range for a reason.
15  Community / License to Improvise / Re: New Expert Class: The Unbound on: October 04, 2014, 02:02:03 PM
Still not a fan of the A slot's name, and think you should change the it to Chi Focus (or something else that really emphasizes the martial feel of the class and the "inner empowerment" nature of the ability.
 
I'm also not happy about the removal of the "Caster Level 0" prereq. It kept the lid on some minor corner cases of crazy, and thematically framed the "you can't deny your inner magic" theme, even though you've been fully invested in denying it until now.

...Stiff as a Board is also a name that grinds the longer I stare at it. The total "phrase title" for the two abilities is cool, but the second half doesn't thematically live up to the meaning. Changing it to "Float like a Butterfly... ...Sting like a Bee" also doesn't work thematically.

Anyway: First PDF pass: https://drive.google.com/file/d/0B8FCrAZcFJJDLWp1V0V6NGVQV3M/view?usp=sharing
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