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1  Community / License to Improvise / Re: [Fantasycraft] A few homebrew feats (Pistoleer, Snipe, Improvised, Mounted) on: April 22, 2014, 09:07:55 PM
Those are way broken. The static benefit alone on Basics is worth a tier 2 feat by itself. 
2  Community / Play-by-Post / Re: STORMSURGE: Lords of War ó Registration on: April 20, 2014, 07:00:01 PM
Phoenix Macrotechnologies
Headquarters: Nashville, TN
Factories: Spring Hill, TN
Warchest: Confidential

Trademark: Stealthy
Competitive Tech: Hardened Comms/Maintenance Friendly
Design Expertise (frame): Scout, Medium
Design Expertise (leg): Chaser, Dancer
3  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: April 07, 2014, 07:52:03 PM
One question I have though, is can you use an Action Dice to boost an Error?  Our group generally plays it that you cannot AD an Error.  But how do others play it?

As far as my group has always done it, you don't know if you suffer an error until the results are revealed (thus preventing the expenditure of any action dice), since an error needs to be in the error range and fail or miss. That said, when the players roll a natural one, they often tend to try and boost with dice to see if maybe they can boost out of a failure and prevent error. It's a really good situation to have a Practiced Skill for.

Errors aren't Critical failures. You always "know" when you suffer an error - it's anytime your die roll is within the check's error range. Your error can only be activated as a critical failure if you also fail the check... which is something you may not know. Errors may always be boosted by an action die (or two if both you and the party's Sage throw an AD at the problem).
4  Community / License to Improvise / Re: New Spellcasting Feats on: April 02, 2014, 01:22:23 PM
Incidentally, I notice you changed the Edge gain in Mastery from same descriptor or School to same descriptor or Discipline. I really did intend for it to be School; there's supposed to be enough wiggle room that you can meander your way around your spell list if you're careful about it. So if the last spell you cast was, say, Air Walk (a Compass (Air) spell), you could earn Edge by next casting any Conjurer spell (whether Compass, Conversion, or Creation), or any Air spell of another School. Sticking within the same School you'd basically gain Edge with every spell cast beyond the first, but if you want to jump Schools and still keep the same pace of Edge kickbacks you need to find a spell in another school with the same descriptor. It's meant to evoke how a song can transition to a new melody, tempo, key, etc. while maintaining a sense of continuity by retaining other elements throughout the change.

Right, but in game mechanics world it says "Specialist casters get 1 Edge for casting a spell, Mages must tiptoe".
5  Community / License to Improvise / Re: The Koala is trying to build a Class! The Culinarai! on: April 01, 2014, 09:00:57 PM
That's an elegant solution.
6  Community / License to Improvise / Re: New Spellcasting Feats on: April 01, 2014, 08:59:24 PM
Dropping the Edge to zero cripples this chain. Changing Crescendo to the max edge that may be spent is equal to your rounds in the stance means you throttle that mechanic down like you want.

SPELLSONG BASICS
Your singing is simply enchanting.
Prerequisites: Spellcasting 1+ ranks, Int 13+, Study: (any music-related)
Benefit: You may use any musical instrument as a mage's pouch. You also gain a stance.
Arcane Performance (Stance): While in this stance, you use Cha instead of Int for Spellcasting checks. You must sing or play an instrument continuously while in this stance (doing so is a free action each round), and may not stop without ending or changing your stance (as a half action). If your song is forcibly silenced by outside interference (an enemy breaks your instrument, casts a Silence spell with you in its area, etc.), you immediately and involuntarily drop out of this stance. When you leave this stance by any means, all ongoing effects of spells cast while in this stance end immediately as if their duration had expired, regardless of their actual remaining duration.

SPELLSONG MASTERY
The secret is in the song.
Prerequisites: Spellsong Basics, special character only
Benefit: While in the Arcane Performance stance, whenever you cast a spell that shares a spell descriptor or Discipline with the previous spell you cast while in your Arcane Performance stance, you gain 1 Edge.
Crescendo (Arcane Performance Spellcasting Trick): Spend any amount of Edge up to the number of rounds that you have been in the Arcane Performance stance. Your Casting Level for this spell increases by an amount equal to half the Edge spent, rounded up.

SPELLSONG SUPREMACY
Encore! Encore!
Prerequisites: Spellsong Mastery, special character only
Benefit: The effects of spells you cast while in the Arcane Performance stance linger after you leave the stance for a number of rounds equal to the number of Style feats you have. If the spell's normal duration would expire before that time, it does so.
Grand Finale (Arcane Performance Spellcasting Trick): Spend 4 Edge. Choose one of the following benefits: Random numerical effects of this spell are increased by 2 points per die; or nonrandom numerical bonuses, penalties, damage, and/or healing caused by this spell increase by 2; or the save DC of this spell increases by 2. You immediately end your song and drop out of the Arcane Performance stance after casting this spell. You must have been in the Arcane Performance stance for 2 full rounds before you may use this trick.
7  Community / License to Improvise / Re: Is there a "Race Compendium"? on: March 28, 2014, 03:04:42 PM
Do it, paddyfool, do it! I won't spearhead a species or feat compendium thread, but I'd be happy to jump on the bandwagon as I did with the class compendium. As a seeding point, here's the species writeups that I have finished as of now:

Avian (Big Jim): PDF (Complete) (28MAR14)
Eno (Big Jim): PDF (Complete) (28MAR14)
Equestrian Pony (Yes, those ponies) (Big Jim): PDF (Complete) (28MAR14)
Gnoll (Big Jim): PDF (Complete) (28MAR14)
Unicorn (Big Jim): PDF (Complete) (01APR14)
Were-touched (Morganstern): PDF (Complete) (28MAR14)
Wingling (Big Jim): PDF (Complete) (28MAR14)
8  Community / Off-Topic / Re: Reaperwatch 2014: Can't be as bad as last year on: March 28, 2014, 01:30:19 PM
 David Trampier

Sadly, it appears that he was getting ready to finally publish that Wormy book that we've been waiting for since 1988.
9  Community / License to Improvise / Re: New Spellcasting Feats on: March 26, 2014, 04:46:57 PM
Done.

https://drive.google.com/file/d/0B8FCrAZcFJJDNE1ad0VDekVRa28/edit?usp=sharing
10  Community / License to Improvise / Re: New Spellcasting Feats on: March 26, 2014, 01:35:09 PM
What about all the casters who can get mileage out of this chain who don't get spell points? Divine, natural spells, the gift...

Also, what about Martial Magecraft B/M/S as a name?

Battlecasting Name, 2 sp stance PDF:
https://drive.google.com/file/d/0B8FCrAZcFJJDNlZxWlFxeElQZEU/edit?usp=sharing

Martial Magecraft, 5ft step stance PDF:
https://drive.google.com/file/d/0B8FCrAZcFJJDcklXSUNOUkpmNW8/edit?usp=sharing

Pick one. or Pick a name and the other stance. THE LOSER WILL BE DELETED OR THE WINNER WILL BE EDITED IF YOU PICK PART OF EACH. MUHAHAHAHAHAHA!
END OF LINE.
11  Products / Fantasy Craft / Re: Questions on: March 25, 2014, 10:35:54 PM
1: Combat Rider doesn't supersede. The 2 AD dictates where the hit goes. period. Combat Rider helps with all the other hits.

2: You. It says you, it means you.
12  Community / License to Improvise / Re: New Spellcasting Feats on: March 25, 2014, 07:44:25 PM
@ Big_Jim,
Thank you for the polish.  No real arguments with the changes, although Killing Spell does scare me a little now.

Well, I've seen a double sword welding martial artist kill 24 guys in a single duel tricked Splatter/Spiral Cutter attack. Umm, yeah, those 5 mobs of warriors that were all ranked up? Larry shot the one in the dead center with an arrow, and Moe jumped down from the balcony into the dead guy's spot and autokilled the rest in one attack. Curly then starting in on the big bad because that's all that was left. Great surprise round. That kinda jaded me.

- I've just realised the name is the same as that of the Rune Knight core ability.  Probably I should go back to calling them "Battle Casting [B/M/S]"

Fair enough.

- EDIT: Also, I'm not sure Arcane Wards merits the need to have 2 spell points in the bank.  It fits thematically, but I'm tempted to either buff the stance slightly or reduce this requirement to 1 spell point...
How about:

Arcane Wards (Stance): While in this stance, you gain a +2 to defense and once per round you may gain 1 Edge when an opponent fails to hit you with an attack or Attack spell. You may not take move actions (though you may still take Bonus 5-ft. Steps as normal).
13  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: March 25, 2014, 05:58:39 PM
But with 20 foot squares how will I get to use these?

14  Community / License to Improvise / Re: New Spellcasting Feats on: March 25, 2014, 03:46:16 PM
I like these. However, you can drop the extra wordyness about beating defense and being successful and whatnot. That should only come into effect with Attack spells, so reference that mechanic. Also, the Autokill standards trick for the Supremacy should be able to target multiple targets - none of the others are so prohibited, but then again, none of the others have such an easy time of targeting multiple targets, so that should be taken into account.

BATTLEMAGE BASICS
You know how to reap combat advantage from your spells.
Prerequisites: Casting Level 1+
Benefit: You gain a concentration check bonus equal to the amount of Edge you possess. Also, you gain a stance:
Arcane Wards (Stance): While in this stance, you gain a +2 to defense and once per round you may gain 1 Edge when an opponent fails to hit you with an attack or Attack spell. You may only enter this stance if you have at least 2 spellpoints remaining, and automatically drop out of it if you have less than 2 spellpoints remaining.

BATTLEMAGE MASTERY
Sometimes, magic itself is just warfare by other means.
Prerequisites: Battlemage Basics
Benefit: Once per round, you gain 1 Edge when you hit an adversary with an Attack spell. Also, you gain a trick:
Disconcerting Spell (Spellcasting Trick): When casting a spell, you may pay 2 spell points to make the spell also add the Flat-footed condition to the target. If the spell has multiple targets, the cost increases to 4 spell points.

BATTLEMAGE SUPREMACY
The key to winning a battle may boil down to something as basic as outliving the opposition
Prerequisites: Battlemage Mastery
Benefit: You may spend Edge in place of spellpoints for the purposes of spellcasting tricks. Also, you gain a trick:
Killing Spell (Spellcasting Attack Trick): If the target is a standard character with a lower charisma score than yours, he immediately fails his Damage save (damage isnít rolled). This trick costs an additional 2 spell points (+1 per target hit). You may use this trick once per round.
15  Community / License to Improvise / Re: Downgrades for NPC Extraordinary attacks on: March 23, 2014, 08:09:05 PM
I can't really disagree. GMs don't necessary need a discount to do their job, it's part of the GM job to decide stuff like "This only gets used every three rounds". PC controlled NPCs might need these kinda brakes, though... and shouldn't be rewarded to much for doing so.
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