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1  Products / Fantasy Craft / Re: Resilient Sphere Question. on: September 02, 2013, 08:32:32 PM
Thanks for your Input TheMadGent that is the kind of responses I am looking for not so much the suffocation.  So what your thinking is that just like incoming attacks outgoing attacks should hit the wall first as well?  In that case would things that originate outside the bubble like perhaps a deadly draft spell be permitted?
2  Products / Fantasy Craft / Resilient Sphere Question. on: September 02, 2013, 05:00:34 PM
So a player in my game picked up this spell and cast it on himself.

Level: 4 Force
Casting Time: 1 half action
Distance: Close
Duration: 1 round per Casting Level (dismissible)
Saving Throw: Reflex negates (terminal)
Effect: An airtight globe of force encloses 1 character up to Large Size. During each round, the globe absorbs damage inflicted on the target equal to your Casting Level + 30. The character may not leave the sphere and the sphere may not be damaged, though it may be annihilated.

At his current level the sphere absorbs 39 damage a every turn for 9 turns and the only spell I know of that says it Annihilates things is Disintegrate.  This seems really over powered for a 4th level spell and the saving throw makes me feel like its meant to trap an enemy not be an super efficient shield.

am I just not getting it correctly?
3  Products / Fantasy Craft / Re: Question about Harm on: August 16, 2013, 01:46:09 PM
On a side note.. I wonder what 150 points of damage from a single touch would actually FEEL like?  Bleh!   Lips Sealed

Yeah my guess I a whole lot of pain.  When my player got hit with it I had her have dark vein like markings on her face, neck and right shoulder area.  She eventually took a potion to remove the look but for a while kept it as a battlescar.
4  Products / Fantasy Craft / Re: Question about Harm on: August 16, 2013, 12:37:32 PM
Yeah I know the spell can be lowered to lower levels, that's why I put in there without using feats and other things to lower it.  I just wanted peoples thoughts on how they would handle it.  I agree with your rule about the specific being greater then the general and will run with that, thanks Cheesy
5  Products / Fantasy Craft / Question about Harm on: August 16, 2013, 03:47:24 AM
Ok so Harm says this:

Level: 6 Necromancy (Darkness)
Casting Time: 1 half action
Distance: Touch
Duration: Instant
Saving Throw: Will half
Effect: You flood 1 character with negative energy, inflicting
10 points of damage per Casting Level (maximum 150). This
cannot reduce a special characterís wounds to less than 1.

I run a game and one of my players picked a fight with a NPC Mage with this spell.  According to the spell level min level to cast this spell is level 13 without the use of feats or other thing to lower it.  That means 130 damage even if they make the will save its 70 damage.  So my question is what is the point of having it not reduce the special characters wounds below 1 if even its lowest damage amount triggers massive damage and they need to roll a fort save DC 35 to live?
6  Products / Fantasy Craft / Re: Starting a new campaign, Feedback please. on: October 03, 2012, 09:17:23 PM
Thanks Coyote,  The link you provided will be a huge help in my quest!! 

Best advice for new players, though, especially d20 players is taking things slow and letting them adapt to the system. I can't tell you how many times I said "You are not a cleric" to our priest in the first month of play.

Haha yeah I had some problems with D&D paladins vs Fantasycraft paladins a ways back.
7  Products / Fantasy Craft / Re: Starting a new campaign, Feedback please. on: October 03, 2012, 05:07:02 AM
Thanks for advice Ludo Cheesy

I am new to being a GM in general however me and my group has been playing D20 for a long time.  Our group has been playing Fantasy Craft since it launched and quickly replaced my favorite D20 system.  We shift who the GM is here and there most people taking turns so I have wanted to contribute. One of the players Agent333, you may know from here as he is much more active on the board.

Yeah I guess I am not looking for anything specific.  Stuff like what you posted is a great contribution,  I also enjoy people getting creative and saying stuff like "ohh If i was running that game I would totally have the Yshari Sanctum in Caldeum lift off into the clouds and travel would be by airship to get there".  The only real thing that has been puzzling me is if I should keep guns as they are or modify them. I would like the setting to be shifting to where guns are becoming mainstream with brand names and advertisements.  However as they are now the load times take far to long, but if I modify anything it will probably destroy game balance and I don't want to do that.  I contemplated making revolvers and basic clips to remove load times until a certain amount of shots and in turn reduce the damage they do.
8  Products / Fantasy Craft / Re: Starting a new campaign, Feedback please. on: October 02, 2012, 03:58:51 AM
Well to be honest, I have only ever run a Whitewolf mage game before and it went ok but I felt as though the way that system worked (it is a 1-5 dot system and first dot is sensory spells) they all used there abilities to know the plot as early as possible.  first dot abilities in Whitewolf mage tell you if it is a ghost, werewolf, mage, vampire, or other, which turns into no surprises ever.  However, I have played in a few Fantasy craft game and really like the system! 

I really am looking for feedback in terms of what do you guys think might be problems with my setting, or general suggestions,  or cool thoughts you may have.  Really I am looking for anything you might have to contribute with, as I am open to suggestions.
9  Products / Fantasy Craft / Starting a new campaign, Feedback please. on: October 02, 2012, 01:29:43 AM
When spellbound was announced I built the framework for a high fantasy game where magic would be commonplace.  When I learned that it would be delayed by quite a bit I put that project on hold.  Well, I had just finished Diablo 3 a few months back and enjoyed the story.  Not to long before playing and finishing the game I read "the Allow of Law" by Brandon Sanderson.  Thus was born my idea of running a game set 150-ish years after the events of Diablo 3 for my gaming group.   After over a century of not being ravaged by demons sanctuary was allowed to enter a golden age of prosperity.  The feel I am going with is Diablo + Steampunk, using gear up to the age of reason and some home brew vehicles, trains, and such.  It wont happen right off the bat but obviously demons will be making a return. I am having them start level two in case they want to multiclass to show representing their life up until now. 

So far for players I have,
Lancer or Captain - currently a farm boy of a rural city with aspirations of greatness.
Soldier - town guard assigned to a guard tower on the town outskirts,  has a famous family name.

the rest are still deciding.  actually surprised there are no magic users yet heh.
What do you guys think?
10  Products / Fantasy Craft / Re: Enemies too easy? on: July 20, 2012, 02:36:17 AM
The PCs are all level 1 and I'm not using the static NPC quality.

The cultists have been kidnapping people and then keeping them alive so that's why they might seem a little odd.

Str 10 Sex 10 Con 10 Int 10 Wis 12 Cha 10
Ini III Atk II Def II Res II Health III Comp II
Resolve V
Honourable, Devoted II (Protection), Interest (Protection alignment), Fealess II
Feats: Horde Basics, Wolf Pack Basics, Polearm Basics, Expert Disarm
Gear: Moderate Padded Armour, Dagger, Mancatcher
XP 40

After typing this out I think I've been forgetting to use the Horde and Wolf Pack Basics feats. I'll have to remember those.

Sex 10!!! now there is your problem.  Too Damn Sexy.
11  Products / Mistborn Adventure Game / Re: Running a new game - Balance issues? on: March 10, 2012, 06:31:02 PM

My Mistborn is afraid of his keeper!!

In skyrim terms I am a Dragonborn and he is a GIANT...
12  Products / Fantasy Craft / Re: Bow and Crossbows on: December 30, 2011, 11:05:35 AM
I am a firm believer in don't fix what is not broken.  There are differences in the various bows and xbows to make up for the reality aspect and they have been playtested for balance.  Why invent new rules when working as intended?
13  Products / Fantasy Craft / Re: 'Readying' items, Mage's Pouches, and Hidden Spells. Also Armor sizes. on: September 09, 2011, 12:19:13 AM
I may have posted this before but...

You can cast spells without muttering or gesturing.
Prerequisites: Spellcasting 1+ ranks
Benefit: Your Spellcasting checks are not obvious. You
make no sound while casting and may cast even when you canít


Youíre a descendant of mighty
dragons, feared and admired by all.
Prerequisites: Level 1 only
Benefit: You gain thick hide 3
and are always considered to have a
mageís pouch (see pages 13 and 159,
respectively). When taking the Basic Skill
Mastery feat you have access to a new skill pair: Conqueror
(Impress & Tactics).

Equal Awesome

I love having those two feats as a caster.  Being considered to always have a spell pouch with no muttering or gesturing makes true sorcery.  Not to mention a great surprise when the GM tries to imprison you Cheesy..... Hmmm i am gagged and manacled, whatever shall I do ..... /cast Knock ... See Ya
14  Products / Fantasy Craft / Re: the tireless Craftsman on: August 30, 2011, 05:56:06 PM
I like the idea from a logical standpoint; however, when I put on my power-gamer hat and look at it.  A rule of this sort basically requires me to play an unborn or elemental type if I want to be the best at crafting.

This is the main point for me.  I am known for my ability to break systems.  I crunch numbers and make builds that make my fellow players and GM cry.  I do this not so much to be ungodly powerful so much as to test the "balance" of a game(as most builds I come up with I show the GM and say this is possible but broken!".  The balance of a game is the most important to me.  If I have a hard time breaking it then its a good system.  and while there has been some issues fantasy craft for me is one of the best ever, surprising considering how many character options there are.  One rule that is agreed upon is when play testers spend a long time making a system it is best to go with the flow mechanics wise then to apply logic.  logic not only breaks and unbalances things, but half the time has no place in a fictional setting.  I say use rules as written and take feat and other things that give you bonuses to crafting and in terms of "fluff" say that is because you get that extra 8 hours of work a day.
15  Products / Fantasy Craft / Re: Elves and the Fey creature type on: August 26, 2011, 10:10:31 AM
I agree with silvercat.  In my opinion just because something ages slowly does not mean they have to age mentally slow as well.  Its your world and therefor you make them how you want them to be.  In your setting it seems there fluff is they really suffer that burden of ages and are extremely deceitful, which is fine but everyone has there own flavor of elf.  The ones I tend to interact with in my games is the tree living, bow loving, slightly magical, ripped straight out of lord of the rings elves. And that is mostly due too its what our player bases grew up with.
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