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1  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!! 

Quote
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.
2  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.
3  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.
4  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?
5  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.
6  Products / Mistborn Adventure Game / Re: Running a new game - Balance issues? on: March 10, 2012, 06:31:02 PM
HELP!!

My Mistborn is afraid of his keeper!!

In skyrim terms I am a Dragonborn and he is a GIANT...
7  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?
8  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...

HIDDEN SPELLS
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 can’t
speak.

And

DRACONIC
HERITAGE
You’re 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
mage’s 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
9  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.
10  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.
11  Products / Fantasy Craft / Re: Crafty Seminar on: August 20, 2011, 12:37:30 AM

Quote
This actually comes to another point: If you're GMing and nobody has the required skill/feat/ability/gear to progress the plot, do you tend to work around it or make them go out of their way to work it? If a player didn't have a special ability that gave him a bonus when doing X, would X ever come up? (To use the boat example, lets say Mark has a feat that lets him borrow a vehicle from one of his contacts for a scene. Nobody on his team has a boat, but he has this buddy that does, problem solved. If Mark didn't have the feat, what do you do? Make a whole new scene of "The party procures a boat"? If you do, doesn't it seem like you're missing out on what could be a fun boat-theft scheme because you've got the free boat? At what point do character abilities trump party fun? At what point is "procure boat" such a hassle that the party is sick of it?)

I think this is an issue of trying to plan multiple paths to the same resolution, more than anything. As a company, we are very hard on our adventure writers because we force a certain level of "sandboxing" adventures as a matter of course, precisely so you don't have to force them to detour wildly in order to complete a mission. In your example, I might put a boat in the adventure, but also make a helicopter available to them, or allow the party to stow away on someone else's boat - multiple ways to solve the problem so if they don't have the exact right skill (boating) or tool (boat) they can still solve the problem (get to the destination). It's a crucial and difficult skill to develop for complex adventure writing.


I don't think he is talking about lack of decisions. I think what Agent 666 is really trying to get across is why bother spending character decisions on say feats that would give you a guy to borrow vehicles from when if nobody in the group had the feat it would most likely be provided for them for free or they could miss a fun side mission getting one, and had used that feat on something else.

My thoughts on it are if a character put points into say the getting a free ride feat then when the situation arises where the group needs a boat, plane, ex then they get one.  However if they don't have that feat then yes I would have a side scene where you get one, but it would cost you.  If its a time sensitive scene its going to cost you time,  If time is not a factor then its gonna cost you in game money, and if you decide man I don't want to pay that then your going to get a combat that could potentially get you in trouble with the authorities, alert the group to you,  or perhaps get you killed, or any combination of those things.  Now if that's what you call a "Fun boat-theft scene" and I hope you do then don't take the free boat feat and roll initiative Cheesy

12  Products / Fantasy Craft / Re: Crafty Seminar on: August 20, 2011, 12:23:45 AM

 While we're on the Crit subject, has anyone else found the Casting B/M/S tree to be a little over powered? Casting Supremacy gives your Spellcasting checks a 17-20 threat range AND makes activating those threats free. On any other skill that wouldn't be a problem, but when that skill is also used as an attack roll for highly damaging spells, it becomes an issue. The fact that they're spellcasting feats (and thus increase the Save DC of those spells) is just icing on the cake.


Lol, stop hating on Naiwyn.  Hell once I even tried doing his plot and spent 4-5 turns revving up a machine that had a sign on it "Plot Machine used to kill this guy" then on the 6th turn after getting it running I turned around and cirt the big bad dead in 1 shot O.o  OHH and there was that one time you attacked us on the Seas with a WOODEN boat HAH good times.

13  Products / Fantasy Craft / Re: Spellbound Pre-Order Details on: August 09, 2011, 02:00:09 PM
I don't know... that's why I made the list. Help me Obi-Wan-ka-knowy, yer our only hope!

The 20 do include the previous arcane casting classes (so no Priest, Paladin, etc.)

There is one more base class than you know of, for a total of 10.

Ooooo A Powerful Tenth Base Class : Atium !
14  Products / Fantasy Craft / Re: Identifying Special vs Standard on: August 05, 2011, 03:05:59 AM
I generally just tell my players. Call it "Drama senses" or that thing in Highlander that let immortals know other immortals were near or whatever. If you need to upgrade or downgrade someone later, just let the players know that too. I'm all for transparency of GMing (I don't use a screen for one thing, but then I rarely have notes that could give away the plot)...

Cough...Cough...  Rarely!?! Cough...Cough
15  Products / Fantasy Craft / Re: Spellbound Pre-Order Details on: August 03, 2011, 01:01:04 PM
Could you perhaps put up for pre-order tomorrow a Time Machine.  and have the dials preset to October!  Much obliged.
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