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1  Products / Z-Corps / Re: Z-Corp is real! on: May 19, 2014, 10:29:36 PM
Certain people would fall under the "save at any cost" umbrella. No matter what you think of the individual in the position, President, Vice President, Speaker, and the Secretary of State would fall under those just because of their position.
2  Products / Z-Corps / Re: Z-Corp is real! on: May 17, 2014, 04:01:06 PM
It's meant as a training exercise for a total collapse with no immediate help forthcoming, I believe. and a Zombie Apocalypse is picture perfect for that. I give them props for using something everyone can relate to.
3  Products / Z-Corps / Z-Corp is real! on: May 16, 2014, 11:46:47 AM
The Department of Defense's plan to fight a zombie invasion. Zombies are even classified by type: Radiation, Pathogen, Space, Magic, Weaponized, BioEngineered, Vegetarian, and Chicken.

http://i2.cdn.turner.com/cnn/2014/images/05/16/dod.zombie.apocalypse.plan.pdf
4  Products / Fantasy Craft / Re: Mend and high levels on: May 08, 2014, 07:28:20 PM
You also have to take into account that Mend can heal up to 12 wounds in a single go.

Nothing in the rules say you can convert healing from Vitality to wounds just because you happen to be full on Vitality. In general, healing in excess of damage is just lost. That means the maximum wounds to be gained from Mend is 4, 8 on a critical success.

It seems to be a fairly common house rule to allow Mend to heal all Wounds if someone has no subdual or vitality damage, but I'm always wary of people using house rules as actual rules when discussing the efficacy of things. Especially when it is in the Fantasy Craft forums and not the License to Improvise forum.

Hmmm. We've always read it as spreading the points out amongst the damage you've taken. Seems rather broken if you have to spend 4 points to heal subdual damage you never took if you roll two sixes.
5  Community / License to Improvise / Re: FantasyCraft Campaign: Divine Space on: May 08, 2014, 07:22:25 PM
The main issue with the Ship armor is if you're having ship to ship combat. In that case, having guns inside of a ship wouldn't damage it because the hulls need to be strong enough to withstand combat from the outside. Your 9mm won't compare to that photon torpedo.

If you're not having ship combat, and they're just there for transport, then you can easily justify weak hulls. They've only got to be strong enough to withstand g-forces and micro meteors. Bullets could pierce that easily enough given that they're designed to pierce stuff. Simplification I know, but it's an easy "hand wave" for this.

Only other reason I can think of is that the walls are thin inside the ship/station, and using a firearm inside would go through interior walls like knife and butter and damage sensitive components, piping, and electronics in the walls.

But even with that, once you get past the blackpowder stage, guns take over. Unless ammunition is extremely limited (single shot bolt action, revolves), a guy with a sub-machine gun just levels a cavalry charge by himself.
6  Products / Fantasy Craft / Re: Mend and high levels on: May 08, 2014, 07:03:51 PM
You also have to take into account that Mend can heal up to 12 wounds in a single go. If you're that bad ass healing paladin that focused on it, that's a potential of 48 wounds in 4 goes. There is no Cure Wounds spell that heals that much damage. Cure Wounds heals a total of 10 wounds at it's highest level. Most of the time, it'll heal 1 to 6.

Plus, there's the fact this is magical healing. You cast the spell, wave your hand, and the wound closes. Mend involves stitches, bandages, blood, and physically trying to put things together. Ask any paramedic and they'll tell you, it's a messy job that takes time.

Also, if you don't have a magical healer in your group, then yes, you don't just go charging headlong into battle because getting stabbed with that sword or taking an arrow to the knee suddenly becomes that much more damning and career ending.
7  Products / Fantasy Craft / Re: A little something fun for Spellbound on: March 27, 2014, 05:43:29 PM
Here's to hoping for some luck and a break through on things.
8  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: March 24, 2014, 10:15:43 PM
I would be very interested in this. There's not enough good mecha games out there.
9  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: December 21, 2013, 09:29:06 PM
I know this has been covered somewhere, but I can't seem to find it.

When a spell says it's area is a sphere, such as Fireball I with a 20ft Sphere area, is that radius? Or Diameter? So everything within of the spot, or 20 feet wide total?
10  Products / Fantasy Craft / Re: Only one pc on: December 17, 2013, 03:31:03 PM
It's been mention multiple times by Alex, Pat, and Scott, that they all consider PC controlled NPCs to count towards mobsize because (a) they're force multipliers, and (b) characters in their own right.

Pretty much this. In my game, the way I explain it, is any character controlled by the PC's, has the PC's party at the top of their agenda and will do everything in their power to help. Any NPC I control, won't always and might sometimes work against them, so they don't count. Nobody's had a problem with it so far.
11  Products / Fantasy Craft / Re: NPC Builder Update on: December 13, 2013, 07:54:13 PM
Just as an FYI, Damage Defiance: Lethal seems to be missing from the options. Also from Damage Immunity. 
12  Products / Fantasy Craft / Re: Spells by school on: December 13, 2013, 01:37:24 AM
I have a Word document that has all the Core book spells grouped by discipline/school. I did it so I could use specialty wizards. It's not updated with the new Spellbound preview release, though.
13  Products / Fantasy Craft / Fantasy Craft Second Printing Q&A Thread on: December 13, 2013, 01:23:16 AM
As per the RAW, that is actually true. There's nothing that says you get a feat at level 1 that I can find, other than the "extra feats" chart, which fast feats replaces. Which means at level 1 and 3 you're weaker than you would be otherwise, 5, 6 and 7 the same, and more powerful starting at 8.

Personally, I do what the others do, and ignore that (rather never noticed it, but I'm going to ignore it from now on) and start with 1,2, 4, 6, etc.
14  Products / Fantasy Craft / Re: New Releases: Laboratory of the Forsaken on: December 12, 2013, 06:43:24 PM
I'd give it a shot as well, though I've never done the pbp here.
15  Products / Fantasy Craft / Fantasy Craft Second Printing Q&A Thread on: December 12, 2013, 06:41:42 PM
Question for the masses.

Swashbuckling Fencer with Fencing Supremacy. Using Work the Line, En Garde!, and Total Defense Every time someone misses him he steps back 5 feet and pulls them with him. With En Garde!, anyone who steps within his 5 foot range has to make a saving throw or be attacked.

Question is: If he steps back, and pulls the guy with him, do they need to make ANOTHER saving throw to avoid being attacked again? Or is it negated by it being a pull? My thought is it's negated by the pull, but I told him I'd ask what the experts think.
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