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16  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.
17  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.
18  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.
19  Community / License to Improvise / Re: Campaign quality to allow minor access to higher level spells on: December 10, 2013, 08:58:12 AM
Alternatively, my Child of the Light homebrew feat idea might be another possible way to do this...

I'm not looking to reduce the level of the spells, I just want to make them accessible earlier.  I sill want the normal DC, the full Spell Points, etc.

Reducing the level of the spells DOES make them accessible earlier.
20  Products / Fantasy Craft / Re: NPC Scaling on: November 28, 2013, 07:00:38 PM
The solution really is just to take the low level NPC that you have, and tweak it just a little so that it's still a threat or challenge to the PC. This might be something as simple as adding a couple of feats (more skilled in combat), or maybe a quality or two, and the PCs can have a nasty fight on their hands without much difference.
21  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: November 14, 2013, 09:36:41 PM
I would definitely not allow it in the middle of combat. Stopping, pausing, and taking a deep breath to refocus yourself is one excellent way to get yourself killed when someone is swinging a hammer at your head. Same would go for anyone who is messed up in someway (shaken, fatigued, sickened, etc). And if you're flanked, well, you're too busy trying to dodge to be able to pause and catch your breath.

Things like hidden or being incorporal, I would allow in much the same way hammers can break furniture even though objects are immune to subdual.

Other than that, a common sense approach to any given encounter/situation should be easy to do.
22  Products / Fantasy Craft / Re: Questions on: November 09, 2013, 12:17:50 PM
Number 3 is technically possible, I guess, but Prizes are given only at GM discretion, having 8 Threat Range, Greater prizes would cost a bare minimum of 220 Rep, and it is so obviously gamist that no sane GM would allow it. It might be worrysome if it was a little more subtle, but if you say "Okay, I want 8 of the same quality on the same skill," any GM is going to say "Wait, hold up a second here."

Also, spell points reset per scene, so it's likely between that and the Mage core ability, you'll have plenty anyhow.

Okay, I misread this question. This? I wouldn't even allow this, and would have a conversation with the player about just what the hell he's thinking. This is akin to wearing padded armor under your leather armor under your chain armor under your platemail. No, they won't stack because it's separate items that you couldn't possibly use all at the same time while trying to cast your spell.
23  Products / Fantasy Craft / Re: Questions on: November 09, 2013, 11:58:57 AM
Yay, a Q&A thread.

I have a couple things that have been running through my head since reading the rulebook, which don't really seem to be answered or brought up in threads that I've seen.

1) I have a character with Acid Resistance (say from Angelic Legacy) and am wearing armor. I get hit by an acid attack. Is the Acid Resistance deducted from the damage before it affects the armor? Or do I have to keep track of it burning away my plate, while it has ceased to effect my character, separately?

2) Is Scare really the best spell in the game? On success, Frightened. On failure, Shaken. Shaken V takes the target out of the game (unconscious), seemingly for the rest of the scene. Except for Constructs, Undead and creatures with Spell Reflection, failing it 5 times would incapacitate anything.

3) Since they have no type, the Threat Range property on Prizes can stack for any given skill, correct? Since Spellcasting is a skill (nothing in the description explicitly excludes it, like in the Prodigal Skill feat), I can use them to increase the threat range of spells. By having a masterwork Mage's Pouch (remove error range), Casting Supremacy (threat range 17-20) and 8 Threat Range, Greater Prizes (threat range now 1-20), I will now always crit my spells, and be able to activate the crit for free. Using the crit to refund spellpoints effectively gives the character unlimited spell points.

4) Do summoned creatures pay Preparation Costs for spells they cast, or does the person who summoned them have to pay for them? It says 'caster', but that is a bit nebulous with summons. Using Call From Beyond I, you can use the default Advisor I template as the summoned creature. This has access to Natural Spell (Identify I), which has a Preparation Cost of 1. Do I have to pay it for creatures I have summoned? For Identify, it is relatively minor, but what happens if you summon a creature that has Power Word: Kill? Or something really crazy like Resurrection III?

5) Related to #4. The Advisor I summoned creature has the Natural Spell (Identify I). Does the Natural Spell NPC ability change the casting time of the spells, or does the casting time remain the same? In this case, Identify I has a casting time of 8 hours, on a creature that is summoned for only up to 20 (or 40) minutes.

Thanks if any of you can clarify these things for me.

1: Answered
2: Answered. But yes, that would be one of the best ways to get rid of a special. But as stated before, unless the DC of Scare is high enough to ensure save failures, getting them to fail 5 times is a pain. I've had many combats with my group where they're at Fatigue 4/Shaken 4 and the bastards (my players) just won't fall for like 15 rounds after.
3: Anything that is not named, or otherwise says it doesn't stack (Thick Hide + Armor for instance) stacks. The specific example was the bow. You can get like AP10 or something (I don't remember the exact number) through the unnamed and feat upgrades.
4: I would require the character to pay for the requirements. Otherwise, you'll get players skirting the rules to summon a Djinni and having it pay for a Wish spell.
5: The description of Natural Spell says it can produce a "spell like effect" once per scene. So, it's not taking the full 8 hours to cast Identify, rather it's using it's ability to produce an effect SIMILAR to Identify once per that scene. So, casting time doesn't apply.
24  Products / Fantasy Craft / Re: Questions on: November 08, 2013, 04:07:03 PM
Even if that weren't a blatant attempt at abusing the system, I'm pretty sure the rules of each feat state that they have to be folk and animal respectively, so even if you could pool the EXP, there's no creature you could make using both feats.

He was going to try to create an intelligent, unborn War Horse.  ....with a Howitzer. 

I now know what the bad guy is riding into battle in tomorrow's game.
25  Products / Fantasy Craft / Re: If there was a Fantasy Craft Kickstarter on: November 05, 2013, 09:52:31 AM
While ANY edition of D&D is nice with the monsters is that there's a nice, contained, easy to use stat block for monsters, the reason for that is the exact reason why I prefer Fantasy Craft. Monster's in nearly every d20 game are at a set level and do not scale with the party. Sure, there's options to use to make them more powerful or have more hit points, but that's it.

Conversely, you have to have the stat block for FC, because the abilities of an NPC are dependent on not just what level your PCs are at, but the threat level of the adventure as well. There are two easy ways around that, however. First, you use the campaign quality that fixes the NPCs level to a certain level. That way, you only have to do the block once in your campaign, and forever after that, it's those numbers no matter what.

Second, there's a nice handy website that Medius put up that saved my life far more than once when making NPCs. I don't have the link handy on me, but I'm sure someone does or I can post it later.

As for abilities and all that, the way I get around that, is I have a cheat sheet with what each ability does that I print out for a game. This saves room on my NPC records as well.
26  Products / Fantasy Craft / Re: If there was a Fantasy Craft Kickstarter on: November 04, 2013, 07:44:31 PM

Heh. All I can say is - pretty much all of this is addressed in Spycraft Third Ed. It's a wonder what 5-6 years of hindsight does for game development.

PDFs or it didn't happen.  Wink

I can give you a 100% Redacted PDF if you like.  Tongue

I'll take redacted files for 1600, Alex.
27  Products / Fantasy Craft / Re: Questions on: October 27, 2013, 09:40:31 AM
Question 3: Sword and Fist and natural attacks. One of my group members wanted to make a Saurian that two-weapons with a Glaive and his tail. He doesn't strictly need his hands to attack. Is the implication that the fist is needed to attack unarmed normally, or is it merely for balance?

Natural attacks are considered unarmed attacks, so I see no reason why Sword and Fist wouldn't apply in this situation. I'd say let him.

I'd say either go with this, or reskin it and name it "Glaive and Tail". Have it be a racial combat style for his particular tribe of Saurians or something along those lines.
28  Products / Fantasy Craft / Re: A little something fun for Spellbound on: October 23, 2013, 08:09:54 PM
How about 0 level attack spells? What is there for Mages who don't want Polar Ray I as their only choice for magical offensive slingin' at level 1?

Not sure if this was answered, but the specialist magic casters started off with level 1 spells in the last preview. The "Mage" starts off with less raw power but more all around power as opposed to specialists getting more power for less knowledge. The whole balance thing that and all that.
29  Community / License to Improvise / Re: Class creation guidelines. on: August 10, 2013, 01:27:50 AM
I tested out all of the FC Base/Expert classes. They do follow the progression, though they sometimes break up the levels. Like instead of 3/6/9/12/15/18, they'll have one at 3/9/15 and another at 6/12/18. Or something like that, I'd have to look through my old notes.
30  Community / License to Improvise / Re: Class creation guidelines. on: August 10, 2013, 01:17:39 AM
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