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Pages: 1 [2] 3 4 ... 29
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16
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Products / Fantasy Craft / Re: Rise of the Runelords
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on: March 16, 2013, 02:58:39 AM
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-The dwarf warrior looks at his options: help the other two big fighters in the group against the Ogre chieftain or bail out the mage who's just entered melee with an ogre tribesman (who has half a dozen ogre buddies behind him). The dwarf warrior says to the mage "you got this?"...and the mage says "yeah, I'm good".
I echo this. In my game, the mage more often than not used his weapons in combat rather than his spells. And the party never once complained about it.
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17
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Products / Fantasy Craft / Re: rules - Untrained vs. Basic Skill Mastery
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on: March 16, 2013, 02:54:56 AM
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If someone rolled a crit and spent the action die, I would give them the critical success. It would be one of those beginners luck kind of thing, but the only way I'd give them that bonus is if they did spend the action die.
Otherwise, doesn't matter what they roll or what their bonuses are, the maximum skill check would be 15 and they'd be limited to that.
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19
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Products / Fantasy Craft / Re: long bow and armor piercing
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on: March 10, 2013, 07:20:55 PM
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I wouldn't stop you either. I would just sit there and remind you that if I'm going to make combat at all interesting for your character, he auto slays the rest of the party who don't have such jacked up armor. The player in my group who was trying to make the ultimate armor that couldn't be penetrated like that.. suddenly changed his mind. 
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20
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Community / License to Improvise / Re: [Workshop] Going Rogue
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on: March 10, 2013, 04:14:34 PM
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Why not switch the iconic requirements to the newer version that's in the wiki somewhere. Instead of penalizing them by an action dice if they're not X class, it was changed to If you are X or Y class, you get the next level abilities. So a soldier 1 would have Soldier 2 stats, but a Pointman 1, would stay a Pointman 1.
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21
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Products / Spycraft 2.0 / Re: Gen Con 2012: Where's Spycraft?
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on: March 03, 2013, 12:34:48 AM
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If, I mean really if, you're not able to finish World on Fire, is there any chance you would share at least part of your notes?
Unlikely. I learned years ago that anything short of a finished product simply isn't worth releasing. Booooo, boo I say. Boooooo.
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22
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Products / Fantasy Craft / Re: Acid damage
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on: February 20, 2013, 11:32:59 PM
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Think the scene at the end of Aliens with Hicks. He gets hit with the acid spray and it's doing damage damage damage but it's all to his armor, but at the very end he takes wound damage. He would've been losing vitality in the struggle to get the armor off (or in the case of PC's in most games, all that energy spent to get the acid off their clothing/armor).
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23
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: February 20, 2013, 02:17:15 AM
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Oh, that does make sense too. I guess animal partners just got a little less interesting.
Depends on how it's done. You can either be one bad ass panther, or a falcon, wolf, and ferret. Both combos could be damn useful.
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24
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: February 20, 2013, 02:07:30 AM
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As per RAW, you may only gain a feat once, unless it specifically says you can get it more than once. In this case, you would get the Animal Partner feat twice because Lancer says you can get it a second time, and then another Terrain feat when you took the Path. You're right regarding the RAW, but looking at the Beastmaster... Exotic Partner III: (...) you may alternately divide its total XP value between up to three Animal Partners if you prefer. ...it sounds like they do expect you to take as many as you like. What that does is allow you to buy 3 lesser Animal Partners for the cost of 1 feat, splitting the total feat XP amongst 3 small animals, rather than 1 large.
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25
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: February 20, 2013, 01:53:35 AM
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As per RAW, you may only gain a feat once, unless it specifically says you can get it more than once. In this case, you would get the Animal Partner feat twice because Lancer says you can get it a second time, and then another Terrain feat when you took the Path.
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26
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Community / License to Improvise / Re: New Paths
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on: February 16, 2013, 03:05:22 AM
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One thing you might do to make the Making more useful also is have it give you a bonus to the complexity of the item you can make. So you can make the more complicated items at a lower level than normal chars.
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27
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Products / Fantasy Craft / Disarming and You: What Happens Next?
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on: February 13, 2013, 03:05:42 PM
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If it's in Melee, I've counted it as an action, as you're trying not to get hit and dodging the guy trying to kill you. If it's not an active melee, I've just let them pick it up as a free.
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28
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Products / Fantasy Craft / Re: Some FC Scout bonus feat feedback.
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on: February 10, 2013, 12:26:42 AM
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Coincidentially I've been thinking about core abilities. Looking at classes like the Scout the Explorer, etc with their 1st level flawless abilities, it strikes me that for pretty much all of them, you;d get something very interesting going on if the flawless abilities were instead used as the core ability, so they directly reward you for sticking with a base class from the get-go. You'd pretty much stop level dipping stonecold dead with the swap.
If you make "flawless" a core ability, nobody can get it by multi-classing. So someone who's a Scout/Burglar won't nearly be as sneaky by a serious amount as someone who's straight burglar. The multi-class is still worse off with the current rules because of a lower flawless, but this means the multi-class can't get Very Very Sneaky at all.
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29
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Products / Fantasy Craft / Re: Devotion chain abuse
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on: February 09, 2013, 01:59:20 AM
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One, I'm not sure where the unlimited spells comes from. The Devotion Chain in Adventure's Companion only lets you apply tricks and such to existing spells cast. So you'll run out of those extra slots.
Two, aside form that, use the wording against it. Deathwatch doesn't get "uses", it's an "at will". So it's disqualified.
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30
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Products / Fantasy Craft / Re: My FC Questions?
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on: February 08, 2013, 01:49:49 PM
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Yes.
Check out the example on pages 240-241. Fortunado at TL 2 has +13 bluff, showing his charisma mod is being added to the +10 he gets from having grade VII bluff.
I generally stick to grade V or less for common npcs. Also, perusing the d20 conversion rules reveals the general philosophy in fc is to be more conservative with ability scores than in D&D.
This. I don't tend to do more then Grade V unless I'm making an NPC that's unbelievable at something (I have a prophet who knows the future 100%, she has initiative X because she was ready 2 weeks ago for what's coming.) And stats are 10 for all humanoid NPCs unless I want them to be particularly good and then they're best stats don't tend to exceed 14. Agreed. I tend to make sure my NPC bonuses are in the general area of the PCs unless they're an expert at something (The Guide in the mountains will be FAR better at his required skills than the group). Unless, of course, I want them to remember the NPC, then all bets are off. 
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