Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
October 13, 2015, 08:42:33 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: 1 2 [3] 4 5 ... 32
31  Community / License to Improvise / Re: Class creation guidelines. on: August 10, 2013, 01:17:39 AM
32  Products / Fantasy Craft / Re: A problem with conversion on: July 25, 2013, 09:01:31 PM
What Deral said. I ran into that problem myself, but then combat got bogged down by too many tough bad guys. So having tougher standards made it a whole lot easier.
33  Products / Fantasy Craft / Re: Touch of light question on: July 24, 2013, 12:38:07 PM
Enough time, and luck.  In the low levels, this spell is very feasible.  And, in occasion, very helpful.  But there comes a tricky little risk.  SL of 0, so no points, DC13.  Not terribly hard.  But let's say you have to restore 25 Vitality.  That's 25 shots at rolling a critical failure, which then ups all your future spell DCs by 5 until you succeed.  That can be CRIPPLING heading into a tough encounter.

Of course, with some Drakecraft armour (+2), Casting Basics (+2), Int of 18 (+4) and full ranks in spellcasting (+4), you can get an autosuccess at level 1, which means you can't roll a fumble on your level 0 spells without a circumstantial penalty. Although many mages wouldn't reach this point until at least level 2, since Drakecraft armour is expensive / may be hard to get hold of and Int 16 is much more affordable in terms of points buy.  (We have two mages capable of autosuccess on their level 0 spells in our current level 2 party... and spells are generally much handier if they're reliable).

Unless one of those specifically states they reduce error range, you critically fumble every time you roll a one and the GM feels like a dick. Which is a 5% chance per roll. Heal 10 points and that's now a 50% chance of a 1 coming up. And the one time my players did this, I made them roll every single check.
34  Community / License to Improvise / Re: Class Compendium on: July 21, 2013, 08:30:15 PM
35  Products / Fantasy Craft / Re: PCGen Play Test of Fantasy Craft (Beta) on: July 16, 2013, 06:30:51 PM
Question, I should've asked earlier. Do you need to already have PCGen, and if so where does one find it?
36  Community / License to Improvise / Re: Trying to summon old wiki info on: July 16, 2013, 08:33:49 AM
The wiki is still up, they just took down the front pages so that the spammers couldn't get easy access. The links you need to get access to can be found in this forum:
37  Community / License to Improvise / Re: Trying to summon old wiki info on: July 16, 2013, 01:59:14 AM
You can also find them here.
38  Products / Fantasy Craft / Re: How to handle fumbles on: June 07, 2013, 06:21:30 PM
I'd prefer the guidelines with some solid examples.
39  Products / Fantasy Craft / Re: Heritages, Clutches, Scales on: May 30, 2013, 02:40:25 PM
I don't see why not, but you definitely want to watch the players to make sure they're not trying to min-max stats without some sort of idea.

That way you can still have your half-drow half wild elf type mixes.
40  Products / Fantasy Craft / Re: Natural Attacks and Damage Resistance on: May 30, 2013, 11:03:25 AM
I'd also allow Unarmed Resistance to work against natural attacks given that's the proficiency you require as a player to be able to use them without penalty.

I think this would work for me. Natural Resistance and Unarmed Resistance both applying to Natural Attacks seems like a sensible approach and one I can sell to my players

Thanks for the responses.

This was another one we used before we settled on the teeth/edged deal as a group. But, you have to keep track of things if you use both, in case they go for both resistances on their armor.

If that's possible, mind you I don't have my book on me at the moment. Smiley
41  Products / Fantasy Craft / Re: How to handle fumbles on: May 30, 2013, 10:58:47 AM
But the question is: in the manual it's written that the fumbles "must not handicap who did the fumble but add complications to the fight".
I could really use some examples from your games!

To me, activating fumbles are to make the PC's life complicated. You don't screw over the PC, but find a way in the story to make their life suddenly that much harder. Granted, I likely get away with doing more, because my groups all knew anything I did to them they could do back to me. And often did.

One example was a charging lancer who tried to behead an orc standing next to a hut. Rolled a 1. Ran right by the orc, but left his sword imbedded in the hut right an inch above the orc's head and had to circle around to come back and get his sword.

Had another player fighting in a forest essentially do the same thing, and have to spend an action and athletics roll to try and yank the sword free.

The one I mentioned earlier who got disarmed, we rolled on the deviation chart and his blade got tossed 3 hexes behind the enemy. He had to get tricky in order to get it back.

I had one player who had taken so much damage that the group decided the blood loosened his grip and he threw his axe instead of swinging it at the bad guy. Granted, that was a group decision, not just me being an evil GM. Smiley
42  Products / Fantasy Craft / Re: Natural Attacks and Damage Resistance on: May 30, 2013, 09:33:16 AM
Ares is right in that they're their own category, as per RAW.

In my game, though, we classified them by whatever style they were. Teeth/Claw = edged, slams = blunt, etc.
43  Products / Fantasy Craft / Re: How to handle fumbles on: May 30, 2013, 09:30:25 AM
On the Wiltweevil, if he was stuck and unable to move, he should've also been unable to attack (rend, slam, whatever). Not sure if that's how you handled it, but by description that's how I would've gone.

On the soldier... my question would be either: Why didn't you try to get it back? And why don't you have a backup weapon? If he couldn't answer either of those, then I would smile and go "Better luck next game." I ran into this problem in my game, soldier who was superbad ass with an axe, and a little wimp without one. Cried when I disarmed him, and then couldn't answer me when I asked him why he didn't have a dagger or even a handaxe as a backup weapon just in case that happened.
44  Products / Fantasy Craft / Re: Spellbound Update: Is that the finish line? Way over there? on: May 24, 2013, 03:54:45 AM
I wonder if C_P/C_A ever jump on the boards, read our posts and just shake their head and say, "I.. I don't even know anymore.."

Remind me never to look at this forum in a school lab again.
45  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: May 23, 2013, 10:57:15 AM
Def been doing that part wrong then. Oops.
Pages: 1 2 [3] 4 5 ... 32

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!