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361  Products / Spycraft Third Edition / Re: us spy operation targets social networks on: March 19, 2011, 12:23:35 AM
I wonder if the "Tsunami as Pearl Harbour payback" meme that's been over facebook lately is a test run?

Nope, that's just the idiot portion of the internet rearing itself yet again.
362  Products / Fantasy Craft / Re: Spellbound: What to expect? on: March 09, 2011, 02:59:30 AM
This has probably been answered before, but will the spells from the FC core book be reprinted in SB so that no flipping between books is required?

Yes.

Somehow I can see some strange obscure state law somewhere in the US that will require a License to carry in order to  transport Spellbound around due to its size...

"Sir, step out of the car."  "Sir, did you know under regulation 117c of the municipal code, what you have on your seat is considered a dangerous weapon?"  "Sir, place your hands behind your back.  You have the right to..."

I'm getting flashbacks to the Gurps Cyberpunk... Spellbound shall be seized as a how to manual for creating extremist cults that threaten national security!
363  Community / License to Improvise / Re: New Human Talent on: March 06, 2011, 06:48:24 PM
Right now I'm thinking this would fit the big dude from Temple of Doom. Heh.
364  Products / Fantasy Craft / Re: Stress Damage DC on: March 06, 2011, 01:10:45 AM
That's how it works, yes.
365  Products / Fantasy Craft / Re: Are there any plans for supporting Epic Level play? on: March 02, 2011, 12:50:32 PM
Between Base, Expert,  and Master classes, not to mention multiclassing classes, you can logically keep going forever and ever. Eventually, a soldier is going to get all he can get out of just wielding a sword, and he'll have to go into something like swashbuckler or edgemaster for instance to get more out of his weapon. Right there you have 30 levels of classes, then add in a master class and you have 35. You just need to expand the XP charts to include it.
366  Products / Fantasy Craft / Re: New Web NPC Builder Beta on: February 25, 2011, 11:52:42 AM
The main problem I've had with C&P is sometimes it'll stick me with an XP value of N/A or something along those lines, it's been a little while since I've used it since my table top is on hold.

The other major one would be it doubles up sometimes on extras. Like if I'm creating a priestly type fire Fire 4 and Water 2, save it to work on again later. When I repaste it... it'll have Fire 4, fire 4, Water 2, Water 2, and get charged 12 xp rather than 6. It does that even when you wipe the slate with "new npc" to erase everything.

Granted, these problems were a few months ago, so I don't know if they were fixed or not.

Even with that hassle, though, this program is perhaps the single most useful item I've had as a GM for Fantasy Craft.
367  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: February 24, 2011, 11:02:46 PM
Can NPCs gain bonus action dice from feats or class abilities?

Anyone want to tackle this one?

Without anything official on this, I would say no. NPCs don't get action dice on their own, not even PLs or ACs do either. They spend out of the players or GM's pool. And unless an ability that grants an action die is listed under the index cost page, they don't get access to it. And the powers that grant you access to action die if you refuse to answer... might get the GM killed if he uses it too often.

I've a quick question with the weapon Basics line of feats.  Most of them grant a stance, but I can't see a reference restricting them to a specific weapon or group of weapons.  Does this mean I can use Turn the Millstone with my Zweihander?

If a stance doesn't name a specific weapon proficiency or type, then it can be used with anything. Same goes for the weapon tricks, if it doesn't actually say for instance Knife Attack Trick or Polearm Defense Trick, you can use that trick with any weapon.
368  Products / Fantasy Craft / Re: Tougher Standard Characters on: February 23, 2011, 10:53:47 PM
I was running my group at Menace 5 because it was a large combat heavy group, so I wanted NPCs that could rock their world when the time came. They didn't go down easy at all, and there were multiple occasions when the players ran for their lives.

Standard NPCs can be made very tough with just a few additions. Tough is one, treacherous is a very overlooked ability. Wolves that flank and do crits whenever... oooooh boy.
369  Products / Fantasy Craft / Re: Lieutenant and companions, the dread of any GM? on: February 23, 2011, 10:49:40 PM
I've had multiple PL's in one group, and they weren't too overpowering or deadly. They ranked up there with the other PC's, but not more than that. Granted, I counted the PL's as a PC in counting mob sizes, so my 7 PCs + 2 PL's was facing 9 NPCs at a time, rather than 7.

The other limitation I had on mine was a max of Health 3 in most cases. This kept the vitality of the PL at about what a PC of equal level would have, rather than letting it skyrocket like what is entirely possible.
370  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: February 22, 2011, 11:10:43 PM
Also, the Load quality (say Load 7) states it take that many listed rounds of Handle Item actions to reload. If combined with the Quick Draw feat, could you in theory reload the previous example in one and a half rounds (Round One: Two free Handle Item actions from Quick Draw, then two more from your regular half actions makes 4; Round Two: Your two free actions, then one half makes another three, for a total of 7). Is this correct?

It's total actions, not rounds. But yeah, the math is correct. There are ways to get it down, but without them, that's how it works.
371  Products / Spycraft Third Edition / Re: SC 3.0 and Vow of Silence on: February 18, 2011, 07:25:40 PM
Dibs on the cleaner.
372  Products / Fantasy Craft / Re: Ideas for large PC group on: February 18, 2011, 01:49:38 PM
Tweaking difficulty is easy. You can adjust the Menace level, which changes the level of the NPCs, as well as how often Dramatic scenes happen.

Or, you can also just adjust the stats by a couple of points. Going from Defense 4 to 6 can make the NPCs much harder to hit so they last longer. Or doing the same for Attack means they hit and do damage more often.

In my game, I ran everything at Menace 5 in my large game, which had the PCs running for their life on multiple occasions. Granted, my party didn't understand subtly or the fact that a group of Orcs that outnumber them 5 to 1 wasn't a "We can take them CHARGE!!" moment.
373  Community / License to Improvise / Re: Specialty: Psychic on: February 18, 2011, 01:42:35 PM
It works for me. Especially in settings where psionics is more of a thematic change than mechanic change.
374  Products / Fantasy Craft / Re: The Sum of all AP on: February 18, 2011, 12:36:45 AM
Bows do very little in the way of damage. 1d6 + 2 + 1d4 at the max I've seen without magic included. Compared to, for instance, the fighter in my last campaign that routinely did 15 to 20 points of damage per attack. AP alone isn't very scary when there isn't a massive amount of damage behind it.

Plus, you have feats like Shield Mastery that can negate some or all of the AP of most weapons.
375  Products / Fantasy Craft / Re: Breaking weapons in combat on: February 18, 2011, 12:34:22 AM
Well, you are talking about a sword, that's quite capable of absorbing impacts and being hard to break by slamming something into it. After all, it is supposed to parry other hits, if it was easy to break, you couldn't fight with it.

But for the rest, that is right. And as far as I've seen, there isn't any true conversion of the Sunder feat.

Of course, it is also possible to activate a crit if you roll it and shatter the weapon entirely with enough action dice spent.

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