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31
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Products / Fantasy Craft / Fantasy Craft - Massive Hit!
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on: July 23, 2012, 04:09:46 AM
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I've been running a Shackled City campaign for over a year now, using Legends of Anglerre/Fate but the players and I became very disillusioned with the whole Fate thing, so we made the decision to convert to Fantasy Craft. What can I say other than it's a huge hit with the players! The characters seem far more interesting, combats have gone from the abstract Fate idea to a more tactical affair, which the players really seem to appreciate, and the game flows much more smoothly. Last session we did the start of SCAP Chapter 8 - Lords of Oblivion (characters are 13th level - tricky when playing FC for the first time, lots to learn/remember) and there wasn't a dull moment. The plate mail clad soldier started to recognise that even with DR 11 he wasn't the unstoppable killing machine he thought he was when a standard, low TL martial artisit kicked him down the stairs with a bull-rush. At the end of the session, they were completely sold on the game and several were off to buy their own copy of the rules. I have another game running using FC but at 1st level (we're doing Goodman Games' DCC#0 - Legends are Made not Born and then moving on to Castle Whiterock) and that is also a huge success with even my wife, a die-hard D&D 3.5 fan, liking the system. I think it's fair to say FC has completely revitalised both of my gaming groups. 
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33
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Products / Spycraft 2.0 / Re: Spycraft for Traveller?
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on: July 09, 2012, 04:48:03 AM
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Thanks everyone. Snake, did you use T20 as a basic framework for classes/skills etc. and bolt it onto the Spycraft core? I'd very much appreciate anything you can show me before I start doing my own thing. Anything to save valuable gaming time. 
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34
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Products / Spycraft 2.0 / Spycraft for Traveller?
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on: July 05, 2012, 06:19:24 AM
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As a new fan of Fantasy Craft, I thought I'd take a look at Spycraft and grabbed a PDF of the rules from DriveThru. Looks just as impressive as Fantasy Craft, and I'm now looking at possible applications for the rules, not really being into the default spy stuff.
So, I was wondering if anybody had tried using the rules for a 'Traveller' type game? I love the classic Traveller 3rd Imperium setting but have never really been satisfied with any of the rule sets (CT, MT, TNE, T4, T20, GURPS or even beta T5) and wondered how well Spycraft would cope. I have a feeling there would be a lot of work required, but also wondered how much could be swiped from T20...
Specifically: - Do the base Spycraft classes work in the setting? - Do skills need much adjustment? - Has anybody attempted to convert Traveller equipment/weapons/armour etc? - How to handle starships/space?
If anybody has any views or pointers, I'd love to hear them!
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35
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: June 28, 2012, 02:47:21 PM
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Fantasy Craft 2nd printing, P. 361, section "Let Them Win": Quote - Statistically, 5% of all rolls fail (with a natural 1), which makes sense in isolated situations — especially dire, desperate ones.Wait a second... I just want to make sure I'm not missing something... There is no auto fail on a 1 or auto success on a 20, right? For any roll? This did just slip through proof reading, right? 
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36
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: June 27, 2012, 02:01:41 PM
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This is the same rule of thumb I have used to determine whether or not DR effects damage from spells since DR says it reduces damage from any hits.
Interesting, but I'm not sure about that. Look at the Fire Storm spell - It's not listed as an 'attack' spell but it has AP 5. Why would it need AP 5 if DR wasn't applied?
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37
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: June 27, 2012, 06:40:22 AM
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Massive damage question: Does it apply to damage inflicted by spells? The wording says 'damage in a single hit'. Is a spell effect a 'hit'?
Situation: A CL 14 Mage casts Disintegrate with the Power Spell trick at a Level 13 Soldier PC. The PC easily makes his Fort save for half damage, so 'only' takes 70 of the potential 140. Less DR this is 59 damage. Applying the massive damage rule, he now has to make a DC 29 Fort save or die. Is this correct?
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38
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Products / Fantasy Craft / Re: Excel Based Character Sheet
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on: May 30, 2012, 03:08:27 PM
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I've just fired off the latest version of this to Pat & Alex, so hopefully it will make its way to the downloads page sometime soon. Changes from Version 0.3 to Version 1.0 are as follows: Fixes: - Corrected proficiency bonus from level when using non-standard proficiency gain rate campaign quality. (Class and Level) - Changed Razor entry in weapons table to 'Razor' instead of 'Razor Sword'. (Weapons) - Corrected omission of Charisma as a Lifestyle modifier. (Lifestyle and Reputation) - Corrected various missile weapon damage types to 'Ammo' to fix lookup problem. (Weapons) Enhancements: - Added Adventure Companion Specialties. (Origin) - Added space for 10 custom Specialties. (Origin) - Added space for 10 custom Talents. (Origin) - Added space for 28 extra feats/abilities. (Feats and Abilities) - Added Feats and Abilities Overflow sheet. (Character Sheets) - Allowed cells to be formatted on the character sheets so that some format customisation can be carried out. (Character Sheets) Sorry it's about a month late, had a busy time at work.  As usual any bug reports/feedback/suggestions are very welcome.
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39
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Products / Fantasy Craft / Re: Excel Based Character Sheet
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on: April 30, 2012, 04:25:38 PM
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Minor thing - the entry for Razor is missing from the weapons; Razor Sword is duplicated instead.
Regardless, this is great stuff; I hope more customization options are to come! Any chance of getting an unprotected version for modification in individual campaigns?
Thanks for the feedback, Razor entry corrected. The stats were OK, just the name was wrong (Excel duplicating an earlier entry in the column without me noticing...) Any suggestions for further customisation are welcome. Sorry, no, I don't wish to issue an unprotected version.
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40
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Products / Fantasy Craft / Re: Excel Based Character Sheet
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on: April 30, 2012, 02:24:08 PM
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New version going out Friday. Changes so far:
Fixes: - Corrected proficiency bonus from level when using non-standard proficiency gain rate campaign quality. (Class and Level)
Enhancements: - Added Adventure Companion Specialties (Origin) - Added space for 10 custom Specialties. (Origin) - Added space for 10 custom Talents. (Origin)
I'll probably also be addressing the lack of space for feats/abilities, adding in some highlighting options for feats/abilities and also adding in vision & hearing ranges.
Last call for any other problems/suggestions...
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41
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: April 30, 2012, 02:17:37 PM
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I'm almost sorry I asked the question now.  I think Bill's interpretation seems to make the most sense, otherwise wounds can be healed too quickly. In my game last night, the party mage lost all 6 vitality and 8 wounds. In theory she could have rested 6 hours to recover the vitality (it was just before camping for the night) and then been mended and (with moderate luck) got all wounds back instantly, saving 8 days of healing. That doesn't feel right to me, wounds should be more serious.
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42
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: April 29, 2012, 09:57:38 AM
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Quick question about Medicine Skill: Mend. The rules state: "With success (DC 15), the character heals 1 stable target of 2d6 damage (if the target’s a special character, this is split evenly between subdual, vitality, and wound points and the patient distributes any uneven excess)." Does this mean the result is always split between subdual/vitality/wounds even if the target has (for instance) only taken vitality damage? So, for example, if the target has taken 6 vitality damage and the Mend result is '6', is all 6 vitality healed or is 2 vitality healed and the 2 subdual and 2 wound healing lost? It sounds like this should be a stupid question, but I've read it many times now and can easily apply either interpretation. 
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43
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Products / Fantasy Craft / Re: Excel Based Character Sheet
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on: April 26, 2012, 02:49:56 PM
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Thanks to Antilles and Arakor for pointing out that the Adventure Companion Specialties were missing from the table. My bad, got lost in a re-hash of the sheet some time ago - I thought they were still there.  I'll add them back into the next release.
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44
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Products / Fantasy Craft / Re: Excel Based Character Sheet
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on: April 25, 2012, 03:39:12 PM
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If it's possible, I also support custom origin options. I use plenty of custom material in my games which makes giving this sheet to my players a little tricky.
Otherwise it's fantastic, and looks like it'd be a great tool for both new players and quickly putting a character together. Great work man.
Thanks for the feedback! There is already the option to add custom species, and I'll be adding custom specialties, which just leaves human talents. I seem to recall there was a reason why I didn't allow custom talents but I'll check again and add them if possible. Anything else in the origin area that needs work?
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Products / Fantasy Craft / Re: Excel Based Character Sheet
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on: April 25, 2012, 03:25:00 PM
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I'll second that call for customisation. I'd like to use some of the classes and specialities from the Adventure Companion.
Already there! Let me know if I missed anything though...
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