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31  Products / Fantasy Craft / Re: Walk me through Grapple:Screaming Club on: August 02, 2012, 08:01:50 AM
FWIW, the training for your body to swim and climb and such is good for wrestling.  When I wrestled in high school a big chunk of each practice was running up and down the stairs.  (The building has 10 stories, it was a whole bunch of stairs.)

Of course, that makes perfect sense. But in game terms wouldn't that be increasing Strength (ie. one aspect of general fitness) which is useful in all three disciplines? Rather than learning skills & techniques for a specific purpose. For instance, learning backstroke isn't going to help you wrestle somebody to the floor. Knowing Judo doesn't help with abseiling. Other than the generally increased fitness level that accompanies continued pursuit of these activities.

I do understand the advantages of having a compact list of skills, and therefore a general 'Athletics' skill, but why is grappling (I believe) the only physical (non-magical) attack technique that doesn't work off of attack bonus? Seems inconsistent. Also, to quote an earlier example, it's good to have a courtier who can learn wrestling, yes, but why can't he learn boxing in the same way?
32  Products / Fantasy Craft / Re: Walk me through Grapple:Screaming Club on: August 02, 2012, 05:42:57 AM
Well I will tell you I personally love the fact that its a separate skill and not based on the unarmed attack bonus (or any attack bonus).  It means that the courtier can be an excellent wrestler.
Grappling and Striking are 2 very different skills. 
Take a look at your typical High School Wrestler they can grapple the heck out of a person but it doesn't mean they can box you.
Also I think Athletics is a stable of Soldiers.
Interesting factoid for you the regions around the global that developed and made heavy use of metal armor have well codified grappling systems.  It is a battlefield art. 

I can see what you're saying and I agree to an extent (it's good to allow use of skills in combat), but swimming/climbing/wrestling are also very different skills. And if it's a battlefield art, then the soldier should be the master grappler, surely? Also, basing it on BAB/Unarmed proficiency reduces the disparity between characters with high Athletics skill and those without.

As an example: A 7th level Pech Burglar with maximum ranks in Athletics and 0 Str bonus has Athletics +10. A book-standard TL 7 Gnoll has Athletics +3 (no skill, competence only). So the Pech Burglar has +12 (size advantage) vs. +3 to initiate a grapple with the Gnoll and the Gnoll then has +5 (size advantage) vs. +10 to try to break the hold if the grapple succeeds. So because the Pech player wanted a decent climber, he can take down Gnolls with little problem in a grapple. Even if the Gnoll had the entire Wrestling feat chain, he would still likely lose. Now, I know the Gnoll could be given Athletics skill, but this just reinforces my point that Athletics almost becomes a mandatory skill in any game with frequent combat.

This just doesn't feel right at all.
33  Products / Fantasy Craft / Re: Walk me through Grapple:Screaming Club on: August 02, 2012, 02:48:23 AM
Without interfering too much in the discussions of people with far more play experience than I have, since I read the grapple rules for the first time I have wondered why it's based on Athletics rather than unarmed attack bonus?

To me this would make more sense? I understand that opposed attack rolls are not really used whereas opposed skill rolls are, but surely somebody trained to fight and with an unarmed forte should be better at grappling than an experienced swimmer/climber?

As a GM, when designing foes, having to give most 'warrior' type opponents Athletics as a signature skill just to stand a chance in a grapple against a PC burglar who has full ranks in Athletics feels wrong. It almost makes Athletics a compulsory skill in any game where combat is common.
34  Products / Fantasy Craft / Re: Critical on Natural Attack with Life Drain - Question on: July 23, 2012, 02:35:07 PM
As a rule, crits don't apply to multiple hits, only the first. And as the supernatural attack is only triggered by the natural attack, I'd say that it would be unaffected by the crit.

Also, Soul Drain to me reads as not applying to wounds in any fashion, regardless.

Thanks for the reply. With soul drain I agree totally, but the question is for life drain. I guess it's down to whether it's regarded as additional damage to the triggering attack or an attack in its own right. For the former, it gets the crit effect, for the latter it doesn't. I do lean towards agreeing with you, though as life drain does lethal damage it would mean that the target gets its DR again vs. a separate attack, wouldn't it? That I'm not so sure about...

No, still undecided...  Undecided
35  Products / Fantasy Craft / Critical on Natural Attack with Life Drain - Question on: July 23, 2012, 09:37:38 AM
So, a vampire bites a target and gets a threat/crit. Resulting damage from the bite goes straight to Wounds, but what about the life drain damage if the target fails its Fort save? Is it also impacted by the critical? Life drain damage to Wounds or just Vitality?

I think it's not included in the crit effect and therefore only drains Vitality, but I may have missed something!
36  Products / Fantasy Craft / Re: Fantasy Craft - Massive Hit! on: July 23, 2012, 09:23:07 AM
Congratulations on the conversion! Welcome to the Forums!

Thanks, I've been around on the forum for a while now, but just starting to properly get into actual playing of the game, which is nice.  Smiley
37  Products / Fantasy Craft / Fantasy Craft - Massive Hit! on: July 23, 2012, 04:09:46 AM
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.  Grin
38  Products / Fantasy Craft / Re: Spellbound Update: Is that the finish line? Way over there? on: July 17, 2012, 04:30:13 AM
This is the only game product currently on my 'must have' list.  Cool

I really wish there was some way of making it happen sooner!
39  Legacy Games / Spycraft 2.0 / Re: Spycraft for Traveller? on: July 09, 2012, 04:48:03 AM
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.  Cool
40  Legacy Games / Spycraft 2.0 / Spycraft for Traveller? on: July 05, 2012, 06:19:24 AM
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...

 - 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!
41  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: June 28, 2012, 02:47:21 PM
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?  Undecided
42  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: June 27, 2012, 02:01:41 PM
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?
43  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: June 27, 2012, 06:40:22 AM
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?
44  Products / Fantasy Craft / Re: Excel Based Character Sheet on: May 30, 2012, 03:08:27 PM
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:

- 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)

- 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.  Sad

As usual any bug reports/feedback/suggestions are very welcome.
45  Products / Fantasy Craft / Re: Excel Based Character Sheet on: April 30, 2012, 04:25:38 PM
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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