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1  Products / Fantasy Craft / Re: Various Keeper-related questions on: August 15, 2011, 09:41:10 PM
Also, remember to PAY ATTENTION when people are doing stuff that involves gear you've made for them: people tend to forget the little bonuses...
2  Products / Fantasy Craft / Re: Priest As Arcane Class on: August 10, 2011, 11:31:04 AM
Just add Arcane paths and Alignments, I would think.  Hrm... Tauster the Fire Mage from Night Below - come on down!  You're the next contestant on "The Mods are Right"!
3  Products / Fantasy Craft / Re: Forget all you know, or think you know... on: August 08, 2011, 02:37:04 AM
0)  Two words:  Hero Points!

1)  Humans are a cool race, able to hang with elves, dwarves, and saurians without looking like a gimp.

2)  All races customizable with Species feats.  For example, drow and frogman are two that I noticed.  Oh, and Unborn are nice.  Want to be the Scarecrow with Intimidate skills?  It's doable in Fantasy Craft.

3)  Being the same class doesn't mean that your character looks anything like the other guy's character.  I ran a group with four different Soldiers (using different weapons), ran like Five Venoms, not Clone Wars.

4)  Just because your character doesn't shine doesn't mean they're useless:  Courtiers and mages can fight; Soldiers can do diplomacy.

5)  I think someone pointed out that PCs are heroic from level 1: the Crafty introductory adventure, for example, involves saving the world against [menace], fighting against both hordes of minions and villainous foes. 

6)  Combat:  Easy to hit, but harder to wound.  Each weapon has its own coolness, which means that there is no "dinkus weapon", as long as you have the right feats.  Even your torch becomes nasty...

7)  Magic and magic items rarer; but not needed.  You're just that awesome.

Cool  Stereotypes from D&D just don't hold.  You meet the character singing in the tavern and playing an instrument masterfully.  Congratulations, you have no clue what class they are.  Prefers leather over metal armor, and carries a rapier?  Still doesn't mean they're a burglar.

9)  D&D fights that take all night and eighteen combat rounds take two or three rounds in Fantasy Craft.  This means more time for planning and role-playing.

10)  Performing an attack may not be your best option.  "Lame" stuff like trip, tire, threaten, feint - these actually WORK in Fantasy Craft, and are NASTY when they do.
4  Products / Fantasy Craft / Re: Alignments, and how to use them? on: August 02, 2011, 02:33:17 PM
Forgiveness is divine.
So's vengeance, if you have the right god.  - Primal Order

YES, this isn't 3.5; paladins can go around smiting each other all day long, as long as their deities don't like each other.

Having no alignment is a GREAT way to protect against alignment targeting effects.  But the only way to those paths is through alignment, and in my homebrew I'm going to make magical school an "alignment" as well.  (I'm mixing up the divine/arcane/elemental magical lines, among other things.  You'd think it would be a mess, but it actually works well together.)
5  Products / Fantasy Craft / Re: Knives... how nasty are they? on: July 28, 2011, 12:35:23 PM
Yes, the knife is no more deadly than a greatsword - but it isn't as weak as your experience with other systems would have you believe, either.  So it isn't so much that the knife is an uber-weapon as it is an ACTUAL WEAPON, and to be feared as such.

Not just something to cut cheese with.
6  Products / Fantasy Craft / Re: A question related to armours... on: July 27, 2011, 09:54:59 AM
That's one of the best aspects of this game is that with the proper weapon feats every weapon is unique and useful. With Knife Supremacy, your little dagger wielding halfling is just as deadly a combat monster to standard NPCs as your big bad ass axe wielding Orc. Once your players realize that, you'll have the whole gambit of weapons.

Also goes for NPCs.  Once tricked out a Saurian Scout with Ambush and some Knife feats.  Players were surprised he was built on 25 points (less than half the cost of the "hoss" monster he helped take down). 

If you doubt this, try ONE session of "all soldier" game.  Just because the iconic Soldier is a charging ogre doesn't make that the only soldier build.  Our greatswordsman secretly feared the caveman with Club Supremacy.  "So if he wins initiative, and breaks one of my arms, I'm down to bashing him with my shield while he subdues me?" 

Crafty games is like that.  It's not just rock-paper-scissors.  It's rock-paper-scissors-dynamite-cauliflour-zombie flytrap-et cetera. 
7  Products / Fantasy Craft / Re: How flexible is Spellbound ? on: July 27, 2011, 09:45:22 AM
I must second MilitiaJim:  "Pulp" supers are easily modeled using the current magic system. 

Honestly, I'd go with a variant of SpyCraft rather than FC, have sorted powers, and allow "power slots" versus theme/level, maybe with Feat trees or interests to enable certain power sets.  Ever wonder why some SuperMan comics involve super-breath, and others SuperMan forgets he has those powers?  Check and check.

I'm not certain how to work the classes, but I'd include:  Agent/Spy, Augment, Brick/Brute, Blaster/Projector, Inventor/Scientist, Mastermind, Soldier/Athlete, plus some sort of "Pointman/Sage" class. 

But yes, very doable.  Before there was FC, we used Gestalt with one Btb, one SC and one D&D class, and limited magic items to what fit in the gadgetry slots.  None of us could have taken out Batman, but as the Charismatic/Advocate/Wizard I was able to stand my own in combat against some pretty hoss monsters.  I felt like a superhero, even if I never did get to cast fireball.

As with all superhero games, finding a "proper" balance is essential.
8  Products / Fantasy Craft / Re: Armed Holdings on: July 27, 2011, 09:28:52 AM

Could you elaborate, please?  Does he wants bombs he can drop with impunity, flaming dragons roosting in a launch bay, or mountain-crushers?  

I wouldn't worry about it; if an armed airship starts flying around, local rulers will start defending their holdings, even if it isn't hostile (just in case).  Example:  In a steampunk Hand of Doom scenario some years back, the final battle at Brindol took a sad turn as the dragon auxiliaries discovered that steel nets could be weighted, bundled up, and "cast" from catapults.  Didn't stop the larger ones, but planning on being a bully from the air doesn't seem so cool after all that falling damage behind enemy lines...
9  Products / Fantasy Craft / Re: How powerful can a personal lieutenant/animal partner be? on: July 27, 2011, 09:18:14 AM
Only at low levels do Followers, Lieutenants, and Animals risk outshining the PCs.  

If it really bothers you, use Tire, Trip, and other "nonstandard" actions to slow the NPCs down.  In our game with Red Hand of Doom, a squad of Tengu flying behind the lines took out nearly half the Followers.  

The ONE time I've had problems with NPCs was when I changed the Feat types to "make sense".  

In summary, there's a LOT of game balance that isn't blatantly obvious.
10  Products / Fantasy Craft / Re: [Industrial Era] Incorporating the Adventuring Company on: March 29, 2010, 01:11:26 PM
Honestly, I'd steal from Whispering Vault for ideas on an NPC organization. 

Keep track of default reputation (Organization has no Legend), especially versus what the PCs put in.  Treat the organization as an NPC with its own goals - one of which is to be free of NPCs who abuse it.  After all, Steve Jobs got kicked out of Apple. 

But yes, you should have a gear check-out system for organization resources.  Let players pay a combination of resources and XP for prizes they 'overkeep' (to the point where it might as well belong to just one character).  In Earthdawn, these would be assigned to the gear itself.  Excalibur, Blackrazor, Mjolnir, Sting - I'm sure you can come up with others if you try.

I like the Whispering Vault's take on groups - if you don't keep watch on them, your 'children' may turn on you ...
11  Products / Fantasy Craft / Re: Herding Extras on: March 29, 2010, 12:45:40 PM
I also do not approve of "poof they're gone".  However,
1) the followers only engage standard characters
2) as archers, they don't engage in non-archer tactics (no melee)
3) the PC actually respects his followers rather than treating them as minions.

That said, none of us really CARE what their names are, and we refuse to let the player role-play his interactions with them during game time.  AND we're playing in a "fantasy war" campaign, where it's easy just to throw in an extra squad of enemies.  So this works for our group - be warned it may not work for yours.
12  Products / Spycraft Third Edition / Re: Spycraft Third and non-Espionage Settings on: March 21, 2010, 07:53:12 PM
Glitter Boy sounds like it's linked to a 'Pimp' Expert class.  (Yes, I know what it is.)

RIFTS isn't balanced, but it's easy to translate most of the classes into balanced SC / Spellbound / FC classes.

Honestly, though, a LOT of RIFTS spells and such need to be re-assigned levels before being placed into MC frameworks. 

That said, the VARIETY of FX available in RIFTS (magic, psi, chi, etc.) combined with the wealth of 'fluff text' and the 'unique' rules set common to Palladium Games makes it a great choice for transplant.
13  Products / Fantasy Craft / Re: Newbie GM asks questions on: February 26, 2010, 09:48:11 AM
1.  What is their deity?  If their deity DOES NOT EVER heal (including raise from the dead), then I can see this.  For example, a Storm Deity who granted the ability to do lightning strikes rather than Lay on Hands, or Death's avatars having Lifebane hands.  What to watch for:
A) never substitute just to do it; make sure there is a game-world reason
B) never make the substitution so cool that everyone would rather have it than the original ability.

2.  Adventurer's luck does not 'stack', it just means if one of the two isn't there the benefit still is.  If your players didn't know this, let them decide which of them exchanges it for another feat (if they want to).

3.  Defense is "can't touch me", and DR is "I can take it".  At higher levels, both are common - and so is BAB - and the NPCs/monsters have plenty also.  Why do you want DR?  For one, if the blow cannot be dodged, I'm not totally hosed.  People in heavy armor are often captured instead of killed.  That said, there are also ways past DR (arrows being the most common in my game).  Anyone relying only on one or the other is going to get hosed - hard.
14  Products / Fantasy Craft / Re: Captain on a larger scale? on: February 19, 2010, 09:53:38 AM
I realize this may not be the time to mention it, but what about Wolf Pack, Coordinated Attack, and Horde feat trees?  I would think the ability to apply these (and the Captain's Battle Planning feature) to larger units would also be a part of the class. 

Actually, I can see two (okay, three) ways of building it: light bonuses to large numbers of people, a smaller group with significant bonuses (an elite unit), or a 'select bonus from the following list(s)', allowing one class to span both extremes.  (Personally, I like flexibility like this, but then again I like point buy  classless systems, too.)

Once we have a mass combat system, an Expert Class that has special bonuses with such contests (I'd start with the Seducer from SpyCraft, and look for similar abilities) may be the way for a Warlord to go.
15  Products / Fantasy Craft / Re: ManaPunk? on: February 14, 2010, 01:36:06 PM
Or just Unborn with the Kaiju template for GIANT robots.  If you already have transmechs, you can apply the template to them as well. 

Both Fantasy Craft and SpyCraft are excellent choices for DungeonPunk!  The characters are quite capable of over-the-top action.  Properly built characters can topple squads of minions in two combat rounds; the Soldier can participate in political negotiations, the Mage isn't so overpowering at higher levels, and definitely not as helpless at low levels - flexibility is key.

I've seen how players adapt to this system - at first, they think they're pigeon-holed like other D20 systems.  Then they see one of the established PCs do something out of character.  Shock, awe, 'wait you mean I can do that, too'?  And best of all, the base 10 DC for simple tasks that speaks clearly that the PCs are HEROES, not just minor players in a larger stage filled with NPCs they could never hope to match.

On the other hand, flexibility also has its downside.  'Answer box', the parplegiac Unborn, really doesn't need to be considered as a PC choice - but you CAN do it.
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