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16  Products / Fantasy Craft / Re: Published Adventures and Big PCs on: February 10, 2010, 04:46:11 PM
I've actually not had this issue.  I published the world document, including the sections about which races weren't liked and why.  The campaign I'm running is one of the few that DOESN'T focus on dungeon crawls.  I chose openly to be prepared for clockwork, giants, ogres, and drakes - none of which a PC chose.  If anything, my FC group has resolved that Human Soldiers are just 'the bomb'.  Honestly, one of the reasons I *like* my FC game is that each PC is happy with the character they've created.  Many of the advantages of Spycraft have translated over to FC - there is hardly ever a situation where the PCs have looked at each other and wished for a race or class that wasn't already part of the mix.
17  Products / Fantasy Craft / Re: Orcs on: January 31, 2010, 09:13:31 AM
I like the idea of phosphorescent fungus.  I am of two minds about torchlight, but it seriously hasn't hurt the orc in our campaign, as he takes a very 'Not in my eyes' approach.  Flash attacks, though...
18  Products / Fantasy Craft / Re: Half-Race Heritages on: January 31, 2010, 09:01:43 AM
I'd also add a line 'You are affected by magic and effects that only affect orcs', but then again, my campaign actually involves such things.  For most games I've seen, this is actually a moot point.

I might consider that relations are based off the worst of your races, except that most players don't seem to care about the social aspect of the game.
19  Products / Fantasy Craft / Re: Saurian Races (and Regeneration) on: January 29, 2010, 03:20:30 PM
Until an official Crafty revision comes out, I'll use the following:

1) Saurians have natural weapon I (but can upgrade to II with a Feat, I'm thinking something like Desert Clutch, after horned lizards).  They gain Tough Skin 1 (so Jungle Clutch can lose it).

2)  Jungle Clutch is on the 2/4 scale, although I'm thinking that the feat raising regen may be more of a 'newt' oriented feat than a frog.
20  Products / Fantasy Craft / Re: black spur keep and reputation cost (spoiler alert) on: January 27, 2010, 10:16:51 PM
I concur with Antilles, the keep should cost them Rep as they upgrade it.

OR:  Treat it as the party's base of operations.  If you can land a copy of the Companion Rules for old DnD, or something similar, it has many adventure seeds that happen BECAUSE the party has a keep.  (Or if they intend to keep the keep).

AND:  Either way you play it, it gives a GREAT reason for the 'money sink' that happens between adventures.  (Prudence, under Lifestyle.)
21  Products / Fantasy Craft / Saurian Races (and Regeneration) on: January 27, 2010, 10:09:06 PM
Has anyone actually had a saurian in their game?  I was making an NPC, and realized that by default all saurians have Regeneration 4.  I know I'm thinking of this in D&D terms, but isn't that a LOT of ability to regain Wounds and Vitality?  I've waited two days, and it still seems like an uber-ability.
22  Products / Fantasy Craft / Re: An FC version of Instant Fortress on: January 04, 2010, 07:13:19 PM
I may be wrong, but I think the Expand Spell feat allows for spells with a larger area effect than normal.  Disclaimer: I'm about to check the rules on that now.

[edit]
The name of the Feat is Spell Conversion: Area.  Not sure how to interface it with the Gear feats yet. 

Maybe something like Charm/Essence fortes?  Spend two slots to apply metamagic feats to your magical items?  Possibly only available to Supremacy owners after completing a subplot?  Yes, precious likes that option...
[/edit]
23  Products / Fantasy Craft / Re: Low Level Mage on: January 04, 2010, 07:09:58 PM
Mages aren't going to be the equal of Soldiers in combat; Soldiers are GEARED for combat, after all.

In our FC game, our Mage is actually happy; she admits she has less combat power, but LOVES the detection spells, and the 'all day, at will' nature of cantrips.  Her only complaint about the class so far is that she can't do anything with her spell points until 3rd level - she'd like to see some feats to allow her to do things similar to knacks in GURPS.  (Talk to birds/plants, resistance to dirt/sweatiness/rain, etc.)

[If we're reading the rules correctly, she can't use metamagic feats to augment her cantrips until she can cast 1st level spells, but I'm curious enough to look at that now.]

Mages are certainly on a lower FIREPOWER curve than their D&D bretheren; however, their flexibility and duration seems MUCH higher.  And I just have to be reading the scrolls wrong, or else they can turn spare coin into the firepower they lack.

And skillwise, only the Keeper is her equal.

[edit]
As Krensky pointed out, metamagic feats (Spell Conversion) now just adds SP; it doesn't do a single thing with DC to cast or spell level.  Smiley  Good news for our Mage, bad news for those poor monsters...
[/edit]
24  Products / Fantasy Craft / Re: Parry Trick and unarmed combat feats on: January 02, 2010, 12:09:37 PM
Yes, but go ahead and try to tell any martial artist that blocking is a foreign technique.  Look at any boxing match; Block/Counterpunch is STANDARD to Unarmed combat.

I house rule it where people have that flexibility.  It's one thing to have Tinkerbell flying around with a Siege Weapon, but some rules were designed to be bent.

For me, SpyCraft/Fantasy Craft isn't about the bling, it's about the flexibility of the system.  However, when you look hard enough, ANY system has breaking points.  For me, one of the proofs that Crafty knows their stuff is how deep into the system you have to explore to find these points.
25  Products / Fantasy Craft / Re: Siege Weapons, Red Headed Stepchildren of War... on: January 02, 2010, 11:58:07 AM
For example, not allowing seige weapons to target single people (without associated feat) would be in theme.

Also, forbidding targeting named characters when mooks are around gives the PCs reasons (other than comedy relief) to keep some red shirts around.

Siege weapons should be rare, not the sort of thing that you wheel through the adventure to one shot sniper kill the boss.  It's okay to see them in large SIEGE battles, or where hitting ranks of formed infantry (or countering special weapons, such as in Prince Caspian) is a viable need.  But if it's possible to wheel around a high-damage weapon, some minmaxers will do so.  It gives rise to the question of why there aren't mercenary units of ogres wandering around with siege weapons.

And I certainly don't want to fit my Dragons out with kobold-made DragonSiege (TM) wear-weaponary.  Okay, I do, but not enough to get into a Car Wars style arms race.

26  Products / Fantasy Craft / Social/Roleplay XP on: December 15, 2009, 10:16:18 AM
I know that there are two in-built methods for awarding noncombat XP.  There is the 'skill challenge XP' and sub-plot XP.  Neither of these has the 'feel' that I'm looking for.  I'm considering having a 'social' NPC chart, and awarding XP based on stats, difficulty, and special abilities that make influencing those NPCs more difficult.

But my main question is: other than GM fiat, are there any other systems already in existence there for social/roleplay XP?
27  Products / Fantasy Craft / Re: Different Take on Weapon Profs on: November 03, 2009, 08:13:07 AM
Are these secret concepts, or can you discuss them openly?
28  Products / Fantasy Craft / Re: Do Resistances stack? on: November 03, 2009, 08:09:48 AM
IIRC (Disclaimer: my memory does strange stuff), it is highest plus half of the lessers, so your ogre would have 10+2+2 = 14 fire resistance.  Magic that assists fire resistance might have full value, but again I might be getting confused.

There are three specific rules on stacking: DR, energy resistance, and tough hide.  I don't agree with them having seperate mechanics; I understand why for game balance purposes, though.

Smiley  I don't wanna ride in the tank; I'm more susceptible for damage in there.  (Borrow a Warhammer 40K book from a friend, and ask why Space Marines don't ride in their Rhino personnel carrriers.  Every game has rules that just make you laugh.)
29  Products / Fantasy Craft / Re: 0-level characters on: November 01, 2009, 11:47:54 AM
As indicated above, FC and SC (And one presumes the upcoming MasterCraft) allow 0-level characters.  If you set the DC thresholds at the threat level 1 (10, 13, 16) you can run most adventures intended for 0-level characters in other D20 systems.

Of course, the one I have problems converting is one where you play the animal companions of a semi-retired druid/farmer, so 'most' probably covers everything you would want to run.
30  Products / Fantasy Craft / Re: Different Take on Weapon Profs on: November 01, 2009, 11:36:13 AM
I concur with letting players take basic proficiencies (linked closely to weapons feat trees) and using fortes for your breakdowns.  But if you have feat proposals for your new categories, please post them.

For my part, I haven't noticed that much lack of balance.  The heavy fighters who rely on the 'I swing, I hit' philosophy like zweihanders, but the swashbuckler has never looked back on his choice of finesse weapons, and even the Keeper has learned to respect his staff.

What worries me is that the bow master is walking around like the FC equivalent of a machine gun.  Or perhaps concerns is a better term, since there are always intelligent foes.

But my point is that even bare hands can become a dangerous weapon, which is part of the balance in FC.  If you change one part, be prepared to rebalance the others.
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