Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
October 06, 2015, 01:46:28 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: [1] 2 3 ... 20
1  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: July 02, 2015, 05:34:42 AM
Another session has jumped wrapped up and the players were much more into using initiative.

While defending a giant pooping slug creature from swarms of tiny mites, both sides were pushing to be first to gain the advantage and making full use of the bonus.
Again I was concerned about the +/-2  being too much but some players are willing to hit quick and fast and others are more slow and built to last.

So against a horde of minions differing initiative became more important, than against a single special.  Looks like this quality might be a keeper for my table.
2  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: June 18, 2015, 06:03:12 AM
Today was the second session trying out Ebb & Flow.

It went much smoother this time than last as the player's were more settled on their characters.

Characters are at 5th level and I do mostly run with New Pie and an assortment of house rules.

While most characters have impressive initiative bonuses, a whip and lance wielding two-headed ogre character sucked with his initiative.
He started on 8 and over the course of several rounds managed to Seize Initiative up to 14, while attempting to go toe to toe with a 6 headed hydra they were fighting who had a initiative count of 16.

Over all it worked well, but the +/-2 at first seemed too much and while the players thought it was too much it, it was made the difference in a number of rolls.
I'm considering changing it but want to give it another go first.

3  Community / License to Improvise / Re: Rules to rule: how to manage a realm for FC on: April 15, 2015, 06:24:15 PM
What you are posting Antilles sounds similar to Morg's Mass Combat rule set.
4  Products / Fantasy Craft / Re: How do people interact with each other when playing FC? on: April 14, 2015, 12:51:04 AM
Around the table face to face every fortnight.
I have one player who needs minis so he brings them and we use them.
I use plastic coated Initiative Cards and poker tokens for Stress/Subdual/Vitality/Wounds and Spell Points. I also make use of an excel character sheet, and use Facebook group/Google Drive to hold campaign notes etc
5  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 25, 2015, 09:12:11 PM
I really like this idea and will quickly fold it into my games.

I'm also toying with the idea of a feat that grants a stance where you gain DR against attacks that have a Higher Initiative. A way to screw being fast just being there to last.
6  Community / License to Improvise / Re: New Feat for Thieves on: January 14, 2015, 11:06:12 PM
Well done Mister Andersen.

Now to polish off the Expert class I have been working on.
7  Community / License to Improvise / Re: New Feat for Thieves on: January 13, 2015, 03:51:24 PM
You should also add prereqs (self-evident though they are - basics feat for the mastery feat etc).

Also, what could be particularly cool about knowing about traps would be being able to repurpose some of them... not sure how to work that into this feat line, though, since probably it's just a (fairly tricky) crafting check after you've disarmed one.

Added prereqs.

Interesting idea about repurposing traps but I don't think it'd fit this feat line. Maybe something about resetting a trap/lock would though...
8  Community / License to Improvise / Re: New Feat for Thieves on: January 13, 2015, 02:58:17 PM
Needs a little more work to fill in standard formatting, but I like the concept and the mechanics you've selected.
I've adjusted some formatting - is that what you meant?

Any other thoughts?
9  Community / License to Improvise / New Feat for Thieves on: January 06, 2015, 04:21:23 AM
I'm working on an Expert class for one of my players who want to focus on opening locks and bypassing traps, but as with most things in Fantasy Craft this could be boiled down into a feat chain instead, so Crafty forumites how does this look?

Gear Feats

Bypass Basics:
You have a keen eye for locks and traps.
Benefit: You gain a bonus to locating any locks or traps equal to the number of Gear feats you possess. Also you are always considered to have Thieves Tools.

Bypass Mastery:
When you are in the bypass zone, time slows down.
Prerequisites: Bypass Basics
Benefit: Taking 10 does not take twice as long and Taking 20 only takes 10 times as long. Also, when involved in a Lock or Trap Complex Task and it costs 1 less Action Dice to activate any critical successes (min 0).

Bypass Supremacy:
Experience pays off, plus I think I've seen one of these before...
Prerequisites: Bypass Mastery
Benefit: The number of challenges you face in a Lock or Trap Complex Task is reduced by 1 (min 1). Also, when involved in a Lock or Trap Complex Task and you suffer a failure, the error range does not increase.
10  Community / License to Improvise / Re: I don't think I play Fantasy Craft anymore on: August 15, 2014, 06:54:00 AM
FantasyCraft/MasterCraft has become my default game system, albeit with homebrew and forum add ons.

I have to agree with what Deral's saying. My players are able to understand and build surprisingly similar characters and yet take them in surprising separate directions.

I've picked up everything Crafty (except the Spellbound due to lack of funds at the time) and am grateful for the forums to have the ability to tinker and reflect on varying ideas in a constructive manner.

I'm about to plunge into another adaptation of a new Fading Suns campaign this time using New Pie Mastercraft and my players are chomping at the bit to rip into this new game.
11  Community / Play-by-Post / Re: STORMSURGE: Around the Campfire [OOC and open feedback] on: July 11, 2014, 05:10:49 PM
I think you were a platinum donor for the Mihini Nui Expansion Plan... Tongue

That plan that gave me 100% control of Mihini Nui?  Cool

I'm waiting on my turn 6 dossier...  Smiley

You'll just have to wait for your turn 6 dossier to see... Cool
12  Community / Play-by-Post / Re: STORMSURGE: Around the Campfire [OOC and open feedback] on: July 08, 2014, 05:40:33 PM
Now I need to remember what I had planned...  Grin

I think you were a platinum donor for the Mihini Nui Expansion Plan... Tongue
13  Community / Play-by-Post / Re: STORMSURGE: Around the Campfire [OOC and open feedback] on: July 08, 2014, 03:56:39 AM
An update HOORAY! Things are looking interesting...

Something I noticed is that both Japanese Defense Force & Novvy Sovet have the NS abbreviation under Analyst in Rules Update.
14  Community / Play-by-Post / Re: STORMSURGE: Early 2046 (Turn 5) [Dossiers sent] on: June 26, 2014, 12:47:48 AM
"Who else was caught by surprise by Mihini Nui taking out the JDF & KoH contract? No one? Things seemed pretty tense at their Headquarters, and the rumour has it that CEO Hugh Paki was seriously pushing for this contract. Mihini Nui has made a big swing for what they are referring to Protecting their own Backyard. It seems to me that they seem to be claiming a BIG backyard if it includes Hawaii and Japan.

But all eyes are watching for the outcome of the Pacifica Recon Strider trials. There is no way to call for a certain outcome of this trial as it could go either way. However, Mihini Nui has seemed quite interested in the Eurowalker Cougar, when questioned further CEO Hugh Paki added "Can't fault the big machines from Europe." Avan Starr, Power Vlogger and Mihini Nui Mascot
15  Community / Play-by-Post / Re: STORMSURGE: Early 2046 (Turn 5) [Dossiers sent] on: June 13, 2014, 06:32:06 AM
While the exact specifications for the Taumaihi from Mihini Nui has been under wraps, there has been a controlled press release.

Named for the fortified tower defense of the Maori Pa, Taumaihi builds upon the popular Mihini Nui Kokiri design bringing missile defense to the forefront.
With the heavy armoured and agile grace of a typical Kokiri the Taumaihi, brings multiple AMS systems online and can still pack a meaty punch.
Mihini Nui holds onto it's familiar array of battle lasers, complimented with a power assault cannon, all boosted by a powerful clean power source to keep the fight going till the end.
This is one Strider that will be highly sought to escort any valuable asset.

Pages: [1] 2 3 ... 20

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!