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1  Products / Fantasy Craft / Re: Spirit Resistance hashed out on: May 04, 2013, 04:24:47 PM
From another Thread about stacking resistances.

Damage resistances stack. DR provided from armor has a rule explicitly allowing only the highest to apply.

Quote from: Deral
In looking, though, I've raised another quick question I didn't even consider, Page 206 under Defense says that damage can only be reduced below 0 by Damage Reduction, does this mean that a target with no DR but high Resistance can only reduce damage to 1?

Whaaat? Per the Damage Resistance RAW in Page 209:

Quote
As with Damage Reduction, if this reduces the damage to 0 or lower, any special effects inflicted by the attack are negated as well.

I guess there's a word missing in page 206, though the intent of Damage Resistance is pretty dang clear. I'll add it to my notes.
2  Community / License to Improvise / Re: Altering BAB a bit on: April 19, 2013, 06:42:13 PM
Quote from: Blankbeard
How do they tend to spend their points?   Do mediums tend to go full ranged and one of unarmed or melee?  I guess both lows and highs are pretty predictable. 

Mediums can be quite a mixture but do tend to max one branch out (normally melee or unarmed) and then split between the others.

Quote from: Blankbeard
I could take a leaf from Pathfinder's skills and effectively make weapons skills work like class skills.  Fighty types get a +3 with any category they put ranks into.  Star Frontiers originally broken skills down into military, technical, and biosocial types.  You selected a primary skill area and paid a lower cost for those skills.  I could kind of bring that back by having the +3 bonus apply to the area most suited to your class.  That's worth thinking about.

That could work, and hopefully get away from a skill monkey turning into a combat monster.
I've tried various methods over the years but what I posted above seems to be what works for my table.
3  Community / License to Improvise / Re: Altering BAB a bit on: April 19, 2013, 02:06:14 AM
Quote
As an alternative if anyone can figure out a way to make weapon skills work, I'd rather have that.  The problem with that is everyone ends up with "full BAB" in their favorite weapon.  Rock-paper-scissors design in the weapons is tough and probably not effective across multiple encounter designs.  Still, love to hear any thoughts on making that work.

I've been using an alternative BAB system for quite a while.
Basically BAB is split into Unarmed, Melee and Ranged.
Fast BAB gets 3 points per level, Medium get 2 per level and Slow get 1 per level.
It costs 1 point to increase any BAB by 1. Max BAB is your Level +1.

This way Fast BAB is slightly better in one area, Medium and Slow are also higher but more specialised.

So if you never put anything into Unarmed then your unarmed is +0.

I've also expanded out Proficiencies to:
Axes, Picks & Hammers            
Bows            
Clubs, Maces & Shields            
Flails, Whips & Chain Weapons            
Hurled            
Long Blades            
Polearms (Staves & Spears)            
Short Blades            
Siege & Vehicle Weapons            
Unarmed            

If you don't have the right proficiency -4 to your check.

So if you put nothing into Unarmed, and do not have the proficiency then you have BAB +0, -4 not proficient + Attribute.

Yeah players do tend to max out their favourite weapon, but players will always max out their favourite weapon. 
4  Community / License to Improvise / Re: One Track Mind (and Body): Alternate damage system on: April 13, 2013, 06:55:09 PM
How does Terrifying Look and  Harsh Beating origins play out in this damage system?

Do they become like Crunch! and add +1 to the damage type?
5  Community / License to Improvise / Re: [Notebook] We ask only... for WAR! on: April 13, 2013, 06:22:58 PM
I was thinking that since most battlefield tricks only have one use it would be about right for a gamebreaker.
I do like the idea of being able to make more use of the once per battle tricks.

Lord of War At Level 10, you may accept a -5 to your Battlefield Confrontation check to apply two tricks. Also, your Combat Focus feat can now be used to allow a second use of expended Battlefield trick and you gain a new trick.
  Right where I want them! (battlefield trick): Destroy one enemy unit of your choice with Force less than the number of Basic Combat feats you have. You may use this trick until you have succeeded with it once per battle
6  Community / License to Improvise / Re: [A New Pie] The Stormbringer - When all you have is a hammer... on: April 13, 2013, 03:41:46 AM
Very good Morg!

I've been pondering over it for a while since my players only seem interested in fantasy.
I quite like the elegance of the rider tag and will now go through and see how this idea fits with the rest of my pondering.
7  Community / License to Improvise / Re: [Notebook] We ask only... for WAR! on: April 13, 2013, 12:41:36 AM
I was thinking about an Expert class to build upon the use of Mass Combat so here is my first draft

Battle Commander

Requirements: Combat Focus, Tactics 6+, Military Renown 1+

BAB: Medium
Fort: Medium
Ref: Medium
Will: Fast
Def: Slow
Init: Slow
Lifestyle: Medium
Legend: Fast

Skills: 6+Gul Mod per level
Vitality: 9+ Dtr mod per level

Class Skills: Competition, Expertise, Focus, Impress, Intimidate, Parley, Sense Motive, Survival, Tactics, Vigilance

1    Command Posting I, Military Tactics
2    Honour Guard I
3    Battle Planning I
4    Art of War I , Take Command I
5    Command Posting II
6    Battle Strategy
7    Battle Planning II, Honour Guard II
8    Art of War II, Take Command II
9    Command Posting III
10  Lord of War

Core Ability
Military Tactics: At Level 1 and every class level thereafter you gain 1 extra skill point to spend on Tactics. Also, your Military Renown increases by 1.

Class Abilities
   Command Posting I At Level 1 you gain 10 Rep to spend on Units for your Command Prize.  Further, you’re considered to have 2 additional Basic Combat feats for any ability based on the number of Basic Combat feats you have.
   Command Posting II At Level 5 you gain 10 Rep to spend on Units for your Command Prize and there is no limit on the number of same units you may posses.
   Command Posting III At Level 9 you gain 10 Rep to spend on Units for your Command Prize and the maximum number of units that you may command is equal to Three times your total Renown.
   Honour Guard I At Level 2 you gain the Followers (Honour Guard) Feat and your Basic Combat feats count as Gear feats when determining your followers XP value.
   Honour Guard II At Level 7 you gain the More Followers (Honour Guard) Feat. Further they can also act as an additional unit Elite Infantry unit with a Force equal to your Class Level. If this unit is destroyed then your ALL your Followers are also considered dead and you suffer the normal Rep penalty. This unit does not count towards your Command Prize.
   Battle Planning I & II As per Captain's Ability. [See Note]
   Art of War At Level 4, you gain 1 temporary Basic Combat feat at the start of each adventure until the adventure’s end.
  At Level 8, you may use this ability 1 additional time per adventure.
   Take Command I & II As per Captain's Ability. [See Note]
   Battle Strategy At Level 6 you may roll twice for Battlefield Confrontation checks keeping the result you prefer. Further you may use your Combat Focus feat on Tactics checks.
  Lord of War At Level 10, you may apply two tricks when making Battlefield Confrontation checks and you gain a trick
  Right where I want them! (battlefield trick): Destroy one enemy unit of your choice with Force less than the number of Basic Combat feats you have. You may use this trick until you have succeeded with it once per battle

Note
I've made a few changes to some Captain abilities to fold in the use of Mass Combat.
 Battle Planning I
When some battle plans are used in Battlefield Confrontations the following changes are made to a single unit of your choice.
• Crush Them!: Barrage attacks increase by listed amount
• Fire at Will!: Volley attacks increase by listed amount
• Guard Yourselves!: Defending Force increases.
• I Want Them Alive!: May change a Destroyed outcome to Dispersed.
• No Prisoners!: Barrage attacks increase by listed amount
• Press On!: Thundering Hooves attacks increase
• Stand Fast!: Either Eyes Up or Wall increases by listed amount
• Steady Now!: Impale attacks increase

 Take Command Alternatively you may choose a  single unit under your command. It gains either a +1 bonus to Attacking or Defending Force and you gain the same bonus to Tactics checks when it is part of your army in Battlefield Confrontations. You may choose a new mount, vehicle or unit during an adventure by spending 1 day practicing with a new one.

   
8  Community / License to Improvise / Re: [A New Pie] The Stormbringer - When all you have is a hammer... on: April 12, 2013, 10:54:12 PM
Do mounts fall completely under competition or do they need a field and go under expertise?
9  Community / License to Improvise / Re: Mastercrafting Supernatural (TV Series) on: February 14, 2013, 02:57:32 AM
I was thinking of the new origin toy when thinking about the use of paths and the crusader more so than the priest.

I was also thinking that having some hunter expert class granting paths would help cover the paths.
I'm starting to lean towards having exorcisms and the devil trap be bought as prizes/favours.

At the moment I'm mostly just spit balling some ideas around and see what sticks.

I can definitely see Castiel as a Crusader and Bobby as some sort of Explorer/Sage.
10  Community / License to Improvise / Re: Mastercrafting Supernatural (TV Series) on: February 13, 2013, 10:26:58 PM
I'm still strongly leaning towards new paths. Something for against demons, some turning, some form of exorcism and the devil trap trick.
11  Community / License to Improvise / Re: Mastercrafting Supernatural (TV Series) on: February 10, 2013, 02:42:19 AM
Demon Trap (Ambush trick): When you ambush demons, they become pinned. You require Interest (Demons) to learn this trick.

I like it. Rather elegant and something that could be included into a path.
12  Community / License to Improvise / Re: Mastercrafting Supernatural (TV Series) on: February 09, 2013, 11:55:57 PM
They're really just ambush checks

You are going to have to explain your thinking there, as I not seeing this.

After thinking about it I guess you are talking about Devil Traps being an Ambush Check, and I can see that is often how they are used, but they do a bit more than that as they generally pin/paralyze the demon in place.

I like the idea as part of a path or even a Prize as a way of keeping it more low key and such.

13  Community / License to Improvise / Re: Mastercrafting Supernatural (TV Series) on: February 09, 2013, 11:24:43 PM
They're really just ambush checks

You are going to have to explain your thinking there, as I not seeing this.
14  Community / License to Improvise / Mastercrafting Supernatural (TV Series) on: February 09, 2013, 10:54:52 PM
My players voiced an interest in playing a game based upon Supernatural and I'm leaning towards using Morg's New Pie, no Sorcery some kind of limited Miracles for the magic.

Classes and Origins don't seem to be a big deal as most can be used.
Modern gear can come form SC 2.0 or the work done by others

Biggest problem that I am having is how to emulate the exorcisms and devil traps.
I was thinking I could make a path that dealt with exorcisms and perhaps making devil traps as they would fit very nicely into a once per scene spell/ability and then ancient texts are simply prizes granting steps on a path.

Anyone else willing to throw around a few ideas?
15  Community / License to Improvise / Re: Yet another stab at Psionics on: January 26, 2013, 02:15:34 AM
Looks good and something I'll add to my game table
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