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16  Products / Fantasy Craft / Re: Rise of the Runelords on: April 16, 2013, 06:06:47 AM

When converting clerics, do you make then just similar to the FC priest, with some paths depending on their role in the adventure, or more classic cleric-ish, with arcane healing spells to be closer to the original?

More often than not, You'll have to use some spellcasting ranks to represent the broad spellcasting a billies of higher level PF clerics. FC priests tend to have fewer, more potent spells. You might have a few devoted abilities at the core of the concept, but round out with spellcasting ranks for specifics.

Also, a typical high level PF spellcaster will have many more spells than spellcasting npcs allow for. Start by emulating the higher level spells first. Don't forget FC spell casters can use their spells multiple times, so don't waste you spell picks on spells of different levels that do similar things.
17  Products / Fantasy Craft / Re: Rise of the Runelords on: April 14, 2013, 03:21:35 PM

I converted the whole Serpent Skull AP; I posted some of my conversions and techniques in another thread, but could sum them up (later, when I have something better than a smartphone to type on) if you are interested.

That would be great!

First off, see the conversions thread for a bit of prior discussion and many conversions in-progress:

Converting NPCs from PF adventures:
A lot of the conversion work I did was the stat blocks; the d20 conversion section of the FC bestiary can do most of the work you need to do.

Much of the opposition in Pathfinder APs are intelligent PCs with items. The D20 conversion notes in FC are more concerned with creature conversions than items. Fantasy Craft doesn't have the same baseline assumptions about the presence of magic as PF and 3.5. Accordingly, when converting NPCs from APs, I recommend:
  • Reduce the number of consumable items (potions, scrolls) by about half.
  • Replace charged items (like wands) central to the NPCs tactics with elixirs and scrolls.
  • Convert magic weapons and armor to high quality nonmagical items in FC; I give the item 1 upgrade for each plus it had in PF
  • If you don't want a magic item in the game and it doesn't convert neatly, consider just making it an ability of the creature.

When doing conversions, take a look at the final product and consider
1) How it compares to your PCs
2) What its stated tactics are, and if it can still operate this way under FC

Make appropriate changes to the creature, its tactics, or in some cases, the way it is approached in the adventure. For example, when I converted the final encounter in Serpent Skull, I could tell it would wipe the floor with my party. So I made the final encounter more about preventing the return of the creature than defeating it. If it did come into play, I gave it significant penalties to start with (-10 to all scores and power levels), but it improved at 1 point per round, meaning they had to act quickly.

One simple consideration is whether the creature will be a standard or special character. Generally, I make named/singular creatures special. Note that making opposition into standard characters will change the character of the fight. Generally for the better, but sometimes you might need to make the minions stronger or weaker.

The easiest way to do this is by tweaking toughness levels. But toughness can get really annoying really fast if you use it too much. Consider Ferocity as a first step that makes sure your minions get a few licks in before they die without making the fight drag out over long. PF APs tend to re-use rank-and-file NPCs, so you might have a little room to try different things during play.

Non-stat block considerations
Though PF APs are better than 3.5/4e when it comes to being more than just about the fight, I still think that sometimes PF APs are still a little fight heavy. If a combat encounter seems excessive or pointless, consider whether it can be replaced with a negotiation or you can whip something up using skills with FC's more robust skill system.

Take a look at the PF forums for the AP here. Even some PF players find some adventures a bit tedious and provide suggestions for alternatives.

Again, magic comes into play here. FC spellcasters don't usually have quite the broad variety of utility spells they have in PF, and you might not have any utility spellcasters at all. So if a certain challenge requires magic to overcome, consider ways that the challenge can be changed to use the non-magical skills that FC characters have in order to overcome them.
18  Products / Fantasy Craft / Re: Rise of the Runelords on: April 11, 2013, 12:00:50 PM
I'm eager to know how do you guys convert CCT. I mastered the first book a few time ago (was my first attempt to run a FC campaign) and I found it difficult (mostly because of the lack of expertise with the FC system). 

I converted the whole Serpent Skull AP; I posted some of my conversions and techniques in another thread, but could sum them up (later, when I have something better than a smartphone to type on) if you are interested.
19  Products / Fantasy Craft / Re: Rise of the Runelords on: April 08, 2013, 09:28:54 PM
I play both Pathfinder and FC. The one thing that keeps FC ahead in my book is the depth that Origins add.

I think I'm also becoming a fan of the way interests work.

The overall customization is what does it for me, for both Characters and Gms. Combat is surprisingly more fun in Fantasy Craft imo.
Inorite? I played a druid in the last PF campaign, and I was pretty satisfied with the tactical depth. But in the current game, my character died, so I made a new one. I decided on a zen archer monk. I started making a backstory about how he was in a youth gang who took on the wrong bow/arrow shop owner who disarmed them/stapled them to the wall/etc. Then I realized PF lets you do no such thing with ranged weapons.
20  Products / Fantasy Craft / Re: Rise of the Runelords on: April 08, 2013, 06:09:31 PM
I play both Pathfinder and FC. The one thing that keeps FC ahead in my book is the depth that Origins add.

I think I'm also becoming a fan of the way interests work.
21  Products / Spycraft Third Edition / Re: Spycraft Third Edition and Mastercraft on: March 21, 2013, 11:03:25 PM
I think the OGL was very important in the formation of SC & FC, but don't think it does much for it moving in the future.

That said, I wonder what was done/how much of a pain it was to disentangle SC 3 from SRD derived copyrighted text used by SC 1 and 2.
22  Products / Fantasy Craft / Re: Thunderscape on: March 20, 2013, 05:50:05 PM
I'd already seen this, but hadn't noticed an FC bit (or it wasn't there before). Improves my odds of getting it. PF can be a bit "samey"; it seems like an FC implementation would have a better chance of highlighting the unique feel of a setting.
23  Products / Fantasy Craft / Re: Couple of Fantasycraft questions... on: March 18, 2013, 11:19:34 AM
With what we currently have, I think that the most effective fighter-mage build is the, er Fighter Mage (or similar specialties, like fencer), picking up Rune Knight once you are of sufficient level. Though some aspects of FC are very much like 3.5/PF, there is one rather large difference that may be affecting your thinking: there is no "standard" magic loadout or wealth by level in FC. So, while spells like Bulls Strength would be redundant with buff items in 3.5/PF, you can't assume you are going to have access to buff items in FC. So spells you might rarely take for a Magus in PF would be a good choice (the Brawn spell chain) in FC and bridge the gap in combat abilities with your non-magical brethren.
24  Products / Fantasy Craft / Re: Spellbound Update: Is that the finish line? Way over there? on: March 07, 2013, 06:17:15 PM
That's rad, and I totally get tingly for convention one-off specials like that (they're incredibly fun to run, if only because they're so much fun to play). If you do it, I'll need a copy.  Smiley

(Although, by the time Bond was done with her, Solitaire wasn't no seer no mo' ).

I took the Scorpion King's out to that one: of course that's what she is going to say to keep her freedom and dignity while serving a powerful lord.
25  Products / Fantasy Craft / Re: Spellbound Update: Is that the finish line? Way over there? on: March 07, 2013, 07:01:18 AM
And as a Nerd-of-the-day correction, if you want the voodoo Bond film it was Live and Let Die.

I considered a "Bond-girls" convention game featuring the lovely ladies saving their one time lover. It was surprisingly easy to fit Bond girls to SC2 classes. Solitaire from Live and Let Die would have been a seer.
26  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: February 24, 2013, 10:42:33 PM
Is the Headshot Trick under Black Powder Supremacy literal?  The Feat description seems to be, but the wording in the actual trick description does not say it is a requirement.

Does it apply to things like elementals or oozes; things without an actual head?

Only inasfar as your character can say...

27  Products / Fantasy Craft / Re: My FC Questions? on: February 20, 2013, 08:53:46 PM
Barring special character options like the Charge feat tree, Acrobatics/Tumble is indeed the best way of moving through an opponent's zone of control.

However, characters in FC don't automatically get a bonus from attacking 'from behind', so unless there was another PC adjacent to the giant bat and the first character wanted to tumble to get into flanking position, that wouldn't have worked. If it was a one-on-one fight, the closest would probably be a Feint action.

It wouldn't have worked but I'd have still given it to him. Essentially what he was asking to do was reposition a little, which is totally doable with 5' steps, lose one potential attack, and gain +2 for 1 attack against 1 opponent for only his action. So to recap it wasn't overly powerful, and he was trying to do something cool and interesting for which my GM response is always "Heck I'll give you +4."

I'd let it work once. After all, it's an acrobatics vs (skill) roll like Trip, but is marginally less effect (it doesn't leave the opponent sprawled).
28  Products / Fantasy Craft / Re: My FC Questions? on: February 10, 2013, 09:17:27 AM
Page 61 and practical applications of a 'Study'. It says...

"When you and the GM agree that a Study relates to a Knowledge check(see page 66), you gain 1 additional hint about the topic after making the check

Nowhere though, does it say anything about getting an initial Hint (dealing specifically with Studies) for the above sentence to qualify with the 'additional' hint reference.

Unless it's just saying, aside from the default basic knowledge, the players gain additional help?

Yes, with the additional note that what constitutes a hint is described on page 366.
29  Products / Fantasy Craft / Re: My FC Questions? on: February 08, 2013, 11:51:11 AM

Check out the example on pages 240-241. Fortunado at TL 2 has +13 bluff, showing his charisma mod is being added to the +10 he gets from having grade VII bluff.

I generally stick to grade V or less for common npcs. Also, perusing the d20 conversion rules reveals the general philosophy in fc is to be more conservative with ability scores than in D&D.
30  Products / Fantasy Craft / Re: The Spirit Type and incorporeal on: February 05, 2013, 05:18:58 PM
Personally, we also find magic item vulnerability a chimpy and overly gimmicky crutch used by certain other systems not just to excess but to outright absurdity. Of course YMMV - if you'd like to institute such a rule in your home games, please, go to town. Smiley

I concur with this personally, but easy to work around.

Campaign Quality - 1 Action Die - 'May the Force be with you': Magic and Artifact weapons do Force damage.  Wink

That approach has weaknesses when the weapon already has an alternate damage type
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