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136
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Community / Off-Topic / Re: Movie News, Reviews, & Reactions 2011
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on: January 15, 2011, 06:40:46 AM
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Ack the Swedish trilogy has JUST finished... why remake this. They were good films that followed the books (not perfectly I admit but well enough). Why Hollywood Why! This will be Let The Right On In all over again. Meh, when you start adapting another work, there's room for more than one interpretation. And Hollywood's interpretations are usually abominations. Agreed.
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137
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Community / License to Improvise / Re: Aboleth - Lord of Madness!
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on: January 14, 2011, 04:53:39 AM
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I don't mean to be a pain.. but there is a thread for new (and old converted) creatures. Wouldn't it be easier to stick them there, still with the FCDB link of course. Less forum spam that way.
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139
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Community / Off-Topic / Re: Movie News, Reviews, & Reactions 2011
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on: January 13, 2011, 06:16:50 AM
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Ack the Swedish trilogy has JUST finished... why remake this. They were good films that followed the books (not perfectly I admit but well enough). Why Hollywood Why! This will be Let The Right On In all over again.
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141
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Community / License to Improvise / Re: Drama Cards
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on: January 12, 2011, 10:37:37 AM
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I like! Though I know only a few of the players in our group would. Some of these would be great to use at demo games, or Cons to introduce newer players to less well known or lesser used actions/tricks/concepts of the FC game.
On another note, I did wonder how long it would be until WotC started using the Magic artwork for 4E! Sigh.
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142
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Products / Fantasy Craft / Re: Lack of inspiration...
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on: January 10, 2011, 06:19:02 AM
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Wow, I head to bed in a bit of slulk cos my brain wouldn't work; at look what I get when I return. Cheers guys, that's incredible!  Thanks for all the ideas - Rokugan, a version of Cloak and Dagger, or something steampunky seem to be grabbing me most; but I'm definitely filing D'Troit away for a weird medieval Fallout/Hawkmoon merging! Hmm... now to get pen to paper!
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143
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Products / Fantasy Craft / Lack of inspiration...
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on: January 09, 2011, 06:36:20 PM
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Firstly if this is considered to be in the wrong board, please move it (I was unsure).
Right, I really want to run a Fantasy Craft game at my local gaming club (weekly sessions, lasting 3 hours), primarily to show off the rules, and the game in general, with the small hope of creating a semi-regular campaign to get people coming back for more.
The problem is I'm feeling totally uninspired by what to run. Personally I wanted to try Epoch out; but after a tentative suggestion to a few of my regular players, that setting didn't seem to go down that well. I don't want to fall back on the standard High Fantasy as everyone will dismiss it as just another d20 product without giving it a fair whack. Another idea had been a more realistic humans-only affair but in what area and era? Perhaps something dark and gothic?
How do solve a problem like Inspiration Block! I was hoping to seek guidance from the great folks of these boards. Can you help me!
Thanks in advance
Jwll
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144
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Community / License to Improvise / Re: Eberron or Iron Kingdoms for Fantasy Craft?
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on: January 09, 2011, 01:03:11 PM
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Looks a very comprehensive conversion; with some very clever uses of the FC rules, as well as some inventive ones of your own. Bravo!
Just a quick point. You have the word "specie" throughout parts of the document; it's spelled "species" in English (one of those one words that's both singular and plural!).
EDIT: You also have many references to page or table XX, of which there are several throughout the document. I think you meant to put individual specific numbers on these!
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147
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Community / License to Improvise / Re: A few new specialties
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on: January 02, 2011, 06:42:17 PM
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I don't know if these will be any good, as they're more flavourful than mechanically sound; and I kinda did these as an exercise to see if I could create some. But anyway, your thoughts please..
Fence You always know someone who can get what you want. Bonus Feat: Extra Contact Attribute Training: The lower of your Wisdom or Charisma increases by 1 (your choice in the case of a tie). Charming: 1/session you may improve the disposition of a non-adversary NPC by 5. Practiced Haggle: If you spend an AD on a Haggle check and the check still fails, you gain your AD back. Thrifty: Your Prudence rises by 2.
Lothario You're a master of the arts of seduction, and the bedroom is your battlefield. Bonus Feat: Repartee Basics Celebrated: Your Legend rises by 2. Charming: 1/session you may improve the disposition of a non-adversary NPC by 5 Natural Elegance: Your Appearance bonus increases by 1. Paired Skills: Each time you gain one or more ranks in Impress, you gain equal ranks in the Bluff skill.
Mentor A guiding hand, or a stern rebuke. Both are your tools to help others. Bonus Feat: Co-ordinated Attack Encouragement: 1/scene you may grant one of your teammates a +1 morale bonus to saving throws. More than luck: You gain an additional starting AD. Stand Together: You gain +2 morale bonus to Defense and all saves when at least 2 adjacent characters share a species.
Ninja Your best work is done in the shadows and discovered in the morning. Bonus Feat: Ghost Basics Agile Defense: Your base defense increases by 1. Extra Trick: You gain the Venom Master trick. Paired Skills: Each time you gain one or more ranks in Acrobatics, you gain equal ranks in the Athletics skill. Practiced Sneak: If you spend an AD on a Sneak check and the check still fails, you gain your AD back.
Pressganger You hit first and they ask questions later. Bonus Feat: Club Basics Crunch!: You Strength based damage rolls inflict 1 additional damage. Extra Trick: You gain the Merciful Strike trick. Harsh Beating: The Fortitude save DC's of subdual you inflict increase by 4. Terrifying Look: The Will save DC's of stress damage you inflict increase by 4.
Sailor You are happiest with your bow to the horizon. Bonus Feat: Pathfinder Basics (Aquatic) Linguist: You gain 2 additional languages. Paired Skills: Each time you gain one or more ranks in Ride, you gain equal ranks in the Athletics skill. Tenacious Spirit: You gain 1 additional vitality per level. Water Vehicle Focus. You gain the Ride skill's Water Vehicles focus
Tinker You are a jack-of-all-trades, and a master of a few more. Bonus Feat: Well-rounded. Attribute Training: The lower of your Dexterity or Intelligence increases by 1 (your choice in the case of a tie). Broad Learning: You gain 2 additional studies. Crafting focus: You gain 1 Crafting skill focus. Inquisitive Mind: You gain 2 additional interests. Sharp Mind: You gain 1 additional skill point per level.
EDIT: For spelling and a change in a trick
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149
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Products / Fantasy Craft / Re: Fantasy Craft and Forgotten Realms
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on: December 29, 2010, 08:25:37 AM
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I think I see what you're getting at. Would it be as simple as putting the specific regional Origin options as requirements for each feat? Yes, it would! We can call the prerequisite something like "Typical X" (X = the human subrace chosen). You are a Typical X if you select your human talent AND your specialty from the suggested ones. If your starting class is Priest, then you have also to choose your deity among those listed for your home region (a third prerequisite?). Again don't limit force the deity to have to be picked from a list. The deities listed on the regional tables in the FRCG are the most common in that region, and are thus suggestions. Only require a specific deity or path if a character option requires it as a pre-req.
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150
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Products / Fantasy Craft / Re: Fantasy Craft and Forgotten Realms
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on: December 29, 2010, 08:15:23 AM
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This is sort of a pulling together post of all the great ideas on here. Use it or don't use it, but @Arioch I would pick what mechanics you're going to use before you develop any further. Anyway...
I don't think you need to define both Talents and Specialities for each region. It again becomes to constricting to pick "one choice from list A and once choice from list B" to become the archetypal person from region X. Personally I would stick with Krensky's suggestion, and have a choice of "regional talents" as well as one "epitome talent" e.g. Calishite: charismatic, agile, intelligent, cunning and Calishite
You could further tie this in with Antilles's suggestion that if you pick one of this regional talents, you receive a small benefit bonus, showing your strong heritage.
If you then wanted to allow development along regional, this would be the conversion of FR feats into compatible FC ones (or use exisiting ones e.g. FR's Calishite "Bloodline of Fire" could become FC's Elemental Heritage {forgive no rulebook around, that might be a little off})
Thoughts? Additions? Any further ideas?
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