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1  Products / Spycraft Third Edition / Re: [DEVELOPMENT] What do you look for first/most about skill checks? on: January 30, 2015, 02:03:30 PM
I'd say Type of check, because Time and DC may be "varies" a lot. But Time is a close second, it works very well in FC. You might also want to start each check description with a small frame specifying all three. That would be quite visual as well, leaving the name of the skill check alone for the title, and without compromise.

You've hit on my dilemma right on the head. Looking at the poll results, we're split evenly between all options (including "I don't like this") which tells me that ultimately, all that information is ultimately useful but none of it vastly more so than the others. And in this edition, whenever I'm given the opportunity to make something simpler and easier to use, I'm going to take it Smiley
2  Products / Spycraft Third Edition / Re: [DEVELOPMENT] What do you look for first/most about skill checks? on: January 30, 2015, 10:58:47 AM
How are skills being divorced from attributes in 3rd edition? I'm interested to know how that works, since most systems I've seen (TOG, GURPS, Storyteller, etc) have them work in-tandem.

Attributes don't add to anything else in this game; they are fixed, passive statistics used for other purposes. That's all I'm going to say because that's not what this thread is about.
3  Products / Spycraft Third Edition / [DEVELOPMENT] What do you look for first/most about skill checks? on: January 29, 2015, 09:28:48 PM
Hey gang,

So with the corpse of Spellbound cooling in my rearview mirror, the Eye of Sauron turns now to Spycraft Third Edition once more. As some of you may be aware (Wink), we've been running playtests with the system for over a year and a half, but that was all out of a not-nice-looking, not-human-friendly beta document, and so I'm starting with the most crucial part of the game - skills.

Specifically, what I'm looking to find out is what you need most when you refer to skills during play. This is a moving target in Spycraft...

  • In 1st Ed, we annotated related attribute scores, like D&D (e.g. Acrobatics (Dex)).
  • With 2.0, skills were broken down to individual checks, and parenthetically noted with their relevant attributes as well as all skill tags (e.g. Disable (Int; Secret; Concentration, Cross-Check, Gear (Mechanics Kit), Graps, Hands-On, Project Investment (Low), Vision)) - WAAAY too complicated.
  • In Fantasy Craft, we tagged the main skill with an attribute, and the check with the Time (e.g. Acrobatics (Dex) and Balance (1 Half Action))

In Spycraft Third, attributes no longer have a bearing on your skills, so we're left with a few different options for notation:

  • Difficulty - this tends to vary a lot in skills, as you may know, but flat DC is still out there
  • Time - Just like Fantasy Craft
  • Check type, as in whether this is an opposed check, a team check, a normal check, etc.

I honestly don't know which is best, TBH. So I ask you again - what information do you normally look for when you're scanning the book in the middle of a game? What do you NEED the most, if you can only choose one thing?

Please enter your info in the poll above. Thanks!
4  Products / Mistborn Adventure Game / Re: Alloy of Law Supplement: Clarifications, please on: January 26, 2015, 06:50:01 PM
My many Questions:
Guns
If I loaded 10 rounds of armour piercing ammunition into a rotary gun, how many volleys would that last?

One volley is 10 shots if memory serves, so one.

Quote
Could I create a rotary gun with the gunsmithing stunt?

No. We deliberately omitted that as an option. You can buy one if you like, IIRC...

Quote
Can the dual wielding Stunt apply to duelling canes?

No. Those are gunplay Stunts, and apply only to guns.

Quote
Magic
How does fIron effect aSteel and aIron?

It increases your weight relative to the thing you are Pushing/Pulling. Use the rules from each individual art to determine how that's going to work (we couldn't afford the page space or brainpower to write out every possible interaction between Feruchemy and Allomancy here).

Quote
Are there any uses at all for a Nicrosil Ferring?

I hear some Hemalurgists might enjoy making them into magic railroad ties...

Quote
How many charges could a nugget of Aluminum store?

Up to the Narrator, and whether you're talking about Allomantic or Feruchemical charges. I'd say probably as much as an average metalmind (100) if you're dealing with a normal-sized ingot.

Quote
How many feruchemy charges can an allomantic vial hold?

None. A vial is flakes suspended in liquid, and a metalmind is a single piece of metal which you must make contact with to tap or store. The flakes are too small to store F-charges.
5  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 23, 2015, 07:41:50 PM
Speaking of which, will you be crowdsourcing some proofing as usual? I haven't done a lot of volunteering lately, I need to rake up some good karma again Smiley

That depends mainly on our timeline. We need to get Spellbound out within a certain window, so as to maintain our schedule on a pile of other projects (including Spycraft Third).
6  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 23, 2015, 03:40:33 PM
Correct. There are still NPC stat blocks to be done, a full review and edits to be made, at least one round of revisions, then layout. I think we can still start the trickly prior to the end of March, but it's not like it's coming out in 2 weeks Smiley
7  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 23, 2015, 02:32:30 PM
New version:

Corpse Spasm II
Level: 2 Necromancy
Casting Time: 1 half action
Duration: 1 round per Casting Level
Effect: As Corpse Spasm I, except that you may end this spell as a free action to make the corpse take 1 half action. If this action requires an attack or skill check, its bonus to this check is equal to one-half your Casting Level (rounded down).


1 rd/caster level duration is too short. I think it needs to function more like a booby trap / Necromantic adaption of the Alarm spell, especially if you have to position the corpse to make its action effective. Cancelling the spell early could then generate a bonus to the subsequent check in a manner similar to living library otherwise the programmed action executes at the end of the duration

I saw your suggestions, and deliberately chose this one. Planning something that's not a straight up, single function trap like Alarm is nearly impossible and leads to option/play paralysis.
8  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 23, 2015, 12:15:31 PM
Just to make sure... Most of the time the corpse won't be able to do a whole lot of anything since it will generally have no tools/weapons at hand and will be sprawled when this is cast.

Yep. But it can grab at ankles, flip switches, bite, swing its sword one last time (the original inspiration), etc.

The other, more powerful option is to have a Duration and allow the caster to give the corpse 1 half action per round, but i thought that might be too much.
9  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 23, 2015, 12:02:25 PM
New version:

Corpse Spasm II
Level: 2 Necromancy
Casting Time: 1 half action
Duration: 1 round per Casting Level
Effect: As Corpse Spasm I, except that you may end this spell as a free action to make the corpse take 1 half action. If this action requires an attack or skill check, its bonus to this check is equal to one-half your Casting Level (rounded down).
10  Products / Mistborn Adventure Game / Re: Skaa: Tin and Ash on: January 22, 2015, 08:27:33 PM
YAY!

And Skaa stunts? There are Skaa stunts, right? SKAA STUNTS!

Naturally.
11  Products / Mistborn Adventure Game / Re: Skaa: Tin and Ash on: January 22, 2015, 07:32:54 PM
Quote
As far as I know this is the first time we have the name of the next supplement, even though we figured there'd be Skaa and Noble supplements.
I seem to recall a weird reference in AoL to spike madness in "ibid" (or maybe "ibod") to spike removal damage.
Did anyone else notice it or know anything about it?

Hehe.. ibid is latin for "in the same place;" a way of citing that something is on the same, previously mentioned page without putting a second, redundant citation. So no shenanigans or secrets hidden there at least...

As for future books - we won't talk about them beyond "it's a possible idea" this far ahead. Tin & Ash is written and being compiled now, and will be our second supplement in the classic Mistborn era. More details as we get closer to an edited and approved draft!
12  Products / Mistborn Adventure Game / Re: Multiple Targets on: January 22, 2015, 07:28:14 PM
Ok, I know this is an old thread, but it deals with the issue I'm having so I hope you forgive the necro.

The book states that multiple target allows a coinshot to fire at a number of enemies equal to his allomancy rating, or push a number of metal objects equal to said rating. Does or does that not imply that all of those metal objects could be thrown at the same target? Therefore with a steel rating of 6, you would be rolling a single roll, and the enemy would defend against it 6 times, once for each object?

The intent of Multiple Targets is just that - multiple targets, not multiple shots. The effect you describe turns the Coinshot into the Allomantic equivalent of a machine gun, which is far and away too powerful for the cost of a single Stunt. Something that creates un-fun is the first warning sign of something not working the way you think it might... Smiley
13  Products / Mistborn Adventure Game / Re: Mistborn Allomancy Dice (Kickstarter) on: January 22, 2015, 07:24:52 PM
I'm surprised there's not a stronger campaign for the temporal metals, or for Duralumin which IMO is far more interesting than Malatium. But the fans decide on this one!
14  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 22, 2015, 07:22:51 PM
  Isn't that behavior commonly referred to as a post-mortem spasm?  Corpse Spasm I & II maybe? Tells you what's being targeted (corpses) and what it does (spasming).

Heh, I'd ended up with Corpse Spasm myself this morning. Seems to be a sign...

One other question for you all: considering this is a Level 2 spell, should the effect of Corpse Spasm II have a Duration? The utility and flexibility of the spell is obvious, and having the ability to perform any action you want with a dead body in range is in many ways better, but I wonder if when we have Animate Dead I at Level 1 it could be seen as too costly.
15  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 21, 2015, 09:29:37 PM
FINAL SPELL ACHIEVED!


Thanks to Ares for the suggestion of Last Stand for the Spectral Hand slot, I got to thinking about another spell already written, and have made a kickass second iteration which filled this slot perfectly, and is really easy to understand and use in play...so without further ado, I present the final Spellbound spells...

Death Nerve I
Level: 0 Necromancy
Casting Time: 1 full action
Distance: Close
Duration: Instant
Saving Throw: Will negates (disbelief – see Effect)
Effect: One corpse makes a single short, simple motion of your choice, such as opening its eyes, exhaling, or moving a limb. Character with line of sight to the corpse when the spell is cast will believe it alive unless they succeed on a Will save. Examining the body directly for 1 round likewise reveals the deception. 

Death Nerve II
Level: 2 Necromancy
Effect: As Death Nerve I, except the corpse can take 1 half action. If this action requires an attack or skill check, it gains a bonus to this check equal to one-half your Casting Level (rounded down).

[SIDEBAR – The Twitching Dead – PLACE NEAR DEATH NERVE II]
The second iteration of Death Nerve may appear powerful at first glance, but keep in mind the spell only allows the corpse to take a single half action – thus, it may only make an attack roll if it has a weapon already in hand (as picking up a weapon is a Handle Item action), and full-action attacks like Grapple are patently impossible. Still, this spell allows Reapers to pull some classic horror-movie scares, such as making a dead body jump to its feet (by Repositioning), grab a passerby’s ankle (Trip), or otherwise spooking others (Distract, Feint or Taunt).
[END SIDEBAR]
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