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1  Products / Mistborn Adventure Game / Re: Mistborn General Purpose Newbie-Friendly Q&A Thread on: July 25, 2015, 01:45:12 PM
I have a question. when a kandra character takes the form of someone and attempts to use Influence or Resource, do they use their own score or that of the person whose form they have taken?  I can see it both ways.  On one hand, the whole reason for impersonating someone is to take advantage of their reputation and/or status, but on the other hand, it's still the kandra and they aren't actually the other person.

The kandra would use their own Resources and Influence for a few reasons. Game wise, this is a balance thing - if Kandra could also steal someone's stats using their bones, it would create new "dump stats" and I don't want to go there. Narratively, I think that Influence and Resource are things that come from the character and influence the world, not things the world simply "gives" them. Using Influence is about knowing how to manipulate people, play politic, call in favors, etc; Resources is about money, but it's also about knowing how to USE that money, cut deals, and manage an estate.

Now, there is one possibility to have it both ways: making a new Stunt that simply allows a kandra to inherit one of these stats from a set of bones - that's pretty cool, actually, since we have few Stunts related to disguise currently.  Cool
2  Products / Mistborn Adventure Game / Re: Mistborn Allomancy Dice (Kickstarter) on: July 23, 2015, 12:59:03 AM
Hi gang,

Don't worry - there will be other opportunities to get Aluminum dice. Ed has some more information on that, but this will NOT be the only time they are available, nor do we intend to require folks to be at events in order to get them.
3  Products / Fantasy Craft / Re: How to balance encounters? on: July 14, 2015, 12:22:58 AM
Greetings all,

I am working on getting ready to run my first FC campaign that is not from a module.  I have run some FC previously, but it was from Time of High Adventure.  This time, it is all my creation.

As such, I wanted some general advice on properly balancing encounters.

The book has some advice on pages 243-244:

Quote
Minor Threat (Up to 40 XP)
Average Threat (4180 XP)
Significant Threat (81120 XP)
Serious Threat (121160 XP)
Extreme Threat (161+ XP)

But, is that really a good guide?

Not by itself, it's not Smiley My intent was that this was for judging the threat of an *individual* creature - either as a squad of standard NPCs is equal to the number of PCs or a solo special. Typically, I pair a standard NPC type + 1 special for non-trivial encounters, with the upper limit being 1 standard NPC squad per player + 1 special NPC "star".
4  Community / Play-by-Post / MOVED: Potions: making them more usable? on: July 14, 2015, 12:17:14 AM
This topic has been moved to License to Improvise.

http://www.crafty-games.com/forum/index.php?topic=8176.0
5  Products / Spycraft Third Edition / Re: Wide range of agent team sizes in Spycraft 3 on: July 08, 2015, 01:48:08 AM
This is a semi-related question based on Pat's answer; how cross-compatible will Spycraft 3rd Edition be with the current Fantasy Craft line?

I think the company line is "portability over compatibility." SC3 is a ground-up rebuild of Spycraft, a true next generation game over FC and previous iterations of Spycraft. Some aspects like attributes and character builds are 100% different. Some FC logic definitely informs parts of the game, like the continual tuning of weapon damage and basic functions of combat and skills. Some items will be immediately familiar, like Tricks. You can certainly use the bits together...but not all of them have equally-friendly connectors.

Quote
Will they be similar enough that one could play a character in both subsystems without too much hassle?

Not knowing what defines "hassle" for your group, I would say most likely not. Characters are pretty different in their expression in this iteration. Classes are completely different.

Quote
Could a GM include machine-guns and computers in their fantasy game (or orcs and magic swordsmen in their modern game) with little (or even no) conversion needed?

Far too early to say for sure, but my thoughts is they would be pretty easy to use, since a weapon is just a stat line. I am not aiming to make FC and SC3 weapons interchangible, however - a great many qualities have already been removed from the system to bring greater focus on the ones people *actually use* (just like we did between SC2.0 and FC).
6  Products / Mistborn Adventure Game / Re: Mistborn General Purpose Newbie-Friendly Q&A Thread on: June 30, 2015, 10:09:16 AM
Who owns the "City" skaa?  The plantation skaa are leased from the Lord Ruler, but I wonder if the "City" skaa are not owned and are just exploited.

That very topic is discussed in our next book (due out this fall!) Smiley
7  Products / Mistborn Adventure Game / Re: Hemalurgy and nudges in conflicts on: June 26, 2015, 10:55:14 AM
Page 289 says that if a allomancer gains a hemalurgic spike, and it boosts his power rating above 10, "any extra are converted to nudges whenever he rolls with that power". I'm confused as to how exactly that works in a conflict though? If you have, say, Pewter 6, and get a pewter 5 spike, so you have pewter 11 (or 10(+1)), and 6 physique. You declare that you're going to hit someone in a conflict. You gain 10 (pewter) + 6 (physique) dice, right? You attack with ten of your dice, so you roll 10, and add a free nudge? When you're defending, do you also add a free nudge to your defense roll, because you're rolling with your power? Do you not gain nudges from Hemalurgy in conflicts at all?
My players are fighting Inquisitors, so this is kind of important!
Thanks!

In conflicts, you can never form pools larger than 10 dice, so the free Nudge rule does not practically apply. Dice that you dont' spend from your action dice can be used for Defense however, so they're not lost in translation  Smiley

8  Products / Mistborn Adventure Game / Re: Character with their own hemalurgic spike? on: June 24, 2015, 11:04:38 AM
Not as useful since it addresses the specific rather than the general... just pointing out, per WoB (though not sure how it goes in the rules of the MAG) spikes will never steal a trait unless the person intends to perform hemalurgy. Even if you do the rest of it right, unless you do it with the mindset of "I am going to charge this spike now" it wouldn't work.

But wouldn't that be contrary to the most clearly illustrated version of a spiking we see in the books (Spook's)? I doubt the attacker or his victim knew what Hemalurgy was, much were less intending to perform it. The reason I've always understood there were not more Hemalurgic accidents was the precision required - you must have a metal of specific purity, kill the victim by hitting them just so, etc. - not intent.
9  Products / Mistborn Adventure Game / Re: Character with their own hemalurgic spike? on: June 22, 2015, 01:37:18 PM
Just had a new player pitch an interesting idea: character tried to commit suicide by stabbing themselves in the heart. Character was then rushed into surgery, where a doctor manages to revive her, but leaving a shard of the knife still lodged in her heart. Does this character have their own Hemalurgic spike? What are the implications of this?

Handwaving the fact that medical technology in the Final Empire was probably not to the level of open-heart surgery.

As I understand it from our conversations with Brandon, the spike's power comes from leeching a part of someone's soul, then adding it to the system of the bearer. The insanity that manifests is the result in part of the spiritual static of the spike's victim's spiritual DNA conflicting with the bearer's.

So in your character's case - spiking oneself to death than reimplanting wouldn't work because:

* the spike kills the victim "permanently dead" to steal the soul (the body cannot live without the  soul - that's why you have to kill with a spike in the first place)
* even if it didn't the piece taken is being put back in - albeit at a lesser effect since it is now filtered through the spike transfer.
10  Products / Mistborn Adventure Game / Re: The Littlest Alloy on: June 17, 2015, 07:40:31 PM
I've never noticed before, but someone is credited as The Little Alloy in the Alloy of Law expansion. And his last name is also Flagg. Was he a production baby?

He was indeed. I wrote most of my contributions with him sitting in my lap...
11  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: June 10, 2015, 05:12:21 PM
So, obviously spellbound is going to greatly expand how magic works for all the casters of fantasy craft. Does it have any fun stuff for martials? Like perhaps has the magic item creation charts been expanded? I know the mage hunter feat was added in the adventure companion,  will we be seeing more of a similar tree?

Nope. Spellbound focuses on spellcasting classes only. I did include rules for wands, but they require Spellcasting ranks to use.
12  Products / Spycraft Third Edition / Re: Combat Section First Draft Turned In on: June 10, 2015, 05:10:22 PM
You may not be able to answer this yet.. but.. did Dramatic Conflicts survive?  I know there was some discussion on it in the past.. but.. Koala brain is getting really bad at memory bits since having mini-Drop Bear arrive.

They will vbe replaced by a new system that is more dynamic and engaging for the entire team. As an ancillary system, though, they remain out of my view for the time being.
13  Products / Spycraft Third Edition / Re: Combat Section First Draft Turned In on: June 10, 2015, 02:12:54 PM
Exciting news! How different is the game from what we saw previewed at Gen Con 2013, and in what ways?

The final version is based upon the beta rules we've been testing for the last two years, but fleshed out, refined, and tightened up throughout. Sitting down and focusing exclusively on this task has let me really pull everything about the game core togerther and twig to places where I could improve or make things more universally applicable.

For instance in this pass, I was able to apply a universal skill use formatting, which means for the first time skill checks and attack actions are read the same way, using the same set of basic critical effects,times, and Difficulty presentation which makes the game vastly easier to scan and play from memory.  Awesome Dice are now fully fleshed out and expanded, which just makes them that much cooler to use and easier to understand how they fit in the gameplay ecosysytem. I also got the quick character builder done, so you can build a fully functional 1st level character in 10 minuts (with limited options of course). Stuff like that.

Next, I'm going to be building entirely new stuff like the NPC rules and mission design bits, before turning to player options.
14  Products / Spycraft Third Edition / Re: what brought you into spycraft on: June 10, 2015, 01:19:25 PM
Thanks for your continuing feedback, gang! I always like hearing where folks come from and where they're at now.

Corethree - your story reminds me of many others I've heard over the last 10 years. SC3 is very much a return to form for Spycraft; we are not building for an active organized play environment anymore, nor are we looking at genres past espionage in the core book. We've grown and refined our taste a LOT in the past decade, and we've had a lot of time to hear what people really like about both our previous editions (and what they didn't). Things that don't fit into those narrower goals - espionage theme, faster play, focus on what people like - have all been considered disposable and have had to justify their inclusion in the final product.

I use no hyperbole when I say I think SC3 is the cleanest, fastest, and best-playing version of Spycraft ever made - no slight against the work that has come before, but as a product of nearly 15 years of experience it had better be! I believe fans of 1.0 will be very pleased, fans of 2.0 will appreciate many of the mechanical shifts in the game, and players totally new to Spycraft will find it a RPG that's easy to learn and play.

...that's the hope, anyway. Smiley
15  Products / Fantasy Craft / Re: Blend/Search vs Stealth/Notice: A Different Way of Looking At It on: June 04, 2015, 02:13:55 PM
As an aside: Spycraft 3 will be ending this debate forever. Probably not in the way you immediately think of Evil. This particular solution is one of my very favorite changes in the entire game.
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