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1  Products / Mistborn Adventure Game / Re: Mistborn Allomancy Dice (Kickstarter) on: December 15, 2014, 11:34:54 AM
There are lots of other things that he has done in the past that would still make for a great incentive, but not require too much effort on his end. Things like getting a character in one of Brandon's upcoming books named after you, or getting to do a Mistborn Adventure Game session with him. People (not me, because I'm too poor, but other people) will pay big bucks for stuff like that.

I think these things require more effort than you think they do. While nice ideas, Brandon can't and shouldn't have to set aside his time or tie his hands with the books for lil' old us.
2  Products / Mistborn Adventure Game / Re: Mistborn Allomancy Dice (Kickstarter) on: December 14, 2014, 10:50:21 PM
second question: Is Brandon Sanderson aware of the campaign, and will he be helping to promote it in any way? I get the impression that he's pretty amenable to helping out with these kinds of things, so perhaps he would be up to donating some signed Dice Bags or Shadows of Self ARCs or something to help the campaign.

Brandon and his team will be helping to promote as much as they can within their schedule. Brandon's FIREFIGHT tour starts just after the new year, so their attention will be focused there in the main (understandably). This being the holidays, we haven't asked for him to contribute any signed items, and SoS ARCs do not exist yet (at least, we've not gotten them and we have a business interest in having them...).
3  Products / Fantasy Craft / Re: Call to Arms Wave 5 + Fantasy Craft Second Printing Sale on: December 14, 2014, 10:47:44 PM
I think a key point to keep in mind is also this: "e.g. traps prepared before the battle, piles of loose stones you’ve spied, or another similar preparation".

There needs to be an actual trap in place or something that acts as one.

Actually, it's quite the opposite. On Deadly Ground only simulates traps narratively, which were done in the "off-screen" time. The intent was never for them to be actual, physical traps, as I find it both vastly less useful in play and far more boring to use. The ability as-is is a representation of the Skirmisher's uncanny prediction of his opponents' movements and actions, which far exceeds any player's Smiley
4  Products / Fantasy Craft / Re: Call to Arms Wave 5 + Fantasy Craft Second Printing Sale on: December 14, 2014, 02:39:52 PM
I imagine this is probably one of those "whichever your group prefers" judgment calls, but is there a particular way of running it that you had in mind when designing and balancing the ability?

Yes - my specific idea was to make it as easy as possible to apply in any situation and to adjudicate at the table, as I tend to do with everything I design. Rather than specify traps to terrain (I mean, in a dungeon you just entered, would that falling damage be from a pit trap? How does that work logically?), I chose to let people skin the effect however they wanted to fit their story. For instance, in the dungeon example, falling damage effects might be skinned as falling rocks from above, rather than a tumble down a hole, which might make more sense for your story.

This, however, limited me in what I could do in terms of "explosive" effects (i.e., by not skinning falling damage as a pit trap, there's no rules-dictated hole in the ground to step around). The trap just goes off and that's it per the RAW, as anything more IMO skirts dangerously close to a play-stopping ability. I'd mentally skinned this as once the trap is triggered, the enemy is immediately aware of the trap and easily circumvent it (stepping over pits, dodging past spikes, etc).

Now, if you want my blessing to allow this ability to do more than the RAW to actually change the battlefield, you've got it. I have to work for the lowest common denominator of situation. Try this on for size: every time a Skirmisher uses On Deadly Ground, he or she may also apply a 1 AD narrative control at the time the trap is triggered to change the terrain in some small way (e.g. triggering falling damage leaves a 5 ft. x 5 ft. x 15 ft. deep pit on the battlefield). All these effects end at the end of the scene.
5  Products / Fantasy Craft / Re: Call to Arms Wave 5 + Fantasy Craft Second Printing Sale on: December 13, 2014, 02:50:17 PM
I have a question about the Skirmisher's 'On Deadly Ground' ability. The saving throw for it is 10 + Class level, which seems a little odd compared to other abilities, most are a combination of three factors: Base 10 + class level + ability mod/feats. But, this ability uses just the class level and thus caps out at 20. I am curious if that was intentional or if a piece got left out.

It was intentional. On Deadly Ground is intended to be most useful against standard NPCs, who tend to have low saves, and the power of free damage against guys who can theoretically die any and every time they suffer damage is pretty powerful.
6  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 03, 2014, 03:11:37 PM
(and I'm starting to think we may be focusing on it a little too much). 
I think that's because Alex asked that we focus on bleeding for this one.

I think this spell has to hand out the bleeding condition itself, if it's going to interact with that condition at all. Otherwise it's just too niche to ever use.
Personally, I love bleeding as a cost. It's evocative, a real penalty (especially at low levels), and it's minor enough that if you get clever and bypass it, the spell is probably still balanced.

*taps nose* The difference between situational cantrips and condition-based cantrips is pretty basic: in the latter, the caster depends upon outside actors to tell him when he can or cannot use the spell. The caster *MUST* be in charge of when they use their magic, as that's the only way that makes it viable and/or fun.

So, I see two basic kinds of spells that would work well: start bleeding in exchange for minor effect, or hand out bleeding and a minor bonus together. I don't think bleed+bonus is as viable, partly because it seems likely that any bonus worth bleeding for is unlikely to be appropriate for a cantrip, and partly because it makes you track two separate durations (or makes you override the already-good rules for bleeding, when well-defined conditions is one of FC's strengths). On the other hand, I do like spells that you might use differently as the situation requires, and bleed+buff does do that.

I think Bill Whitmore's comparison to Magic Vestment is a good one. Starting to bleed in exchange for a +1 to melee attack and damage rolls is flavorful and not totally broken, especially if the duration is short (1 minute). That's where I'm leaning at this point.
7  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 02, 2014, 12:39:31 PM
A 0 Level spell that gives Edge at all is broken. It's often the case that earning 3 Edge throughout an entire combat is pretty rare, unless you have a Supremacy level feat....

Pawsplay's second try is closer to where I was going myself, with combat bonuses triggering *when* you are bleeding, or which are accompanied by bleeding.
8  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 06:21:36 PM
I don't think bleeding comes in grades, unfortunately.

It does not. The spell is also vastly too powerful (and complex) for a 0 Level spell.
9  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 04:45:57 PM
Blood of Heroes

Level: 0 Glory
Casting Time: 1 half action
Distance: Touch
Duration: Concentration
Saving Throw: harmless
Effect: As long as the target is bleeding, they gain a +1 magic bonus on attack rolls and a +1 magic bonus to threat with attacks. On your turn, when you concentrate, you can end the bleeding condition.

A bit too conditional and too powerful for a cantrip (people can make themselves bleed with a bit of effort), and I wouldn't allow you tend bleeding for free. A healing cantrip (Stabilize) already removes bleeding.
10  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 02:02:35 PM
One other issue to keep in mind is that using drawbacks to balance your benefits significantly shrinks your future trade space. For example, if this spell is only balanced because the caster is bleeding, then taking a full round heal check to stop bleeding likely tips that balance. Worse, it makes printing a future feat that lets you automatically stop bleeding 1/scene is harder, because it removes the cost from this spell.

Here's another spitball:
Level: 0 Glory
Casting Time: 1 half action
Distance: Close
Duration: Concentration, up to 1 round/level
Saving Throw: Will Partial (see text)
Effect: Whenever a creature affected by this spell takes damage, he must immediately make a will save, or enter Berserk Stance (Core, p.93). When the spell ends, affected creatures immediately leave berserk stance

It's a little potent for level 0, because it can potentially lock down enemy casters, but it also slightly buffs anyone affected, and targets casters' strong save. It doubles as a fairly minor buff for party fighters, but is slightly risky because distracting the mage or running out of duration leaves them fatigued.
With a way to shake off fatigue or to avoid concentration checks, its still a fairly minor benefit.

We already have a spell that causes you to become enraged. Sorry, but let's keep to the thematic tones of bleeding for now.
11  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 12:51:51 PM
Ooh, I know. While bleeding, for the duration of the spell,

  • You gain an iteration of beguiling, or
  • You may taunt up to 3 opponents at once. You roll once for the action while each opponent rolls to resist separately, or
  • Your Appearance modifier increases by the amount of bleeding damage you took the previous round.

That may be a little too John McClane. Beguiling doesn't work as it's combat and this guy's an ass kicker. Taunting may work but isn't a strong theme here. Jacking your appearance, similarly, just leads to weirdness (a character punching themselves in the face to impress people in a social situation).
12  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 12:50:28 PM
An alternative would be a half action buff that grants temporary DR, but that's a little less cool.  Although none of the other defensive spells in core focus on DR, so maybe there's room for it.  Or maybe, it could be an alternative way of removing a "single negative condition" from yourself or an ally (enabling you/they to be more excellent in battle), albeit at the cost of gaining the Bleeding condition yourself.

Those are both interesting ideas as well, perhaps using the same distance and casting time:

Duration: 1 round
Effect: If you have lost 1 or more wounds this round and are not bleeding, you gain DR 2 and the bleeding condition [this turns out to be very useful when you're getting ganged up on, and is a little less conditional. The bleeding trigger prevents it from being abused willy-nilly]

Duration: Instant
Effect: If you are not bleeding, you may start bleeding to lose either the entangled, sickened, slowed, or stunned conditions. [This one is pretty powerful, so I toned it back to the mildly debilitating physical conditions, rather than all conditions, as you "fight through the pain"]
13  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 11:36:16 AM
My tongue an cheek comment aside, it did remind me of a line from the referenced movie.

"I don't like brutality. I like heroics. I like the blood of heroes."

So, something to leverage wounds into a bonus to Impress or some other social ability?

Interesting. Glory is very much a combat Disclipline, but both ideas fit with the game and overarching themes of "glory."

One thing that just struck me - this could be treated like Feather Fall, as a reaction spell but triggering on damage which fits the classic "blood of heroes" theme, along the lines of John McClane...

Level: 0 Glory
Casting Time: 1 free action (may be cast anytime, even during another character’s Initiative Count)
Distance: Personal
Duration: Instant
Effect: When you are not bleeding and lose 1 or more Wounds, you may immediately begin bleeding to reduce the Wounds lost by 2 (minimum 0)

Essentially, this only makes the spell really useful against critical hits, as using it when you're already out of vitality means you might get a 1 turn stay from bleeding to death instead.
14  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 03:21:24 AM
Now, we have a Preserver cantrip to work up, with a cool theme but not a mechanic attached...

Blood of Heroes

Level: 0 Glory
Casting Time: BLAH
Distance: BLAH
Area: BLAH
Duration: BLAH
Saving Throw: BLAH
Effect: Notes state “everyone bleeds on both sides.” Perhaps you can choose a foe and cause both of you to start bleeding? Alternatively, we can change the theme to be temporary vitality or wounds (even though I *think* that's already somewhere later in the spells), immunity to bleeding, reducing damage taken from a crit by a minor amount? Check the effects already out there and see what’s what.
15  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 03:16:45 AM
Hi guys,

Thanks for all the suggestions - there were a lot of gems in there. Suffice to say, this spell will not be a combat application spell, and will focus only on the terrain effects we have in the game (the narrative control discount was a great one, as was the suggestion regarding travel and terrain). It will also NOT destroy or create Holdings or structures of any kind - this is about creating *land* and, as I mentioned, we have a precedent for land-altering spells already. Let's call this one closed for now. Next one coming in a minute.
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