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1  Products / Fantasy Craft / Re: Paths! on: March 07, 2011, 09:55:23 AM
Is there an actual format for making new paths, like there is for making species and classes?
2  Products / Fantasy Craft / Re: Lists/Handouts? on: March 07, 2011, 09:54:07 AM
This should be super-awesome when it's done, corey.

I was thinking rather than descriptions I might just go with a big index. That way it would be possible to fit 3 or more columns on to one page and thus have a huge feat/quality index on just one or two pages that would make an easy to print handout.
3  Products / Fantasy Craft / Re: Lists/Handouts? on: March 04, 2011, 02:23:09 PM
Ok, I took the class ability list and have used it as a start for my master list. When I am done, it will have everything. Everything.

My final version will also have a quick blurb on the item in question. For now, page numbers will do.

My format will be:

 55   C    1,000 Blades        description and notes goes here, blah blah blah

55 is the page and the C is for Class Ability. I'll use F for Feats, etc. My description might also have cross-reference notes to other pages, as a "see also". For instance Black Cat feat might have a note to see Tough Luck on page 95.

My full list (for now) is at

Remember I am just wanting a simple, easily printable list in the end. Some day all this will surely be available in a spreadsheet, but that's not what I am going after.
4  Products / Fantasy Craft / Re: Lists/Handouts? on: March 04, 2011, 05:00:31 AM

There's a Class Abilities list here:

I'm (still) working on the Feats list...

Nice. The page numbers match up, too. I'm going to see what I can do to make a simple text file from this with ability and page numbers. Let us know when you get the feat list.
5  Products / Fantasy Craft / Re: Lists/Handouts? on: March 03, 2011, 01:10:59 PM
Still looking for stuff like this. I can't find what I need so I am very close to making my own lists.

My first step will be a feat list, with page numbers. Does anyone know of such a list or made one already? Should we add this to the Wiki? My list will also have one-line blurbs but that might be too much info to publish in an open forum.

The next step will be a Qualities list, followed by tricks, stances, etc. In the end I want one big list, that has every feat, class ability, NPC quality, etc. There exists something similar on the Wiki but it is in Excell and it's for the first printing, so all the page numbers are wrong.
6  Products / Fantasy Craft / Re: Tougher Standard Characters on: February 23, 2011, 10:17:11 AM

Last night I tossed two mobs of 41xp NPCs (standard) at the party... nothing they couldn't handle...

I added the 43XP Ogre (special)... a relatively challenging battle.

This is kindof what I was getting at.

I guess the best thing to do is just fudge things a bit more than usual until I get used to the system. I can run 3rd edition in my sleep but that's because I know it so well. But I remember back when I first ran it everything was new and scary and it was far too easy to accidentally bring more than the characters could handle. Later, when I actually have some clue whether 5 or 15 of some mob is closer to what challenges the party I can adjust the difficulty more from the start (ie when you're making the scenario) rather than having to fudge.

Also as I get better I can more easily use the systems already built into FC, such as promoting a standard to a special, which looks like it could be a real game-changer. I know part of the problem is that while the players spent hours building their characters I was busy helping them rather than spending time to tweak their adversaries to their fullest potential as well, and to fully make use of my GM toolkit.

Hmmm.... if you can spend 2 action dice to promote an NPC, how much do you think it would cost for:

Reinforcements!  Add another mob of standard NPCs to reinforce the bad-guys.

Wow, these guys are tough.  Add the tough quality to one group of standard NPCs.

It seems like I have seen the reinforcements thing mentioned before but I don't see it in my book. Adding some tension with a few new mobs seems in the spirit of the game, especially if I flick an action point (I use poker chips for action points) on the table to do so.
7  Products / Fantasy Craft / Tougher Standard Characters on: February 22, 2011, 12:34:53 PM
I'm looking for a way to make standard characters tougher in my game.

I don't have much experience running it yet but from what I have seen (and read on the forums) standard characters seem to be push-overs. The difference between a standard and a special is not grunts compared to leaders but cannon-fodder (or even lemmings!) compared to villains. I'm looking to make the gap between these two not so vast.

I ask here to get some feedback on my ideas. Perhaps some of you have tried these same ideas before and know what works and what doesn't. For instance, one idea may work find until the characters reach mid or high levels and then might have all kinds of unforeseen consequences. There is also the likely possibility that I'm missing something, or that my observations may have been tainted by the circumstances of the [possibly atypical] combats I have seen so far.

Anyway my basic observation is that the standards fall too easily. It looks like most standards will go down about half the time from a single swing. I would rather they last a little longer without having to resort to giving them all Tough 1 or something. I don't mind a standard falling like that from a decent swing, say, 6 damage, but when they drop dead from 1 HP it's a little embarrassing.

So it looks like my answer is is to give them 2 or 3 more health, which should be like letting them take another 4-6 hp. But then I wonder how much should I scale this as the levels increase?

Idea #1: Use a flat modifier, say +3. Apply this across the board, which will be easier to remember as GM.

Idea #2: Have the modifier vary just a little. It seems a little like too much of a coincidence that the modifier I'd like to add almost perfectly matches the game's Menace levels. So idea #2 is to add the menace level to standard characters health.

Idea #3: To have the health scale up with the party level, use a different chart than it does now, such as the signature skill chart. My only problem with this is that none of the charts seem to scale in a way that would work the way I want.

Also, I already do failed damage saves a little differently, and maybe a little tweak on this would be all I need.

My basic theory is that a failed save is "down" rather than automatically dead. Those who fail their save by alot can be dead, sure, but if you only miss it by a little bit you might only be badly wounded. Either way, you're out of the fight unless pressed. This is sort of in the middle between the game as presented and having a bonus level of Toughness.

Taking this idea a step further I could make a barely failed damage save only mean wounded. There would be no actual penalties to fight but the npc would try to flee, and be out of the fight unless pursued. So when a character fails a save from 1HP it's not like they have a glass jaw and just keel over head but rather they take an injury that's enough to take the fight out of them. So this way when a goblin or an attacking animal fails that save it's not so much that they're horribly fragile but more a factor of they've done all the fighting they are willing to do. After all if a mob of standards are just worthless fodder for some leader chances are their hearts aren't really into it anyway.

Hmmm.... I guess that might look something a little like this:

Campaign Quality: Die Another Day

All standard characters, upon failing their last damage save due to lethal damage are automatically knocked back 5' and will attempt to flee. If they fail their save by 5 or more they are also sprawled and wounded (with specific effects left up to the GM) and those who fail by 10 or more are slain. Note that the result of this roll does not negatively impact feats such as cleave.

I think I'm liking that alot. It gives the GM more creative control if the failed saves are interpreted loosely, which I am all about, and doesn't require any math or other changes.

Opinions/observations, anyone?
8  Products / Fantasy Craft / Re: Applying Prudence on: February 22, 2011, 11:28:43 AM
Something that just occurred to me: Action dice refresh after an adventure (or even a session). So it seems reasonable that they would also refresh when there is enough of a lull for prudence to be applied. So the two kindof go hand in hand, as I see it.
9  Community / License to Improvise / Re: [Fantasy Craft] Age of Sail Ships on: February 22, 2011, 10:24:35 AM
I'm new so I don't have enough experience to help with looking over your numbers but my players have also gone for the pirate angle so I'll be glad to use these stats in my game and give you some feedback.

So far we don't have any cannons yet but the players are running around like headless chickens trying to figure out how to get one. So I'm not sure how much testing I can give you from the combat side, at least for now.

We have the equivalent of a schooner now, by the looks of it. But this game area is still feudal so the boats are somewhat more primitive versions than the age of reason boats. When cannons do make their appearance they will be more unreliable (gunpowder & water don't mix) and since the boats are not designed to carry the immense weight of such things they will be more ponderous and unstable, especially any kind of weather. At least that's the train of thought I'm leaning towards. In FC I think this translates to increased error ranges, which should make for quite a bit of entertainment.
10  Products / Fantasy Craft / Re: Ideas for large PC group on: February 18, 2011, 12:09:29 PM
Well, we got the ball rolling and did a decent sized test fight. While I do have some issues with the game balance as far as overall difficulty, etc that I'll need to tweak out later but I can clearly see that group size will not be an issue as far as combat is concerned.

Even with me constantly having to grind the fight to a halt to look up stuff it went blindingly fast by D&D standards. That means once we're better at this we can take the time to worry about the little details in a combat and concentrate on making them colorful and fun rather than having to rush through everything to get a large combat over with in a single game session.

I remember when I had my "a-ha" moment with the game.

Someone had just hit one of my monsters, a standard mob. So I said "roll damage". While he was looking at his stuff and fumbling around for a d8 I realized that I might as well roll his damage save now. It was a 3. I'm like "Oh, he daid." Then it dawned on me that if someone made a system where the results were literally instantaneous, it would still not be as fast as FC because the player hadn't even rolled damage yet.

This. Changes. Everything.
11  Products / Fantasy Craft / Re: Questions and Observations on: February 18, 2011, 11:20:03 AM
Mob characters still seem horribly fragile to me. Even a threat lvl 5 elephant has, near as I can tell, only a +5 health, which works out to dropping 50% of the time from 12 accumulated damage (DC 16 damage save). And even someone that does 1 hp can drop an elephant if he rolls badly. Our 1st lvl archer alone can fire 4 arrows a turn, so a group of them "equal in number to the party" would not be much challenge, even at TL5.

My basic instinct, rather than to give my characters fewer HP (which I may or may not also do) is to make the monsters a little tougher. If the characters are fragile it becomes even more a matter of who gets to attack first than it already is now.

So I guess a related question would be: How often should you use standard characters/minions in the first place?

From what I have read, specials in this game can be very challenging, and it seems that as long as you don't let the minions get first jump on you they're not very challenging at all. Even the XP system has a standard character worth 5x what a standard is.

Perhaps I just need to up the number of mobs or the ratio of standards, but I'm really looking for something in the middle when it comes to standard char toughness.

My gut reaction is to up the damage save bonus of all standards by +2 or 3.

At any rate once I'm fully awake I'll have to scour the threads because I know the whole monster toughness thing has come up before and I should maybe make a new thread there. I already have some ideas of my own but I want to see what other people have done first.

PS - I have a starting scenario someone found online (which I did not use) that is considered menace II. It has a few obstacles to overcome, some traps, and 2 encounters, each with a standard char template. So two encounters of 1 group of std mobs each.

Using this as a base I used 3 mobs and 2 specials. As it turns out they crushed the mobs so quickly that everyone routed and they never even got to engage the specials. The party has 6 people and they were split so at first it was only 2 of them jumped by 8-10 troglodytes. By the time the 3rd character jumped the second cluster of them it was a done deal. I have no doubt that the two characters alone could have handled many, many of these guys by themselves. What's sad is that one of the them is the archer and he was trapped in a room and never even had time to draw his bow and did all this with his shortsword. (Admittedly, luck did favor the characters this time around as far as the actual combat, since many monsters rolled poorly and the characters did pretty damn decent.)

Anyway to check my math I was using troglodytes (p283) which apparently have health of +2 at this TL (1 from level and 1 from con). The specials, had they fought them, were another matter entirely, with 42 vitality and 12 wounds. That's a huge difference between them and their dying-in-droves minions.

PPS - Since this was our first fight I had actually intended for it to be with a bunch of simple mobs so that we could all test the system and get a feel for it, how dangerous things are, etc. without having some Big Baddie accidentally killing someone off, which is a real danger at 1st level in most games.
12  Products / Fantasy Craft / Re: Questions and Observations on: February 18, 2011, 03:17:29 AM
Since this is supposed to be thread on questions and observations and I'm still horribly new and have a few idiot questions I'll post here. This thread is already off-topic with the 4e-bashing (NTTAWWT) anyway so it's not like I can do any harm to the tread any further.

Idiot Question #1: Can you attack twice in a turn?

I have seen (and have indeed made) RPGs with the 2 action move/attack system. (4e is one!) I just want to clarify that you can indeed use both your actions to make attacks. I ask this because even as 1st level characters the party is disgusting. Part of that is due to a captain class offering contempt. So that means (using contempt) a total of 3 attacks per round on standard characters who often as not drop after taking a single point of damage. AmIdoingitrite?

I'm sure I had a second stupid question but it's late and I'm sleep depped and I've already forgotten it and I'm sure it'll pop up again, so this will do fine for now.
13  Products / Fantasy Craft / Ideas for large PC group on: February 16, 2011, 10:23:14 AM
This is not really a F.C. specific question but I know this is an active forum and there might be some solutions which suit this game better than others, so I'm going to ask here anyway.

What are some ideas if your gaming group is too large?

I was trying to avoid this situation altogether by running a side game with just a few players but someone caught wind and suggested me running the game for the whole group so I might be stuck. Large in this case means 6-8 people. And there is always the chance that someone will drop in and go "Oh, look, gaming. Can I make a character, too?"

The "original" game was a piratey thing and some people have already made characters. The only thing I can come up with for a large group is some kind of military campaign where they are the fantasy RPG equivalent of special ops. This also provides instant action and motivation (your commanders say "go do this") and would allow us to test and get used to the rules.

Anyone else have any ideas or any actual experience with this? A pure combat campaign was not what I had originally envisioned. But the only alternative I can think of for a normal game is for the group to be split up some, with action going back and forth in spurts ("Meanwhile, back at the cave entrance...") but I'm not terribly happy with that.

I had also floated the idea a few months back of having 2 games going on in the house at once, one upstairs and one downstairs, so that we could all be having more fun rather than waiting so much (I was getting sick of 30 minute+ combat turns or waiting 4 hours to have my character say something) but the other players didn't seem very open to the idea.


Wut I gonna do? Halp!
14  Products / Fantasy Craft / Re: Personal Lieutenants and Animal Companions on: February 15, 2011, 11:32:43 PM
I'm really digging on the idea of the bad guy HP scaling with the party. I might have 6-7 people in my game (though I'd much prefer 3-4) and they have NPCs with them as well since this is also a pirate-style game. I've seen the "PC army" effect in many games before so I'm trying to find ways to deal with it before it becomes an issue.
15  Products / Fantasy Craft / Re: Applying Prudence on: February 15, 2011, 11:20:48 PM


Heroes often amass amazing fortunes but just as often draw the unrelenting attention of fate.  Player Characters may keep any number of prizes; however, for every prize kept above and beyond their normal prize capacity, the number of action dice the GM receives at the start of each session increases by 2.

Oh,  I do like the way you think. It's like Monty Haul (which isn't really my goal) but with consequences. Furthermore, I can always tell my players that I found this on the Crafty Forums as a fix for just this kinda thing. How are they going to argue with logic like that?
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