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1  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 27, 2014, 05:12:32 AM
Gah, was writing this at work and got sidetracked for a couple hours, so Morg has already made most of my points, and more eloquently as well. Oh well, not gonna waste the time writing up all this.
It's totally fine for this spell not to have a combat application, especially given that out of both the 'parent' spells only Move Water has what you'd call combat applications, and using a Concentration spell to effectively create the aquatic version of difficult terrain.

Likewise with including an Earthquake-like effect into the spell, there should be some mention of what happens to those stuck in the area when everything's happening, but a straight-up 'take a bunch of damage+sprawled' doesn't feel right to me. Guess it should depend on how exactly the spell will work, how long it will take, if the entire area is changed at once, etc. I think the 'cannot damage structures' bit should be kept in, if only to encourage indirectly messing with them (i.e. creating a deep and wide moat around the structure).

Now, that said, looking over the initial spell again... 'create new terrain'. Is this spell supposed to be a generic 'magical terraforming' spell, or is it more a 'create land/water/vegetation where there is none' type deal? Hammering down exactly what we're expecting of this would be step 1, I think. Given that most other Creation spells creating something new wholecloth (acid, clouds, food/water etc) it would make sense to follow that guideline. Though that raises some interesting questions... Plopping a mountain down on a empty plain fits the bill, but what if you've already got the mountain and want a plain?
2  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: November 26, 2014, 12:46:44 PM
In short, Janus and Lars arrived together, and should probably leave together. Another good reason for Janus to be seen leaving is apparently she's planning to masquerade as the alchemist for a little while, which would be difficult if she's also supposed to be staying in the village as Janus. So Barden'll have to pretend to be Janus for a couple of hours, enough that she's seen leaving the town. So you'll have to leave the inn early and go wandering about town, duck out of sight and disguise yourself as a random townsperson, return to the inn and Janus' room, disguise yourself as Janus and keep up appearances until we're out of sight of the town, disguise yourself again as a random person and return to town.
3  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 26, 2014, 08:24:50 AM
Why should Conversion be the only thing allowed to inflict scenery damage, especially when not doing so is just blatantly illogical given the scale the spell works at?

This spell really does need to work on a downtime scale to balance the enduring change it makes.

Ah, I should probably wait until I'm back from work so I don't mistake Creation for Conversion... in any case, if the spell is supposed to be Move Earth's bigger cousin, adding the ability to raze buildings at will still makes it too buff/diverse IMO.

I also agree there should be some mechanic where you can pay Reputation to ensure biomes not normally able to exist in the area permanent (snow in the desert, temperate zone in the artic, swamps in a dry place) is able to, sort of like a built-in Permanency.
4  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 26, 2014, 04:39:22 AM
Problem is there is already a Level 8 Conversion spell that does damage to buildings, namely Earthquake. And if this is supposed to be Move Earth+ it gaining offensive capabilities in addition to boosted effects would make it too good. IMO, looking over the Grimoire again, FantasyCraft spells are usually fairly narrowly focused, and higher-level spells usually keeps the same effect only stronger, rather than more/broader effects.
5  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: November 26, 2014, 04:17:11 AM
"Yeah, should be doable. If we leave early enough, we should be able to cross the river today. If the terrain isn't too bad we should reach the campsite by nightfall tomorrow. I assume we'll be returning to Aldencross as soon as possible, probably with new diguises?"
6  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: November 25, 2014, 04:24:41 AM
Right then, just to ensure I've got the right of it... Creamor, Aiden, Lars and Janus!Barden will be leaving the village, with Barden returning to the village as soon as we're out of sight. Janus will stay in the village for the time being, playing at being the village alchemist, while Drin, Leona and Barden working that 'merchant +assistant/bodyguard' angle. Anything I've missed?
7  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: November 25, 2014, 04:06:12 AM
Barden easily sneaks into the Dwarves' room and replace the map, before retiring to bed for a few precious hours of sleep.
(click to show/hide)

Having had a full night's sleep, Aiden is up bright and early and ensures his comrades are up early as well, as he plans to leave the village as soon as there's proper light.

During breakfast he signals for a Whisper spell, and under the guise of being morning tired and mostly focused on the breakfast he hashes out a plan for the rest of the group. "Alright, so I'd like to leave the village as soon as there's decent daylight, shouldn't be difficult. I don't think we can afford horses for everyone, so all we'll need is a week's worth of rations for each of us to make it look believeable. Speaking of, Janus is supposed to join us, isn't she? Where is she?"

After being informed of the night's adventures, he resumes. "Right... I guess you'll be busy then, Barden, pretending to be our fair lady, then. I'll leave it up to you to ensure the right people are seen coming and going at the right time. Well then, thoughts? Comments? "
8  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: November 22, 2014, 02:18:35 PM
Here we go, full map of Balentyne. Also, the dwarves' map doesn't actually contain the secret passage. To make heads or tails of the annotations you'll need to succeed with an Investigate or Craft (Stonecutting) check.

(click to show/hide)
9  Community / Off-Topic / Re: Video game news and reaction on: November 21, 2014, 08:11:36 AM
I've played a little bit of it, and it's got atmosphere out the ass, but the actual gameplay is kinda simplistic, and though there is some randomization you'll see just about everything the game's got offer after a couple hours. My advice would be to stick it in your wishlist and wait for the christmas sale.
10  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: November 20, 2014, 10:56:12 AM
Magic: Makes Everything Easier. Will get you a full copy of the map soonish.
11  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: November 20, 2014, 10:54:25 AM
Lars and Barden discreetly enters Drin's room and quietly explain the situation. Drin agrees to help, as summoning a devil who can read Dwarven is a small feat for him. Aware of the noise and othe residues left behind by spellcasting, the group silently makes their way to the basement and into the secret tunnel. Drin quickly summons a clever-looking small devil, and commands it to translate the dwarven script on the map. Every room is fully labeled, which is helpful, and the annotations appear to be technical shorthand detailing the various areas they've surveyed and are planning to work on. It's a bit difficult to decipher properly, so it's hard to tell how useful it could be, and from a cursory glance there's nothing indicating a specific vulnerability or weak spot.

As Barden begins to lay out paper to copy the map and readies ink and quill, Drin smirks and states, 'leave it for him'. With a quick command from Drin, the devil mutters a spell in fiendish as it floats down towards the floor, grabs the quill, and with amazing speed copies the map, with the writing translated to Talirean. All in all it takes the devil less than two minutes to copy everything. With an air of smug self-satisfaction Drin dismisses the devil. 'Anything else I can help you with? No? Then I'll retire to my bed. We can discuss the ramifications of this map in the morning.'
12  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: November 19, 2014, 10:36:39 AM
Not really your fault, as we're kinda waiting for paddy who hasn't been online in a week now. In the interest of moving things along, we can either say Drin's a deep sleeper tonight, or puppeteer Drin for a while, say he agrees to help, you all sneak down into the tunnels and Drin summons an advisor devil who can read Dwarven.
13  Community / Off-Topic / Re: Beyond Earth (Reactions, stories, let's play setups, etc...) on: November 16, 2014, 11:29:02 PM
There is a way around that, though. You can add some mods in a way that the game registers them as DLC, which doesn't disable achievements.
14  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: November 02, 2014, 06:26:17 PM
This is still during the night, we haven't progressed past morning yet.
15  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: October 30, 2014, 09:16:25 AM
Hmm.... yes and no. Dwarves are a not insignificant minority in Talingarde, so aside from the visiting craftsmen there are probably half a dozen dwarven families living in this town. That said, the dwarves are somewhat clannish and insular, and every dwarf learn Talirean in addition to Dwarven, so the end result is there is very little reason for a non-dwarf to learn Dwarven. All in all, I'd say you likely won't find (i.e. only through narrative control) a dictionary in a shop, though if you ask around you'll likely find some private citizen who owns one. Of course, by asking around you'll inevitably get asked "Why don't you ask the dwarves if you need something translated?"...
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