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1  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: Today at 08:12:59 AM
"Mmm, yes, that is the problem, is it not? I'm not overly concerned about the soldiers, they're all fresh recruits so if we deprieve them of leadership they'll not offer much resistance. We have definitive plans for three of the four captains, and we've easy access to the fourth captain's bedchambers so it shouldn't be too hard.

The top three, however... Commander Havelyn is likely the most dangerous of the bunch. He's probably like Balin, only with a decade or two more experience under his belt. If we can get him when he's not wearing his armor he won't be that tough, but even if we don't as long as he's not accompanied by one or both of the other we should be able to gang up on him and bring him down. The priest likely isn't very dangerous on his own, but they can be surprisingly effective force multipliers so if we can't bring him down alone he should be brought down fast and hard. As for the mage... I don't know, to be honest. Haven't fought many mages yet. I'm guessing our spellcasters may have an idea or two for that.

That said, a second consideration is the bugbears. The actual mission is to ensure their access to the watchtower, and that means sabotage as well. At the very least the bridge itself must be sabotaged, and there are likely other targets of opportunity we'd do well to destroy."
2  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: Today at 04:16:15 AM
"Ah, that's good. Then we've plans for the lovers, the stew and the roaming captain; with some luck we can take out the ravens as well before they realize what is happening. I'm studying the map, planning angles of attack for when we strike openly at the tower, but we're still a couple days away from that.

Speaking of days, how are you doing for sustenance? I hear you've got the apothecary in a tub upstairs, but I'm guessing he's getting a bit stale by now?"

(click to show/hide)
3  Community / License to Improvise / Re: Rules to rule: how to manage a realm for FC on: January 29, 2015, 04:00:44 PM
Yeah, the name is modern, but the concept is sound. How about 'Salting House'?

Sure, I'll hammer something out using these numbers.
4  Products / Fantasy Craft / Re: Fencer tactics on: January 29, 2015, 10:29:24 AM
Yup, you can.
5  Products / Fantasy Craft / Re: Fencer tactics on: January 29, 2015, 10:09:13 AM
Problem with that combo is that Shove is an attack trick (meaning you must make a standard attack and then 'attach' the shove trick and effect to it), while En Garde! is a Total Defense trick, which is a full action. You can pull this off, but only if you've got f.ex. Surge of Speed. Otherwise you'll have to settle for using En Garde! then take a step back, hoping the NPC will follow you.
6  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: January 29, 2015, 07:24:13 AM
"Well, if there's nothing else, I'll head over to the apothecary and bring Janus up to speed." Aiden bids the others good night, head upstairs to his bedroom and puts on his cloak, and walks over to the apothecary without a care. A night watchman spots him and asks his business, and Aiden quite truthfully informs him 'I'm off to see the apothecary. I've an old wound that aches occasionally, especially in cold weather.' while indicating the scar left by Balin's strike. The watchman lets him proceed, and he knocks on the apothecary door until Janus answers it.

As they're both wearing disguises, Aiden somewhat clumsily weaves the pre-agreed codewords indicating he's a member of the Knot into his introduction, and waits until he's invited inside before dropping the disguise. "Sorry to wake you, but I'm here to bring you up to speed. Here's what's happened..." Aiden tells Janus about the results of their little camping trip, the midnight visit to Balentyne as well as Lars' vision, as well as answering any questions she might have.

Once done, he has some questions for her. "And you, learned anything from working here?"
7  Products / Fantasy Craft / Re: Rage Supremacy... and ending it on: January 29, 2015, 04:58:42 AM
The same could be said of stances, but to continue the comparison sooner or later you're expected to sheathe your weapon.
8  Products / Fantasy Craft / Re: Rage Supremacy... and ending it on: January 29, 2015, 02:00:13 AM
You can, but... It's a bit like saying "Why do I have to use an action to draw my sword every combat? Why can't I just walk around with my sword ready all the time?" Sure you can do that, hell there are times where it's the smart thing to do, but most other times it'll make you look like a right pillock.
9  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: January 26, 2015, 09:01:33 AM
"Settle down Barden, I'll inform Janus. Now, if I understood Lars' vision correctly, we need to cause Mott to confront the lovebirds to get the worst possible outcome? We should keep the Mott residence under observation so we know immediately when Eddarly comes visiting next time. And if no one has a better use for me, I'll keep studing the blueprints of Balentyne, see if I can spot where we can and should strike."
10  Community / License to Improvise / Re: Rules to rule: how to manage a realm for FC on: January 26, 2015, 07:58:02 AM
Right, so we need some solid numbers... how about nicking the numbers from table 2.5 in FoB? The Max Units numbers are how many improvements are necessary to get to the next type, so you need just a total +5 bonus to go from Thorp to Hamlet, an additional +8 (total +13) to go from Hamlet to Village, +12 (total +25) to go from Village to Small Town etc. End result is ideally several villages/small towns dotting the landscape, one or two large towns/small cities and the capital.

Only potential issue with this system is if you want to/must change the capital, how do you go from abstract to detailed? I'm thinking the easiest would be "build a city using the BP's already spent, try and match old bonuses (i.e. if settlement had mostly +economy, build lots of +economy buildings)."

As for bonus effects: (* means can be repeated)
Barracks*: +2 Army Points, +1 Defense
Fortifications*: +3 Defense
Fish Processing Plant: +1 BP per two Fisheries adjacent to settlement
Foundry: +1 Economy/+1 BP for 1 connected Mine
Market: +10% to trade routes passing through settlement
Pier: Water-based trade routes may start from settlement
Stockyard: Adjacent Farms reduce Consumption by an additional 1.
Brickyard: +1 BP per two adjacent Quarries
Hanging Gardens*: Reduces Settlement Consumption by 1.
Lumberyard: +1 BP per two adjacent Sawmills

Anything else?
11  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: January 23, 2015, 09:43:43 AM
"A divine vision? Wow..." Aiden clearly looks impressed at that. After Lars finishes explaining, Aiden thinks for a moment. "Sounds like it suggests our best course of action for this affair is to somehow trigger a duel between Mott and Eddarly, but I don't know what letters it's suggesting. Perhaps one of the two lovebirds are stupid enough to leave some implicit love letters around? I think Creamor is planning on taking Barden to look through the Captain's rooms in the watchtower tonight, perhaps they'll find something then. In the meantime I'll keep studying the map, try to determine what can be sabotaged, and what needs to be."
12  Community / License to Improvise / Re: Rules to rule: how to manage a realm for FC on: January 23, 2015, 05:51:22 AM
Ah, ok, you just wanted numbers to throw out in case it comes up, like the other population numbers in UCam/URule? Fair enough, and the Pathfinder table should suffice for that.
Right, so, basically my though was after preparing a hex for settling it automatically (or perhaps you need to spend a BP or two, not sure) creates a Thorp. At this point you can Improve Settlement at the same time you can buy buildings (and in fact you trade 1 building slot for, say, 3 improvements?) that cost 3 BP and lets you increase one of the settlements core stats (Economy, Stability, Loyalty) by +1. (Maybe add a rule settlements can't be utterly unbalanced?) Once you have a certain total of bonuses (+6? +10?) the settlement increases in size to Hamlet. No bonus in and of itself for the increased size (other than population bump, but that is entirely fluff), but at some levels (perhaps every level?) you pick a small bonus (aforementioned Garrison, Fortification, Foundry, etc).
In the example of garrison, it just means the settlement doesn't have a standing army, but rather a part-time militia equal to it's 'unspent' Army Points. A costal/river city will always have fishing docks and such, but one with a Port is equipped to recieve trade ships and transfer trade goods, and the settlement can be used to create river/coastal trade routes (and is likely a prerequisite for a Shipyard).

edit: Also, was it something like this you meant by example playthrough?
13  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: January 23, 2015, 05:17:51 AM
What, like summon a flying devil in the middle of the night, sending it flying towards the tower and peek in the window to check out the rookery? It's certainly doable, but at a 4 min duration you won't get much more than an extended peek into the windows.
14  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: January 23, 2015, 01:59:15 AM
The watchtower is currently manned by around 100 soldiers + named characters.

Actually a fairly difficult proposition. The rookery is Mad Martin's domain, and since he's doing a bang-up job they let him do his job in peace. He lives in the tower and only leaves for meals and the weekly service in the chapel. It's possible to sneak up there during those times, but the map does indicate there's a guard room to the rookery...
15  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: January 23, 2015, 01:09:19 AM
Minor correction: the barracks use bunk beds, so there's beds for 120 people at a time. All the named characters + the acolytes have their own rooms. No domestics live in the tower, they commute from the village.

Aside from the fact that the ravens are tended by Mad Martin, we know bugger all about them. It's reasonable to assume the kitchens provide their food as well, but otherwise nothing.
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