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1  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 20, 2014, 03:32:41 AM
For the first spell, how about if you're the helper in a cooperative check, you count as 2 helpers if you succeed? Or perhaps lets you do 1 cooperative action as a free action, with the option of spending a 'proper' action to make a second cooperative check? That way, just being near your allies you can always give them a helping hand...

I dunno about blanket immunity to flanking and flat-footed. How about sneak attacks and preventing the first X times you would be rendered flat-footed?
2  Products / Fantasy Craft / Re: Stewardship of an Estate on: December 18, 2014, 04:05:13 AM
What's the scale here? What are the PC's running? An entire noble house (as in, a noted faction in the nation's politics) or simply members of a noble house, given their own little slice of the pie to administer? Because if it's just the one area (i.e. mansion with surrounding farmland/forest) then the current Holding rules should suffice, but if it's a system for running a significant fraction of a nation's economic output, then I don't think there's anything in FC that will cover that. Maybe the d20 conversion of Birthright?
3  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 17, 2014, 09:58:20 AM
4. Presumably because when making magic items it's less about the items and more about the magic. (In fact, I've a house rule/clarification that the crafting check to make an item magical doesn't actually create the item, it must be supplied in advance. Mostly to solve the issues of upgrades/qualities and to avoid getting a suit of articulated plate for 5 Rep.)

5. Because he can ensure he (and the rest of the group) gets what they want, how they want it, when they want it? Replacing essences and charms? Artifacts?
4  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 17, 2014, 02:16:43 AM
Sorta like the Mass Effect guns, then?
5  Community / Off-Topic / Re: Video game news and reaction on: December 12, 2014, 08:17:54 AM
I've been playing a bit of Spymaster, and yeah, so far so good. Seconding the recommendation.
6  Community / Off-Topic / Re: [General RPG] module conversion on: December 12, 2014, 05:07:56 AM
Converting Pathfinder adventures is a fair bit of work, I've found. All NPCs must be converted, sometimes using the conversion process is enough but as the two systems have different fundamentals I frequently have to build them from scratch. DCs and associated mechancis have to be converted (locks, traps, various checks) have to be converted to closest FC equivalent. Itemization have to be reworked (money/items/magic items) have to be mostly completely redone. There's custom systems (f.ex. the settlement rules from Kingmaker) which are a bit of a pain, as their basic assumptions follow PF customs (f.ex. auto-succeed/fail on 20/1) which would clash when ported over to FC, but reworking the systems from the ground up for FC would be more work than I'm willing to put in. Finally there's the problem of general system assumptions (f.ex. certain spells working in certain ways, clerics acting more like mages than priests, etc).

So to conclude, I've found converting PF adventures to be quite a bit of work.
7  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: December 10, 2014, 12:34:57 PM
It'll help inasmuch as if you can get what ails whomever comes into the shop you can probably guess their name, yeah.

The most potent, and in enough quantity to poison Mama Guiseppe's beef stew, would be arsenic. Knowledge check (synergy medicine or crafting(pharmacy)) for the ingame effects of cholera and best guess result of using it in the stew.
8  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: December 10, 2014, 11:53:38 AM
Yeah sure, he keeps a fairly detailed ledger. Most of his business is various minor tonics with the townspeople for various ailments (migraines, toothaches, upset stomachs, etc), a small handful of soldiers who occasionally purchase a healing or defensive potion, and fairly rare paydays where a small number of individuals purchase multiple potions each, most likely adventurers.  And no, nothing to implicate Kaitlyn having an affair.
9  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 10, 2014, 05:42:54 AM
Yes, page 228 (second printing), under Attributes.

Also, take a look at Monster Templates, page 286, as it kinda already does what you're looking for. Of course, nothing stopping you from creating your own templates...
10  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: December 10, 2014, 05:39:13 AM
Current status: Wilderness group currently one night ahead. Town group has had uneventful day (aside from Barden who did the whole 'leave as Janus, enter as random villager' bit), and when sitting down for dinner noticed Leona wasn't present, and when comparing notes realized no one had seen her since yesterday.

edit: Also, Janus has had an uneventful day. Consider the shop thoroughly categorized. You're doing crafting, as well? In any case, you do get a handful of visitors, but they leave when they see the sign and the mess of flasks and boxes through the windows.
11  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: December 09, 2014, 07:14:57 AM
Ludo: The plan was for us to go to the campsite, see if we could catch up to the soldiers or at least do some recon for a future ambush. I think I said it was three days away from Aldencross, so back and forth is less than a week all in all.

As for Leona, she left a day/day and a half ago to clear her head and think, and nobody's seen her since. The plan was for her to join the wilderness group, but she hadn't returned by evening yesterday so there wasn't any time to recruit her to the expedition and make it look natural, so it was dropped in favor of grabbing Lars and 'Janus'. Do note the town group is currently half a day behind the wilderness group.
12  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: December 08, 2014, 03:43:47 AM
The night is bitterly cold, but the fire and warm blankets keep the chill away. The night passes quietly and quickly, and eventually there is sufficient daylight to move on.

Barden returns to Aldencross under disguise, and no one seems to have noticed his disappearance. The rest of the day Barden and Drin keep up appearances of their disguises, but when they sit down for dinner they quickly notice Leona's absence, and it strikes them they haven't seen her for the better part of a day.
13  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: December 04, 2014, 06:26:54 AM
The circlets give 2/day Disguise Self, with a result of 20. In addition they've got Trained Skill: Disguise, which removes the need for Actor's Kits to make disguise checks. So as long as you've the time, you can take both 10 and 20 (taking 20 is assumed for long-term disguises).
14  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: December 01, 2014, 05:23:12 AM
Aiden nods in agreement. "Sounds like a solid plan. Maybe wait half an hour for dusk to settle, you'll be all but impossible to spot then."

Creamor makes several wide circles around the campsite, enjoying the flight but happy for the spell protecting him from the environment as the freezing subartic winds brings a chill noticeable even though the spell. His scouting reveals no tracks and no sign of life other than the occasional nocturnal animal.
15  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 05:10:23 AM
I dunno, Glory is mostly buff/healing, so inflicting damage/conditions doesn't seem thematically appropriate for me.

I'm not entirely sure how powerful it should be, given it's a level 0 spell. If Stabilize can be cast on a non-dying person, then there's already a level 0 spell for removing bleeding, so perhaps takes no damage from bleeding for 1 minute? A small AOE where friendlies who are bleeding only take 1 lethal if they take actions while bleeding for a short while?
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