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Community / License to Improvise / Re: Armor Materials
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on: May 03, 2013, 04:53:05 PM
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Eh,
I find +1 damage sort of boring. I'm also lazy.
I definitely keep the +1 damage on any materials that are at least comparable to iron and not specifically supposed to be coarse or blunt, losing it takes away a surprising amount of draw, but yeah, +1 Damage by itself can be boring, for Adamantine weapons I always liked the "cuts through iron like butter" aspect and I use +1 Damage, AP 2, and Keen 10 vs Objects, Scenery, and Constructs, along with a bonus on its damage saves.
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Community / License to Improvise / Re: Armor Materials
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on: May 01, 2013, 04:33:23 PM
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I like your Hepaton and lower-quality materials (Copper/Bronze/Paper/Ostratic), and they cover bases I haven't got much covered. We use a decent sized list (well, 16) of somewhat more high fantasy, later tech materials. But I, too, would like to see more sub-par/cheaper materials.
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Community / License to Improvise / Re: Alternative takes on FC's core races
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on: April 28, 2013, 07:59:15 AM
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I like this idea, Andersen- I've been trying to divide my mindset from "standard" fantasy a bit, and have been wanting to make races that are more dramatically different than humans, though I have some races already that use Damage Vulnerability (Iron) and I warn that any character who will be seeing combat in a world where iron isn't particularly scarce will be spending a great deal of time Sickened, which is a particularly harsh condition. I know you increased the price (probably for exactly that reason) and I don't know if it's worth a -2, but the threat of having a particularly persistent -2 to pretty well all rolls is a big deterrent for my players, at least. Also: Second, I think Aloof is barely worth its -0.5 point pricing. With that in mind, I'm not sure your Aloof and Arrogant is worth a -1.0. That said, my pricing is my own and not something I'd force on anyone else. Aloof is canon at 0.5. Personally I agree that the increase in error range is piddling -- it should be a minimum +4, so you're looking at least at a 1 in 4 chance of a competent character gloriously fucking up, 1 in 3 for an untrained one -- but don't sniff at what granting the GM free cock ups on the player's part means they're in for (especially if you run the critical-errors-can-happen-on-a-successful-check house rule). Similarly, granting free critical succesess against the player isn't trivial either. God that needs to be a core rule. Aloof has no real impact beyond roleplay advice without that being a core rule - with it, it's an actual penalty worthy of the -0.5. [/quote] I have used this house rule so militantly I completely forgot it wasn't a core rule, it really does increase the impact of an expanded error range.
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: April 26, 2013, 12:28:00 PM
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Just to be clear on the DR, would DR apply again to the extra damages? i.e. If struck by more than 10 and you have DR 1, do you take 1d6-1 +1d6 + 1d6 or 1d6-1 + 1d6-1 + 1d6-1
If you're using the way I was (and apparently, the way Alex is) you have to apply DR three times or the damage gets out of hand. That's why I regarded them as separate hits. This is the only point of breakage I can see, if you want to call it that. It doesn't really break either way, if DR is handled properly.
Thanks and sorry for the confusion I"ve sown. As a beardistani, your ways are strange to me.
That's unfortunate. I'm reading that AP would only apply to the first d6 and DR would apply normally after that. Rather a shame for bows to not to have their strong point available for their 3rd tier feat. Excruciating wouldn't be applied for razors using the knife chain, massive on a halberd wouldn't apply to Topple and Gut, bleed wouldn't apply to Run Through. No AP for the extra damage from Multi Shot, bummer, before this I always thought it applied. If it's worked for you so far, and you're happy with it, nothing says you have to change it.
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Community / License to Improvise / Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
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on: March 21, 2013, 01:56:39 PM
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Wow so this thread is still updated, I saw the early stuff was from 2011 and had little hope. I don't suppose any more of the things you have worked on could be posted? A lot of them look really interesting and I am curious.
A lot of the races sound interesting, particularly Dragon. Same with Talents and Specialties. In particular I am curious about Curio and Splinter-Race. I am always looking forward to more ways to get species feats, as the current specialty that grants one is Sorcerer which doesn't otherwise fit a lot of concepts.
So much for getting to check this out early in the week. Curio and Splinter-Race as they've been rewritten are made to fit the way Subraces work in this setting. They become a little unusual when transferred over- both would effectively give two species feats with tight restrictions, I suppose, and then add in their own extra renown rules- so unfortunately I'm going to leave those out for now. Dragon, however, is pretty straight-forward; while I like the Beast limitation of Drakes, they don't do too well with my players, and too often end in frustration, this race was basically put together to offer an alternative that still fit the dragon feel (at the cost of action dice). You'll see right away they're fairly similar, the main alterations are type, attributes, and alternate form As a forewarning about this race- by standard FC count it's a little powerful. The main reasons are because of the way weapons are handled in the setting they're written for, Natural Weapons are weighted pretty significantly differently, and there are a handful of other differences in the pricing of traits. Base Race: Rock Dragon Size/Type: Large Quadruped Beast Fey (2x3, Reach 1) -Attributes: +2 Intelligence, +2 Any, -2 Dexterity Qualities: -Fey Traits: Natural animals refuse to attack you and often flee from you unless trained to hunt fey, or are attacked by you or your teammates. -Base Speed: 30ft -Dread Species: You start with 2 fewer action dice, you may spend feats, on a one-for-one basis to permanently regain them at any time. -Burden of Ages: Any effect that restores vitality points has only half it's normal effect on you. -Cold Vulnerability: You suffer 1 extra damage per die from cold, and afterwards are sickened for a number of rounds equal to ½ the damage suffered. If exposed to a continuous source of cold, you are sickened until the source is removed. -Alternate Form: You have a single unique Medium Human or Elf alternate form, this form must have some quality that readily identifies your race. When in this form you lose access to your Breath weapon, flight and natural attacks. The form's gender is the same as yours, as are it's attributes, vitality, and wound points. You must choose your form upon creating your character and, once chosen, cannot be changed. You do not gain any other traits of your alternate form, though you may qualify for feats as if you were a member of the race you choose for it. However, if the feat cannot also be taken by dragons, it's bonuses do not apply while outside your alternate form. Changing between forms takes 4 rounds, during which you cannot act. If there is insufficient room for the change to take place, you deal damage equal to 2 times your constitution score to the interrupting object and you gain Fatigued I, if the object is of Hard construction, your vitality also drops to 0 (If your vitality is already at 0, you take wound damage equal to your Con score.) If the barrier is not broken by this, you spend 4 more rounds returning to your previous form. Any equipment you are wearing that does not fit your new form falls to the ground around you during the first round of change. -Breath Weapon: As Drake -Darkvision II: You ignore all ambient light penalties -If I Recall...: You gain a +5 bonus on knowledge checks. -Natural Attacks: You gain Bite II and Claw II natural attacks. -Thick Hide 3: When unarmored, you're considered to be wearing partial armor that grants DR 3 -Winged Flight: You gain a winged flight speed of 40ft Sorry I couldn't really post all the things you mentioned- I really ought to put together a new list, or perhaps a new thread, at some point. If there's anything else specific you'd be interested in seeing, I can certainly check it out for you.
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Community / License to Improvise / Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
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on: March 18, 2013, 04:40:34 PM
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A lot of the things in this thread are very, very interesting - please do!
PS: By the way, since it doesn't say, does the Primer class get its first sign at third level? The progression of signs gained certainly suggests it, but you never know...
Nah, it's just a 6+ ability, it can be a long ways to wait to get a relatively core ability, but I put them in the 6/8/12/15/18 slot to delay them, so I wouldn't have to make sure they weren't overpowered at 3rd or lower (and it keeps them out of Cross-Class ability) Sorry I haven't gotten anything else up yet, I promise I will, hopefully early this week, work is just nuts at the moment...
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Community / License to Improvise / Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
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on: March 16, 2013, 08:59:00 AM
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Wow so this thread is still updated, I saw the early stuff was from 2011 and had little hope. I don't suppose any more of the things you have worked on could be posted? A lot of them look really interesting and I am curious.
A lot of the races sound interesting, particularly Dragon. Same with Talents and Specialties. In particular I am curious about Curio and Splinter-Race. I am always looking forward to more ways to get species feats, as the current specialty that grants one is Sorcerer which doesn't otherwise fit a lot of concepts.
Well, my setting has undergone a lot since 2011, one part of which was a complete overhaul and a lot of things might need some translation back and forth before they can be thrown right in standard FC- less so if you have a good handle over the balance of your game, but I certainly can post some things, if you're interested.
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Community / License to Improvise / Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
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on: March 15, 2013, 04:45:49 PM
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many thanks  Well, the feats are a little weighty, it seems, I tried to clean up the setting-specific stuff as much as possible, here are the three feats: Vitae AcolyteYou are a vampire or some other essence-drinking creature, either by choice or by force. Prerequisites: 1st Level Only or Special Circumstances Benefit: Upon taking this feat, you gain the Anathema (Flash/Fire), Damage Vulnerability (Divine) and Light-Sensitive npc qualities. Also, the disposition of any character who's aware of your species and doesn't share you unique outlook worsens by 10. However, you no longer age and do not need to sleep, or breathe. You can no longer benefit from food or drink, but you still need to consume the life force of living creatures, this is most often done by drinking their blood, the vessel of that force, given willingly or taken. You may go for one week without consuming the blood of a mortal for every point of the higher of your Constitution and Charisma modifiers (minimum 1). Starting on the eighth day and every week thereafter you gain 1 grade of Shaken and Tainted that cannot be lost until you drink the equivalent of 10 points of constitution impairment for each shared grade. If you are at Tainted IV and gain another grade from this ability, you fall into a coma, only to be awoken after being given the requisite blood or after (Higher of Constitution or Charisma x 5 years) You may take the Life Drain action, your appearance modifier increases by 1, your highest physical attribute increases by 2, and your highest mental by 1. Finally, your base speed increases by 10 feet. Vitae ConsulateA true blood-sucker Prerequisites: Vitae Acolyte Benefit: Choose one of the following: -Beast: The disposition of non-adversary animals increases by 15, and no animals will attack you unless forced or attacked first by you. At the start of every adventure, you gain Followers as per the Followers feat that must be Pack Wolves, though you only ever gain 3 at a time. You may still gain the Followers feat a second time. -Demon: You gain a Claw II natural attack and your Claw natural attacks gain +2 threat range against undead, however, you cannot use your Life Drain ability outside of combat. Also, any character other than one of your teammates who sees you suffers a -3 morale penalty with Will saves. -Raven: You gain the Beguiling trait, and your Panache increases by 2. Also, you lose your Reviled trait. -Recluse: You gain a +5 bonus on all knowledge checks and +2 to all Sense Motive and Investigate rolls, and you may go for ten times as long without feeding, however, you suffer a -2 penalty with all charisma-based checks targeting living creatures. Upon taking this feat you may choose to gain the Undead type, if you do so, your your starting action dice is reduced by 1, and you take a -5 penalty to Sense Motive checks when interaction with living creatures, finding it more and more difficult to relate to their alien ways. Vitae LordYou have become a unique incarnation of spirit, beyond most mortal comprehension Prerequisites: Vitae Consulate, Undead type Benefit: Choose one of the following, you need not choose the same option you took from the prerequisite feat. -Beast: You may take on an pseudo-illusory beastly form: Beastform (Stance): While in this stance your base speed increases by 20, and you gain a +1 bonus with all Str- and Dex- based checks and rolls. Also, you gain a Bite II natural attack with the Trip quality. While in this stance you lose any other natural weapons you have, and cannot manipulate objects or perform checks that require the use of hands. Your gear becomes part of your new form and functions as if carried or worn on your person. -Demon: You gain a Bite I natural attack with the Grab special ability as well as the Devour and Unnerving NPC qualities. -Raven: You may use your Life Drain to inflict orgasmic ecstasy without draining blood, against a pinned, helpless or flatfooted target, you may choose to forgo normal actions on your turn to mute the target and inflict 20 points of flash and bang damage every round. Standard characters are also stunned for 2d6 minutes afterwards. You also gain Followers as the feat, choosing only Artists, Strumpets, or Worshippers, each follower is always considered willing in regard to Life Drain, and you do not lose reputation if you cause their death because of that ability, you may still gain the Followers feat a second time. -Recluse: Investigate and Survival checks targeting you that are not critical threats or successes return only misleading information along some general lines you dictate, in the event of a critical error, you may specifically choose what the target learns. Also, checks made to detect your physical presence or notice signs of your passing have their DCs increased by 5. Anathema is a house NPC quality, it works like Achilles Heel, except that when the target suffers the first listed damage type, they take the same amount of the second listed damage type. (So, when they take Flash, they also take an equal amount of Fire). Life Drain was a... somewhat complicated restricted action: Life Drain Grapple Benefit – Requires Drain Ability Against a pinned character, you inflict 1 point of Constitution Impairment and gain Regeneration 4 until the end of your next initiative. You may also use this ability outside of combat against a willing participant (though the target need not understand the process or even what is going to happen). To resist you outside of a grapple, a target must succeed on a will save DC 10 + Your Charisma modifier + The number of species feats you have. The target may make the save every round, but must make the save even if the previous round was successful. In order to stop using this ability outside of combat, you must make a Will Save DC 5 + the target's current Constitution score, but once you have drained 5 points of Constitution, you take a -5 penalty to this save. You cannot make this save if you tried and failed last round. When you stop using this ability, and you are not in combat, the victim must make a will save DC 10 + your charisma modifier + the number of species feats you have or forget what happened during that time, they may also make this save 24 hours later. There ya go! Hope it helps! Sorry it hasn't been more recently updated.
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Community / License to Improvise / Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
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on: March 15, 2013, 01:42:32 PM
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Deral, are you willing to post the vampire feats you mentioned in the first post? I'm preparing for a Dresden Files/7t Sea mix Campaign and loolking for vampire species.
Wow it's been a while since I've seen this thread- my how things have changed! But yeah, I still have those feats floating around (Though they got moved aside for some of the other refinements to my setting)- I don't have access to them right this second but I certainly will put'em up here for you. If I recall, my intention was to try and allow broad enough options for a player to be any of the sorts of vampires I'm familiar with- which isn't many. So, more than anything, they're each focused on different aspects of book/film Dracula/Nosferatu, with a touch of oWoD mixed in. I haven't really looked over them in at least a year, so when I get to'em, I'll give them a once-over, and post them
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: February 21, 2013, 09:49:06 AM
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Didn't get a reply in the other thread, so I'll ask again in the proper place:
When keen says "damage rises by the listed amount when determining critical injuries and massive damage", does that include whether you inflict a critical injury or not, or just the effects when you inflict one?
Just to have as little confusion as possible- I'm certain the save is affected as well. Both of the above examples have a DC 12 and 13 Fort Save, respectively, before those Table of Ouch rolls.
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: January 14, 2013, 06:55:03 PM
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Does it break anything if the Crafting chain were to work like the Pathfinder chain: a Basics feat per focus, then Mastery and Supremacy apply their benefits to all Basics feats.
For what it's worth, I've run Crafting B/M/S like this for over a year, and I prefer it- diversity at a significantly reduced cost, but still enough of a cost to keep it from being abused.
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: December 26, 2012, 07:46:47 AM
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Crafting magic items is the most expensive way to get them.
Unless you have Charm or Essence Binding Mastery. Then it can be incredibly cheap to get exactly the item you want provided you found something of equivalent power to use. If you find an item that gives you a level of class abilities that nobody wants, 1 reputation and you can replace it with a different class's abilities instead. 1 reputation point of crafting can change the School that gains a casting bonus. You want Channeler Spell bonuses instead of Seer? No problem, just give me about a week and I can set that up for you. Don't really have much use for that +5 Bane bonus to Undead? Well, I can switch it over to a +4 Strength bonus for you easily enough. Basics are nice, but you gotta love them Masteries!  I wonder now, how much more power it would give the feat if you allowed a hand-wave item change, if every enhancement on an item is changed (within certain bounds, I suppose changing to a different weapon might be a bit much...), effectively D&D-artificer-ing an item, where instead of changing its charms and essences, you're breaking it down and using that energy to enchant or create something else.
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: December 10, 2012, 05:08:55 PM
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I guess this is a combination question / heads up:
Sneak Attack. I just went through the entire core book, and the only mention that I could find about range limitations are in the damage type itself, with specifies "vitals within Reach" (reach having been defined earlier in the same chapter). The Deadeye has Ranged Sneak Attack as an ability, but it doesn't actually give a new range, or alter the existing range. So what does it do? By RAW, effectively nothing (you'd have to use a ranged attack at a target within your reach to satisfy both rules). I'd previously houseruled it per SC2.0's Sniper, which Deadeye is a pretty clear conversion of, but I'm curious what the author intended.
Clarification about how sneak attack works would be good anyway, if you produce future errata documents, since it's not clear if "within reach" refers to the game term "Reach" or is just short hand for "if the GM says you can do it".
I'm pretty sure that passage uses "reach" not "Reach," the distinction from the capitalization actually seems to be exactly what differentiates the word from the rules term- any other times they need to use mechanical Reach they capitalize it. If that is the case I'd figure Deadeye Sneak Attack is limited, rather than expanded- only working on Ranged Attacks.
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Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
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on: December 09, 2012, 02:05:01 PM
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Keep in mind, of course, that should you do this you're hedging toward truly lethal poisons, which may or may not be your cup of tea.
/spits out drink Pat poisoned my tea! He admitted it!  Ah hell, you asked about Spellbound again, didn't you? You should've known this would happen!
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