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1  Products / Fantasy Craft / Re: First to Second Printing update document. on: April 19, 2014, 06:09:53 PM
It's on the Downloads page, all zipped into this file: http://www.crafty-games.com/files/File/Fantasy_Craft_Errata-11OCT2011.zip FP is first printing errata, SP is second printing errata
2  Products / Fantasy Craft / Re: A little something fun for Spellbound on: March 27, 2014, 08:48:58 AM
Wasn't the plan originally 1111 spells? Could you give some kind of estimate how many are left?
Looks like 36 spells per discipline from here, so 864. I think "nearly 900 new spells" has always been their claim- still a hell of a lot.

Looking at what they've got and what they've said, I think a big part of the problem is that it isn't just a list of spells they're trying to complete- it's kind of a web. While they have a lot of them done and in a workable state, as more spells reach that stage, others may need to be rebalanced, it kind of winds up where there are many spells that aren't really 'locked in' until others are completed and so on.
3  Products / Fantasy Craft / Re: Questions on: February 18, 2014, 05:22:36 AM
Yes they do.

You're getting a disconnect here because things work differently in FC.

First, the design assumption is that targets make their saves most of the time. So lets say its being cast at CL 9 for your example 90 points of damage.

Since that's pretty much going to be a NPC casting it at CL 9, we'll build a numerically average PC. This means medium progressions (all saves are +4, Def is +12), 9 Vitality per level, 13s in stats, etc. Similarly, the NPC will have Spellcasting V and straight 10s.

Ok, so the NPC needs to make a 31 to cast the spell and overcome a Defense of 13. Since the spell DC is higher, that's all we care about. Signature Skill V at TL 9 is +14. Which means he casts it on a 17 or better. Tough, but let's assume he pulls it off.

Now he does 90 points of damage to the PC, who has 90 Vitality and 13 Wounds, and a Wisdom save of +5. The NPCs DC is 10. So the PC needs a five or better, or 75% of making his Will save. Counting action dice, let's say he makes it. After this he's at 45 Vitality and 13 Wounds. No massive damage check, but he does need to make one for injuries, DC 22. At +5 Fort, he'll need a 17. Assuming he fails he'll be rolling 1d20+45 for a range of 46 - 65. All of which is bad stuff, but better then being dead.

Of course, your right that if the PC fails the Will save he'll take 90 points and have to save vs DC 45.

Them's the breaks. Why did you use Harm at that TL if you didn't want to risk the sudden death of a PC?

I'm not sure I agree with this- the breakdown is right but it just tells me all the more that Harm shouldn't trigger massive damage; in anyone's hands that would make it the best save or die spell in the grimoire and the best 6th level spell in the grimoire.
In the hands of a PC it's almost never going to do little enough damage to not prompt a huge massive damage save on an NPC, since they won't see it before 11th without special abilities, which makes it just an "or-die" spell, since the (non-terminal) save doesn't much matter- it will 1-shot any special character it hits without Cagey.
Critical Injuries you could argue for, but massive damage seems a bit too much.
Thanks for the phase-by-phase breakdown. It kinda puts things in perspective. Ok, I'll be using harm very sparsely in future play then, as I'm not a big fan of insta-kill spells.
TPK is easy, it is almost killing everyone that is difficult (and fun).   Evil
This is spot on- someone once called GMing "Losing with style" - I've always liked that.
4  Community / License to Improvise / Re: Classic Fantasy Materials for FC conversion on: February 06, 2014, 09:06:39 AM
I personally think that dragon (not drake Tongue ) scales make perfect metal-like armors Tongue
I agree- though skin works fine for soft armors- mostly I mentioned the name Drakeskin because on my tables it's a weaker or mundane armor material- Dragonhide armor costs Reputation.

About the speed penalty: sorry guys, that "+5 penalty" instead of "+5 modifier" messed up with me Cheesy
Yeah, it's funny, I'm so used to notating it "+5 Spd" but wanted to add something to make avoid the opposite of this problem- people thinking it actually increased your speed (not the speed modifier, which caps at +0)- sorry about that
5  Community / License to Improvise / Re: Classic Fantasy Materials for FC conversion on: February 05, 2014, 10:07:06 PM
B]Adamantine[/B]: ("Rough" adamantine- to allow for an extraordinary version)
Armor: +1 DR, +5 Gear Bonus to Damage saves, +1 Save, +10 Comp
Weapons: +1 Dmg, AP 2, Keen 10 vs Objects, scenery, and constructs, +5 Gear Bonus to Damage Saves. +1 Save, +10 Comp

Keen should be universal -- adamantine weapons cut through everything, and the idea that they would be less effective against flesh than metal is ludicrous -- and increasing threat range rather than damage.
Similarly, the defensive values are waaay too low -- it should be *at least* DR 3/Adamantine, +15 save bonus, +3 saves (in comparison, pure adamantine should be like having a permanent Iron Skin spell less the extreme weight gain)

Quote
Mithril: (again "impure" mithril)
Armor: +1 Appearance, +1 DP/ACP +5ft Spd penalty, +10 Comp, -50% wgt
Weapon: Lightweight, +1 Appearance, +1 Save, +10 Comp, -50% wgt

The original save bonuses for adamantine would be appropriate here. The numerical complexity increase is excessive and arguably not supported by the source material; rather the ur-example of the Baggin's shirt argues for an increase in the time factor instead. I'd also argue for it granting monstrous defence, and in its pure form even something akin to tough that lets you spend AD to ignore crits.
All fair points- most of what might seem to be missing there is a lot of counter-balancing in my setup, but I use a different forge chapter entirely, this is just a quickly converted example, just hoping to help the inspiration along.
Quote
"Dragonhide" (well, drakeskin- dragonhide is also a more exceptional material in my setting):
Resist 4 to 1 energy type, Armor immune to that damage type, +2 to Damage saves, +1 ACP, +5 Comp

It should also be severely cramping the disposition of drakes et al towards anyone wearing it, just saying.
Without a doubt!

6  Community / License to Improvise / Re: Classic Fantasy Materials for FC conversion on: February 05, 2014, 07:55:31 AM
I use an unnecessarily complex system for materials and since my group really loves epic gear, we have a lot of fun with it- we've got a good list (16 armor, 20 weapon), of less-than-extraordinary but nicer/different from standard materials, then we run exceptional and legendary materials like magic items, costing Reputation- there are a handful of special materials and a much more powerful version of each normal material, and for even more impressive materials, two or three may be combined (Adamantine and Mithril to get glassteel as a classic example).

For what it's worth, here are some of my versions of the more standard fantasy materials:

Adamantine: ("Rough" adamantine- to allow for an extraordinary version)
Armor: +1 DR, +5 Gear Bonus to Damage saves, +1 Save, +10 Comp
Weapons: +1 Dmg, AP 2, Keen 10 vs Objects, scenery, and constructs, +5 Gear Bonus to Damage Saves. +1 Save, +10 Comp

Mithril: (again "impure" mithril)
Armor: +1 Appearance, +1 DP/ACP +5ft Spd penalty, +10 Comp, -50% wgt
Weapon: Lightweight, +1 Appearance, +1 Save, +10 Comp, -50% wgt

"Dragonhide" (well, drakeskin- dragonhide is also a more exceptional material in my setting):
Resist 4 to 1 energy type, Armor immune to that damage type, +2 to Damage saves, +1 ACP, +5 Comp
7  Products / Fantasy Craft / Re: A little something fun for Spellbound on: February 04, 2014, 10:59:12 AM
-Really the key concern for me is the use of Threat Level and Career Level- some of these might have some rebalancing left or were translated from Spycraft, but there are some spells (Polymorph Other was the first one that came to mind) that only effect targets with significantly less TL than your CL- which doesn't really ever come up in FC where all your enemies scale with your Career Level, +/- 2; making it so that those spells just never can be used.
Nothing in the rules says enemies have to be within 2 levels.  Remember that there is even a Campaign Quality for the GM to call out that levels of certain kinds of enemies will remain fixed throughout the entire campaign.

Pg 241 seems to imply differently:
Quote from: FC Pg 241, under Using an NPC
An NPC's personal Threat Level and Career Level are each equal to the current adventure's Threat Level...
And Menace I adjusts the threat level down 2 from Player Level, and V adjusts it up 4 (my mistake on the +/- 2, though that just makes a worse case for the spell)
And yeah, I considered the Non-scaling NPCs quality but it seems silly to base multiple spells on a single campaign quality.
8  Products / Fantasy Craft / Re: Questions on: February 04, 2014, 09:02:58 AM
It could be Basic Combat, but it doesn't work with Ranged attacks. Even Wolf Pack can theoretically be used with ranged weapons.

How exactly do they not work with ranged attacks? Can you not use a bow while in the stance?

Rage gives bonuses to Strength and Constitution, neither of which affect Bows or Black Powder Weapons since they use Dexterity.

A Raging Axe-Thrower would be a lot of fun, though- especially with Determined Shot.
9  Community / License to Improvise / Re: Allergies on: February 03, 2014, 07:30:12 AM
I use the Saurian penalty, dressed for metals (and weakened a bit- it's maybe a bit harsh otherwise) - suffer +1 damage per die from metal sources, when wearing metal armor, bound by metal, or similarly in constant contact with metal, you are sickened until removed from the source.
10  Products / Fantasy Craft / Re: Need Insight on: January 29, 2014, 02:17:51 PM
Personally if someone wanted to use followers to reduce downtime I'd remind them that the man-month is a myth.
Now you're just trying to unmask the programmers out there.

But it does make a good point- it wouldn't make sense to let my suggestion work for everything- you're not going to start brewing whiskey faster just because you have more people, you probably can't incant magical rituals any quicker, and so on- so even then it'd have to be case-by-case if you really wanted it to at least appear to make sense.
11  Products / Fantasy Craft / Re: Need Insight on: January 29, 2014, 01:34:40 PM
EDIT: Basically, my players asked me these questions, and I fall short of an answer... I guess the most important aspect of his line of questions is:

Does his use of his multiple assistants reduce the time? Logically it should, but it seems not to be addressed in the rules.

Not in the sense that it reduces the minimum required downtime, no- though, you're more likely to generate a greater amount of silver which will, in effect, reduce the amount of time it takes to craft the item unless he was already going to be capable of crafting the item in less than the minimum downtime.

That being said, I've had players want to do something similar before (have assistants aid build time rather than check result) and for what it's worth, I just stole and adapted the FC Scavenge rules to fill the situation and used the following setup:
Every helper who wants to try to speed the building process makes an aid/cooperative check like normal, but instead of adding a bonus to the result, the minimum downtime required to build the item in question is halved for every time the total number of participants is doubled (1/2 at 2 total participants, including the leader, 1/4 at 4, 1/8th at 8, and so on)-
It's a little fiddly and could definitely be improved upon as a mechanic (I haven't used it since then because I developed another work-around, but it is definitely -not- universally adaptable), but it's pretty simple and straightforward if you want to give them an option- no idea how the masses feel about it's balance, however.
12  Products / Fantasy Craft / Re: A little something fun for Spellbound on: January 21, 2014, 10:42:44 PM
So I went looking through the Grimoire just a little bit, and asked my players what they remembered we'd run into questions about, back when we first got the file- there were a couple questions and one concern;

-Really the key concern for me is the use of Threat Level and Career Level- some of these might have some rebalancing left or were translated from Spycraft, but there are some spells (Polymorph Other was the first one that came to mind) that only effect targets with significantly less TL than your CL- which doesn't really ever come up in FC where all your enemies scale with your Career Level, +/- 2; making it so that those spells just never can be used.

-The other two are mostly just things my players brought up, that I didn't have as good of a response to as I'd like-
The first is Soul Drain vs Finger of Destruction; two very similar spells, but in the 4 of 5 ways they differ, SD is exclusively worse, and questionably worse on the last one- seems a little strange that it'd be the same level- but I might just be looking at that one with the wrong system's glasses.

The second is the Speak With... spells- another problem similar to the above one- I get the kinda fun concept of it but the spells just seem to get worse as they increase in level- I don't really know how much more information other than "did someone go by here" you'd get out of Speak With Plants or Speak With Animals

I still need to sit down and page through Spellbound, because I know there were other spells that just confused me- though I'm still more than open to any other suggestions regarding Mage Dawn.
13  Products / Fantasy Craft / Re: A little something fun for Spellbound on: January 16, 2014, 12:23:53 PM
Oh, to get ahold of that Grimoire. . .
It's a blessing and a curse, I assure you- an amazing insight yet primarily serves to fuel my want for Spellbound.
14  Products / Fantasy Craft / Re: A little something fun for Spellbound on: January 15, 2014, 07:58:03 PM
Feel free to ask and discuss them of other folks. Pat and I aren't ready to open that particular Pandora's Box at this time...
No worries, I can imagine that Q&A must be some monster looming on the horizon.


Then I need to run back through the Grimoire and make sure I don't forget anything I want to ask about, but in the mean time, for the rest of you, this one's from Spycraft Channeler as well, so maybe it's even already been looked at but- How do you figure Mage Dawn works?
Remote Distance, with an area of "20 mile sphere (Daylight)," makes a sun 2 miles in the air and effects all characters within 100ft and within 50ft of the sphere ooze and undead take damage... That's a veritable knot of ranges and areas- I've never really been sure how to apply each...
15  Products / Fantasy Craft / Re: A little something fun for Spellbound on: January 15, 2014, 05:47:50 PM
I don't know if we ever got a clear answer on this- forgive me if we have- but is it permissible to ask questions about specifics in the preview Grimoire? I know not all the spells are finished and the contents aren't released, but a couple of the spells (at least in their current state) have raised a handful of questions from my players...
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