Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
August 20, 2014, 05:34:44 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: [1] 2 3 ... 39
1  Community / License to Improvise / Re: I don't think I play Fantasy Craft anymore on: August 15, 2014, 10:10:59 AM
Unfortunately I'm in the opposite boat. I love FC and it has done wonders for allowing me to give mechanics to my homebrew setting in ways other games haven't. However, the majority of my gaming group (same group for some 20 odd years now) simply has lost interested in even looking at FC since it appears to be a dead line now. They were pretty burnt by the lack of that "one big release", and now that Crafty has said they are moving on to other things, they'd prefer to focus on a more "living" system. Its sad because FC is great, but this group simply wants a system that is more than a single book with no future support. Sad

I can understand this sentiment as well, and maybe that's part of what drove me to where I am now- it's a system I can easily expand on myself, either through converting rules or starting from the ground up.
2  Community / License to Improvise / I don't think I play Fantasy Craft anymore on: August 13, 2014, 10:31:06 PM
-and I mean it in the best way possible.

My experience with Crafty started with Spycraft 2.0 and I loved Fantasy Craft before it even hit the shelves. I used to run campaigns in homebrewed one-campaign worlds, but my players and I wanted something more persistent- so I sat down and put together a small conglomeration of kingdoms in a more-or-less simple setting.
Five-or-so years later that setting has grown significantly- wildly out of control- it started with a game here or there fleshing out more bits and pieces, but the rules were augmented and altered just as much, mostly in line with the sort of games and traits my players liked or desired. Now, what is it? 12 PDFs comprising some 700 pages from rules to fluff- much of it is brand new but some of the rules are borrowed from the great ideas that show up on these boards, and some just rewritten to accommodate dozens of tiny house rules; the entire Skills section reappears in the setting's books, and all the FC feats from all their books are reincorporated into the Feats chapter- everything is built on a significantly different scale of balance (to the point where I pretty much come to the forums to give advice or guidance, because my work doesn't mesh well with others' and that of others often takes a good chunk of adaptation to fit)
I use the FC core book only for NPC generation, the Combat chapter, and the core Classes- but I don't consider any of this an improvement of the system; if my group enjoys it more, I'd say it's a testament to the system- Everything is clear and understandable- nothing is nebulous, vague, or confusing, and I was able to pick up FC from the get go and put it to use. It's efficacy as a toolkit between that ease of use and the foundation that it sets forth isn't something I want to understate.

So that felt a bit stream-of-consciousness. I feel like I've given the Crafty guys a bit of hell (particularly regarding that one aggravating release), but they've really made an awesome system that I'm going to use for a long time, even if I only use a fraction of its original text. Anybody else out there find themselves carried away with FC?
3  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: July 27, 2014, 09:39:38 AM
Yep, Surge of Speed doesn't do anything about that limit. For that you'd need Double Cast, which stacks up with it nicely.


It also works well for anyone who isn't solely a caster- Taunt/Threaten/Attack twice then cast. Now I kind of want to make an Aggro BMS character that taunts the whole room, then casts Elemental Shield or something similar.
4  Products / Fantasy Craft / Re: Questions on: May 20, 2014, 10:34:29 AM
Although, to a large degree, if you can't think of a Study for an NPC, it probably doesn't need one.
This is, for the most part, true- though I can still think of circumstances where you might need/want such a list for an NPC (players are at a university and grab a random professor, players using Cold Read on an unexpected target, that sort of thing); but yeah, it's much more helpful as a guiding tool for players

Again, I would argue that if you can't think of one quickly it's a good indicator they don't have one.

I don't really give NPCs studies at all, and I don't think he's saying every NPC needs a study. But I'd figure, at 0 XP cost, it's not like it's hurting anything more than a bit of complication if that's his playstyle
5  Products / Fantasy Craft / Re: Questions on: May 20, 2014, 09:21:13 AM
Although, to a large degree, if you can't think of a Study for an NPC, it probably doesn't need one.
This is, for the most part, true- though I can still think of circumstances where you might need/want such a list for an NPC (players are at a university and grab a random professor, players using Cold Read on an unexpected target, that sort of thing); but yeah, it's much more helpful as a guiding tool for players
6  Products / Fantasy Craft / Re: Questions on: May 20, 2014, 08:05:09 AM

I'm curious if anyone knows of a nice long list that could be used to create Studies for NPCs.  Sometimes, my imagination for coming up with stuff just starts to run dry…   Tongue


I have a big list in the character gen section of my version of the Hero chapter- it's a conglomeration of all the just basic-whatever I could think of and some of the more remarkable studies from the Skills section, then the rest are all broken off in suggested-studies-by-region- lemme see what I can cannibalize from there:

[Region or Common Species] (ie Cadian Laws or High Elven Laws): [Region] Common Folk, [Region] Geography and Navigation, [Region or Common Species] History, [Region] Imports/Exports, [Region or Common Species] Laws, [Region] Leisure Spots, [Region or Common Species] Nobility, [Region] Trade and Travel Routes, [Common Species], [Crafting Focus], [Crafting Focus] Materials, [Crafting Focus] Techniques and Creations, [Gear Category], [Weapon Type], [Species],[Ride Focus], [Type] Anatomy, Alphabets and Symbols, Architecture, Astrology, Astronomy, Common Codes, Riddles, and Ruses, Common Deceptions, The Ether, Economics, Ethnicities and Nationalities, Famous Libraries and Vaults, Famous Speeches, Art, and Literature, Historical Acts of Terrorism and Oppression, Mathematics, Music, Poisons and Diseases, Sports and Physical Games, and Tells

Animal Behavior, Horses, Trail Signs, Weather, Architecture, Mining, Homesteading, Hunting, Magical Environments, Adventurers, Knights, Tactical Maneuvers, [Ancient Kingdom] Ruins, Stories, Cartography, Sailing, Trade, Famous [Species] (famous Gnomes, famous humans, etc),Inventors, Political Relations, Festivals and Holidays, Natural Life, Food Chains and Symbiosis, Clans/Tribes, Legends, Mythology, Performing, Interracial Politics, Historical Disasters, Wars, Airships, Modern Inventions, Occult, Spellcraft, Exotic Species, Arcane Metamorphosis, Human Interference, [Deity/type/magic type] Rituals, Divine Laws, Sacrifices, Scrupulous Diplomacy, Rites of Passage, Political Deceptions, Ancient Artifacts, Walking and Riding Patterns, Natural Spirits, Corrupting Influences, Religious Texts, Medicine, Slaves, [biome] hazards, Legendary Treasures, Fighting techniques, Folk Stories, Meditation and Prayers, Poison, [biome], Weather Cycles, Mountain Climbing, High Altitude Living, Traps, Open Market Values, Black Market Values, Trivial Knowledge, Esoteric Knowledge, Etiquette, Defensive Tactics, Famous Castles/Keeps/Forts, Signs and Shows of Respect, Titles and Honorifics, Physical Contests, Challenges, and Measures, Body Modification, Sources of Magic, Military, Noble, and Knightly Insignia and Heraldry, The Elements, Valuable Trade Goods, Drugs, Engineering, Markets and Bazaars, Legal Loopholes, Privateering, Smuggling, Demigods, Astrology, Sports, Puzzles.


Sorry it's a huge mess, like I said, the big block in the middle is pulled from a big list of regions and backgrounds that my players use for inspiration and to get an idea of what languages, races, studies, and alignments are common for their choice.
7  Products / Fantasy Craft / Re: Questions on: April 26, 2014, 07:10:58 AM

Another rules question, this time about Action Categories (Movement, Attack, Initiative).  Uh, what are they for really?  Aim and Anticipate in particular -- what does it matter if they are Initiative actions?  Does it mean the character has to declare them at initiative time (i.e. when we roll) or can only be taken once, or you can only take one of that category per round?

I think the only important quality of Initiative Actions is that they are non-Movement, non-Attack actions, so that they are free from effects or restrictions of both types.
8  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: April 22, 2014, 04:22:37 AM
Drake crafted weapons or a Specialty with Nothing Up My Sleeve.
A shame that lovely elf lady illustrating the mage entry has neither of those  Tongue

(Mostly I'm just amused by the fact that the iconic character has a build that seems really cool in theory, but in actual execution is super clunky.)

I don't actually recall if the iconic builds are official or not- but that's clearly an oversight (and a wildly unnecessary one- Elf-craft has far less utility for this character)- if she's not using her greatsword as a focus in place of a spellcasting kit in her picture then she doesn't have one at all and is conjuring one (in which case the spellcasting kit 'requiring both hands' would just be fluffed as it requiring both hands free-and-occupied).
9  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
10  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.
11  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.
12  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
13  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!

14  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
15  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.
Pages: [1] 2 3 ... 39


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!