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121
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: June 14, 2010, 12:14:46 PM
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one of the things discussed in the aftermath of last week's session (was that our group was in desperate need of damage type variety. (we had foes that made our primary lethal and subdual damages less-than-effective). Looking at the Exotic Damage Essences as written they turn all the damage (from let's say a weapon) into another damage type, permanently. It would be heaps more useful to have this be something that can be triggered / toggled - as it would be troublesome to have an axe converted to cold damage and then encounter a cold immune (or heavily resistant) foe and not be able to use the axe in it's traditional lethal role. Or have a damage converted whip no longer able to benefit from Whip Supremacy.
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122
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: June 09, 2010, 01:07:40 PM
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So, another Monday game afteraction report.
It turns out there are rules that don't have enough rules to them. Acrobatics / Jumping uses the height of the character to control the maximum amount of a vertical leap, but other than Humans & Giants, the actual size of players character races are not covered. Normally the height and weight fo a character is pretty much all fluff, but this is a case where it is needed to complete the resolution of another action. And having weights would be handy for lifting / dragging team members back to safety via The Extra Mile. (The easy default is to steal these sorts of numbers from 3.5 products, but we want to be above that)
Sprawled to Prone. There are two conditions for being on the ground - Sprawled and Prone. Sprawled being that state of not wanting to be knocked to the ground, and Prone being essentially on the ground intentionally. Sprawled carries with it the Flat Footed Condition and a -2 on all attack checks. The Sprawled condition is lost when the character is attacked or Repositions. SO, if a character is attacked, they then become Prone? Just making sure, because it isn't expressly stated.
Light sensitivity training. Apperently creatures of the dark have a viable reason to want to become followers of the light. On the first step of the Path of Light, character gain an immunityu to Flash damage (Plus Flare and Glow at will). As far as I can tell, that should counteract the Light Sensitivity of Goblins, Orcs, Elemental Heritage: Shadow, Spider Nation Elves, or Stone Brave Ogres. No real question to go with this, just an bservation.
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123
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: May 27, 2010, 01:50:36 PM
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I can certainly answer the last part of that Alex,
Starting cash for characters is TIGHT.
One of our mages had to get three kits for skill use, and that pretty much bankrupted him.
After level 1, yes I can see weapon investment as a low cost element, but just starting out it has been, challenging.
The errata also puts some ideas on the table for starting cash, empowering GMs to make a call in the open about how wealthy the heroes should be starting out  Good stuff there. I think I have the only character in the group that afforded himself a waterskin. Almost need a standard "adventurer's kit" sort of package.
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124
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: May 27, 2010, 11:22:07 AM
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I can certainly answer the last part of that Alex,
Starting cash for characters is TIGHT.
One of our mages had to get three kits for skill use, and that pretty much bankrupted him.
After level 1, yes I can see weapon investment as a low cost element, but just starting out it has been, challenging.
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125
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: May 27, 2010, 10:56:21 AM
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Hey Gang, I just stumbled into the Tire action. Since it isn't a true "attack" does DR apply to the paltry 1d6 subdual damage? Or does DR defeat (or nearly defeat) this combat option? (Search fu failed to find a result, maybe because "tire" is in a lot of words.)
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128
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: May 25, 2010, 12:12:36 PM
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another one I know that space in the book was tight, so why did you Crafty Guys print the same feat three times? Darting Weapon, Two Weapon Fighting, and Two Hit Combo all use the exact same Mechanics for the same effect. The only difference is that they are in different feat trees.
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129
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: May 25, 2010, 11:03:39 AM
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quesions for a tuesday (the curious circumstance of having a monday night game).
Darting Weapon and Knife Basics - we are going to be applying a level of common sense solution here, but as written, Darting Weapon only works when you wield a single weapon, and Knife Basics says all your Knives are considered armed at all times - therefore the only way to really use Darting Weapon would be to only carry one Knife. On a related note, carrying a shield and weapon should negate the use iof Darting Weapon as well, since a shield is a Blunt Weapon.
Prizes - We did not find a written mechanic for a prize that no one in the party is particularly interested in. Selling it and redeeming it for its reputation cost (split among the party) is our current front runner of ideas.
Page 205 - Attack Check Modifiers - Size is included as an attack check modifier (but then references affecting defense... odd). And on 206 the size modifer is not included in a character's Defense. This is a bit odd. Does Fantasy Craft run contrary to the D&D roots here? Do characters get a size modifer to Defense but not Attack? Do two Huge critters just have a really easy time hitting one another while two diminutive critter flail about missing one another?
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130
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: May 19, 2010, 10:58:55 AM
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Pat, you know how often I travel. On top of that I have worked in the hospitality industry. While I am not discounting the negative effects of the poor quality inn, I think what we realized is that the RAW does not account for camping under the stars at all - positively, negatively, with or without some sort of roll (I have seen other systems use Fortitude or Survival in this instance).
Setting up camp and sleeping out in the wilds is one of the iconic elements of the fantasy genre (complete with setting up watch rotations and middle of the night encounters). And it just feels like it was neglected in the RAW.
Time to work up a GM improvisation.
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131
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: May 18, 2010, 03:55:16 PM
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another interesting note.
It was pointed out that staying in a Poor Quality Inn results in starting the next day in the fatigued I condition. But we could not find a reference to any sort of requirements, tests, or detriments for just sleeping out underneath the stars.
just how bad are these Inns, and why would adventurers pay to sleep there?
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133
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: May 18, 2010, 11:29:07 AM
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I had my first session last night, including obligatory combat. Some of the players have some questions we couldn't figure out, so I am bringing them here to share with all of you.
Weapon Upgrade Qualities. Do these stack? IE: can you purchase the Guard quality for a weapon that already has Guard? Or add AP on top of a weapon's inherent AP? My instinct says no, but we couldn't find anything definative.
Scaling. We have a devious Goblin that is using an Ogre Crafted Stilletto as his weapon. since the stilletto starts out as D(iminutive), this only raises the weapon to T(iny), and is still usable one handed (with a 1d6 damage, 18-20 Crit, and AP 8 - AP 10 is the Ogre Construction stacks). The same intrepid Goblin Has Ambush Mastery and is inclined to convert his Stilletto damage to Subdual (mostly to keep his target Flat Footed) - the AP 8 still applies, right? (The goblin in question ended up beating a Troll like critter into unconsciousness)
Harpoon. We have a Giant wielding a Harpoon. He wants to stick the Harpoon INTO his targets and reel them in with the Cord trait. I could find nothing in the RAW indicating how this would be done. This is what harpoons are designed to do, and my impulse is that sticking in the target is what happens on a Critical Hit (hence the 18-20 crit range). The answer may be moot though, since the player just discovered that he cannot use a Harpoon in melee combat.
Bow Basics. Does the AP 2 that the Feat grants to your bow Stack with whatever Bow you are using? Or is that feature moot with a Longbow? More as we dig deeper (and get more nutz).
Game on!
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134
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Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread!
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on: May 12, 2010, 12:29:43 PM
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I have looked through everything and I cannot find viable answers
Unborn - Special Construction: Clay The Unborn (a Construct) gains Fast Healing. How does this work for a character that does not heal naturally?
Hurled Weapons (as opposed to melee weapons with the Hurl trait) I cannot find any indication saying if you can or cannot use a Throwing Weapon in Melee, or if so, at what sort of modifer. I might just say consider it untrained for melee use.
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