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1  Products / Fantasy Craft / Re: Experience rewards on: March 30, 2015, 03:59:31 PM
These times, at least when I GM, I'll just dole out levels whenever the groups wants to level up.
It almost never happens that I veto that. Also, I usually let them start at level 3, which makes them a bit more competent in their chosen roles.

Keeps me free to do the actually planning and other stuff, instead of keeping track of XP.
Works for me. Smiley

Then again, I have no problems if my group wants to start at level 20.
2  Products / Fantasy Craft / Re: Call to Arms Wave 5 + Fantasy Craft Second Printing Sale on: December 04, 2014, 06:36:32 AM
Read them! They're great. General consensus is that the new Paths on the Shinobi are fun as hell, and that the entirety of the Skirmisher is like the gift no one realized they wanted, but everyone loves. And of course, infinite damage spiral from the Witch Hunter smoking an NPC with Unlimited Spell Points brings smiles to faces.

I had to translate the Bundle for a friend, as practically all other english material, just because his english is so damn bad.
The Witch Hunter didn't appeal to him because... well, he loves spell casters.
The Shinobi he digged from the first to last sentence, but it was the Skirmisher with which he fell in love on first sight. Grin
I think, him loving the Captain since he got his mitts on that class might have to do something with it. Grin

And now he is seriously torn between a pure class Captain, a Captain/Skirmisher or the Chaneller... and this will only get worse with Spellbound hitting the shelves. Evil
3  Products / Fantasy Craft / Cultural Repercussions if there are severely more females than males? on: December 04, 2014, 06:28:58 AM
Hi there,

I decided to start a new round and put together a setting of my own for it.
It is a collaborative effort and a friend of mine tossed some concepts in my direction and wants me to use that as a foundation for one of the factions.
I have practically to do the write-ups, while anyone else throws concepts, ideas and things they want to see in my direction. Smiley

Basically, the major theme is Arabian Nights. The thing I already determined is that a former nomadic tribe gave up it's nomadic life and settled for good in the desert.
The primary reason is that arcane training is hard to do while you are running around and scraping by in the desert.
For some reason there is also a strong imbalance between the different genders. Roughly 10 females are born for 1 male. Possible reasons might include a curse (divine or otherwise), a broken pact with a dark entity or something else altogether. For now it isn't clearly defined. Another quirk is that nearly every male is gifted in the arcane arts.
The thing that stands from a historic point of view is that after settling down the so called Beni Zahir where gobbled up by a great empire. They tried to rebel, failed and got slapped with a ban of very nearly all weapons and armors and the provincial army that they had was dissolved and replaced by imperial troops. So to circumvent the ban somewhat they had to focus on unarmed combat and stick to the few weapons that they were still allowed. The same ban also lead to the founding of numerous monasteries which furthered the art of combat under the guise of religious practices. In exchange for all the support the monasteries received they allowed the rich in return to call upon their services... basically replacing the former dissolved class of soldiers.

Even after they threw off the yoke of the empire - only while the empire was in disarray and already falling apart - they saw no need to lift the weapon and armor ban, it had become part of their culture. Also the abundant use of magic in the confines of their desert realm ensured that most attackers would seek easier targets.
Naturally, the life is concentrated within the desert oases, which are therefore densely populated.

Their only allies are the desert tribes, that facilitate trade on their behalf. Everyone else sees them mostly negative or outright despises them for their magic use.
It doesn't help that they are seen as heretics who worship strange gods and have no problem with people that would be burned alive in other realms.
The Beni Zahir try also to keep their culture alive and would go to great lengths to minimize the influence of the illiterate barbarians beyond the desert.
The setting is generally inclined to be hostile for magic users.

So how could or would this culture - under the given circumstances - be structured when there are so many more females than men?
Could this work at all or are their reason why it wouldn't? Any opinions, remarks or suggestions?

As always: any help is appreciated. Smiley
4  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: December 04, 2014, 05:47:55 AM
I'd love to see the Trickster in action. I love illusions and shapeshifting. Grin Combining a Trickster with Alchemist might also be awesome.
Chaneller is a close second in my book. FC makes it possible to play a blasty Lina Inverse style caster and still be effective. It's just awesome. Grin

Ah well... just a little bit more patience and then FC can no longer be called incomplete and it will be time for TOG and PF to admit defeat. Evil Smiley
5  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 03, 2014, 05:28:41 PM
It's actually only 1D4 damage that you're taking from bleeding, but also you do more than +2 damage because you also hit 5% more frequently plus the save bonus. so you probably make an even exchange of health for damage which could be an amazing trade for a cleaving or a spiral cutter or a darting/flashing weapon soldier. and that extra +1 damage can be a big deal at lower levels. At higher levels it still has uses as you stop worrying so much about 1d4 damage because of a huge HP pool or because you're backed by a healer or because you have regen.

It's certainly not a crazy powerful spell and it could trade health for damage poorly, but it's also a 0 level spell on par with "gain 1 vit in exchange for a full round action."

Personally I think that the character should already be bleeding rather than giving a person bleeding just because I don't think that a glory spell should spontaneously cause someone to start bleeding to grant a bonus. The ideas I've really liked is either granting bleeding instead of another condition. Trading fatigue for bleeding seems more heroic and glory like, you don't get tired or scared, but you're willing to bleed for it. Or affecting someone that is already bleeding.

I am okay with that spell handing out the bleeding condition. The preserver seems to be the dude that goes around like a knight in shining armor... and who believes his own hype. Grin
Just see it as the ultimate expression of someones will to suffer for others and you are golden. Totally fitting.

It also helps cutting down on players inflicting bleeding upon themselves to access even the last buff for the fight against the Big Bad.
Yes... I know players who would do that... without even flinching or thinking twice about it. Roll Eyes Grin
6  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 03, 2014, 05:15:10 PM
I think Bill Whitmore's comparison to Magic Vestment is a good one. Starting to bleed in exchange for a +1 to melee attack and damage rolls is flavorful and not totally broken, especially if the duration is short (1 minute). That's where I'm leaning at this point.

Overall, I'd like this specific spell to include the capability to be used on already bleeding buddies. That way it would be handy if my side is already bleeding to death anyway and I can at least swing the odds a bit in their favour. Smiley

EDIT: A lot of deleted text, that was made with a wrong assumption in mind. Go on, nothing to see here. Tongue
7  Products / Fantasy Craft / Re: Call to Arms Wave 5 + Fantasy Craft Second Printing Sale on: November 28, 2014, 06:20:38 AM
Awesome. Grin

Already looked over the Witch Hunter... what a freaking scary dude. Shocked
I love the Skirmisher. It's really neat that he begins just with one terrain type for his On Deadly Ground ability and can master up to 4 more.
Giving him the Mobility Feats is a perfect fit and as are the bonus feat options.
The rest of his abilities turn him into a surprisingly effective teamplayer and finally Killzone is a fitting capstone ability.

And finally... I think you outdid yourselves with the Shinobi. I really dig that class.
The path choices will be agonizing, they are all damn good.
Also the Mark of Uncanny Accuracy will be known as dwarven bane I think. Grin

Luckily, I have a setting where I can make good use of all these new additions. Evil

There are two typos in the Skirmisher PDF, right on the second page.
It says "Building the Shinobi" and "Playing the Shinobi" instead of Skirmisher.
The same goes for the Witch Hunter PDF.
Seems a certain black clad sneaky bastard wanted more attention. Grin
8  Products / Fantasy Craft / Re: Cloak and Dagger on: November 27, 2014, 06:35:09 PM
Thank you for your detailed response! I was envisaging a Legion Battlemage, so a frontliner was my intention, and I was planning on Mage 10/Runeknight 10.

One thing: in the approach outlined above you've dropped Favoured Weapon, a prerequisite for Runeknight.

Ok... somehow I totally dropped the ball on Favoured Weapon. Tongue
So, here is the corrected version:

Fighter: Armor Basics
1: Armor Mastery
3: Favoured Weapon
Mage 4: Hidden Spells
6: Armor Supremacy
Signature Weapon
9: Sword Basics
12: Darting Weapon/Charging Basics (whatever you prefer)
Trademark Weapon
15: Sword Mastery
18: Sword Supremacy
Mage 8: Casting Time - Casting Time is quite nice to have as a ace in the hole with the doubled casting times from Difficult Magic.

Basically, you have to make a choice between Darting Weapon or Charging Basics with that build. Both are good, but if you want to keep the line, Darting Weapon might be more appealing. It also has no limitations on how often it can be used in combat. On the other hand, if things like high-risk & high reward do the job for you, you might consider Charging Basics. Grin

Regarding Spell Secret: I was intending to use it to grab a couple of out of reach spells. M/R gets to Circle 6, so I was going to pull a couple of 7s down to 6. Yet everyone seems to focus only on Spell Secret's uses for Arcane Wellspring. Having not yet played a game, I was wondering if Arcane Wellspring was really that good, especially since I'd be getting it at level 20 with this build.

Let me preface this with: It's just my opinion... naturally your's might differ. Smiley
You get exactly two Spell Secrets to pick over your entire career... and quite late at that it seems.
Additionally, the Mage gives you spellcasting abilities up to level 4, while the Rune Knight provides 2 more on his third and seventh level.
Furthermore, you will end up with a total of 30 Spellpoints.

With those things taken into consideration: Why do you want two level 7 spells brought down to level 6? And which would that be?
I mean - depending upon your spell selection - you are either fire support (quite likely), someone to forge favourable circumstances or a healer... quite likely a mix of several.

You have plenty of options to kill people with your mind Grin and the same goes for any option really.
Level 6 spells in Cloak&Dagger must be cast against a DC of 36... for you those are not reliable spells, thanks to the setting.
You are excellent at kicking ass, slinging spells and taking names, but I'd concentrate on spells of level 5 and lower primarly... just don't forget to pick some nuclear options from spell level 6 like Lightning Bolt II, Cause Wounds II (freakin' mook killer), Mass and Quake Touch if you want to be living siege equipment. Evil Grin

A lot of your mainstay combat spells could be low level spells that are reliable and efficient from the spell point side of things.
Attack Spells recommended for that are: Ray of Enfeeblement, Scorching Ray, Searing Ray, Polar Ray I & II
Area effect spells: Fireball I, Call Lightning I and II, Lightning Bolt I. Spells like these will often be saved against, due to your lack of spellcasting feats, but even so they will do damage and take care of mooks.
Use ray spells to deny them saves and hit single targets for maximum effect. Evil
I just browsed through the core book... you might have other sources for spells available.

Other spells: You should have plenty of spells over to pick up anything else that you like or your group might demand.

On the topic of Arcane Wellspring... yes, it is awesome. The ability to cast level 1 spells over and over again is BIG.
Combined with two spells brought down to level 1 by spell secrets and you are set to inspire fear into your enemies hearts. Evil

Look at it this way: A Fireball II can inflict up to 16D6 damage... your Mage/Rune Knight could use that spell 5 times at level 20 and then he'd be out of gas.
Sure he could do inflict a maximum amount of 480 points of damage, but that's the most generous assumption. Grin
Enemies more often than not are capable of dealing with saves, therefore a LOT of damage would be negated, which is of no concern against mooks anyway... usually.

Now let's say your Mage/Rune Knight picked up Scorching Ray - a second level spell - as one of his spell secret. Not only is this spell easier to cast, it's cost's are also cut in half... so even without Arcane Wellspring in action you can cast that spell more often. The only disadvantage this spell has is that it can only be cast in short range... which luckily plays into your strengths and because it is attack-based there is no save to worry about AND you can hit up to 3 different targets or just focus fire. Sure, the spell deals only up to 6d4 per ray damage, but you can cast that spell more often. There is no save, it costs 1 spell point to cast if picked as a spell secret and with Arcane Wellspring you can use it all day long after you are out of spell points.

In the end my reasoning might not be your cup of tea and therefore I'll say this:
Overall, go with what you like. There is no right or wrong. If you see a spell that you just want to have... pick it.
The world won't be doomed for it... I think. Smiley
The bottom line is: Have fun. Grin Sometimes you have to slay the princess and save the dragon. Evil Grin
9  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 26, 2014, 07:29:57 AM
Well, as long as it's permanent you'll always have the option to undo the changes. Even more: If you make any mistakes nothing prevents you from redoing your work with another casting.

If you want the spell to be forever, you'd have to make it an instant effect.

Slap me silly Tongue... I forgot the distinction between Instant and Permanent... again. Roll Eyes
And Ares, yeah another casting can undo the damage, but that just proves my point that a mage should think ahead and not act like a madman throwing around high-level spells to kick the universe repeatedly in the balls just for the heck of it. Grin

If this spell ends up with an Instant duration, then the changed landscape should be capable of degrading IF the surrounding environmental factors can't support it.
If on the other hand the spell ends up as permanent it is a moot point, because the spell will sustain the change.
But I really hate the idea of this spell being countered by a "simple" dispel spell. It just seems wrong.

With me forgetting the distinction of Instant and Permanent - as I am prone to do every freakin' time Smiley - I'd vote for the duration of this spell as Instant.
It would only be fair if this spell is really permanent, without being capable of being disspelled.
As mentioned, I would also rule that if the surrounding environmental factors in play can't sustain the chosen environment it should degrade over time.
10  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 26, 2014, 06:16:43 AM
I like dismissible - it gives you a reason why the tower of the evil sorcerer collapses after you have killed him.  Grin

Yeah... but it devalues the spell on a grand scale AND it leads in my opinion to a scenario in which someone might have a change of heart and is undoing all his work in the literal blink of an eye.

I think that spell should be permanent. Keep Dismissible far, far away from it, otherwise the impacts of this spell (social, culturally, economic, warfare) are lowered hugely.
This spell is basically a twin and far nastier version of "Crackling Tempest". Both spells are devasting through different means, but BOTH would be seen like the equivalent of nuclear weapons if they are used in the right/wrong fashion.

To reiterate: I don't like the idea of a mage going "Whoopsie, my bad. Allow me to undo the hellish landscape in the blink of an eye and we call it quits, right?", therefore Dismissible shouldn't be applied. After all, using magic should have a price and thinking ahead should be one of them. Grin
11  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 26, 2014, 06:00:57 AM
To throw in my opinion here.

Seven Days should be permanent... and it shouldn't be dismissible.
After all this is a high level Creation spell and it's effect should be awesome.
Casting that spell - even without spellcasting tricks - will reduce a mages spellpoints by a fifth... even at level 20.

The limitation that sapient lifeforms gain a save to prevent the spell from working around them already ensures, that it's offensive capabilities are probably quite limited.
There are WAY, WAY better damage spells out there, that don't rely on a barrel of luck to effect a city or it's inhabitants. Even a small village is likely to negate the spell to an extent and singular farms would probably in deep trouble. I really like this spell... so many options on the strategic scale. Smiley

It's primary means strikes me for terraforming purposes, like turning a barren landscape into fertile land or to ensure that land is turned - either over time or quickly - into a form that is hard for an enemy to pass. The only thing that I WOULD hardcode into the spells effect is that exotic environments - like arctic landscape - will degrade over time, if the environment isn't geared to support it. The workaround to this would be obviously to cast this spell often enough to affect the local environment on such a scale that it changes that fact.

A thing that I would like to ask - and I realize that you might not want to answer that Alex - is:
Will there be ritual magic to pump up the size of a spell like Seven Days to make it feasible for a mage to use a spell like this for strategic purposes?
If there is no ritual magic to toy around with the size I'd probably set the Area to 1.000 ft. per Casting level. If there is ritual magic to toy around with keep it as is.

I'd say the spellcaster is the nexus for the change at hand and therefore needs to be at least in the Remote distance bracket.
This at least forces the mage to go out and risk his own hide instead of terraforming from who knows where... it will also help with setting up neat scenarios in which the heroes might try to play whack-a-mole with the baddies who try to turn their land into a hellish landscape. Grin

A Unlimited Distance for casting this spell seems a bit much to me, just because it would mean that the bad guy of the plot could and probably would set up a heavily fortified and nigh impenetrable fortress to protect himself against incursions by the good guys, while doing his evil deeds.

EDIT: Clarification, Spelling and formatting
12  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: November 26, 2014, 05:38:10 AM
Yippie. Grin Best news ever.
I knew you guys would get it done.
Crafty Games strikes once again. Grin

On a sidenote: People cancelled their pre-order? Really? Huh?
That thought never occured to me. Then again I am in for the long haul.
I have found an RPG toolset that I like above all else and I'll stick with it.
Same goes for Spycraft 3.0 when it hits the stores. I'll probably try to kick out Shadowrun for it, just because their products as of now leave a LOT to be desired.
Call me a fanboy, but it is how it is. Cool

Finally, there will be a proper expanded foundation for all kinds of magic and FC will be all the better for it. Grin
The other games can suck it, they'll be overwhelmed by a wave of awesome. Evil

I swear after this damn crappy year I went through, this is the best news up until now. Grin
Thank you Alex, thank you Pat for your dedication even in the face of adversity. Cool Smiley
13  Products / Fantasy Craft / Re: Any update on Spellbound? on: November 25, 2014, 01:46:47 PM
You folks should be watching our DriveThruRPG page this weekend.

NO, not about Spellbound *, but about something new... for Fantasy Craft. Smiley

What will it be? What will it be?
Ah... the waiting will kill me. Grin
I just know it.

* You can expect something about Spellbound soonish though. We're really close to talking about that too.

This gets better and better.
Awesome, Pat. Grin

Shocked Shocked Shocked  (You know, Crafty bunch drops Spellbound for Xmas, we may have to find a way to ship them some premium Irish whisky.) lol

Someone open a fund, I'll donate in a heartbeat. Grin
14  Products / Fantasy Craft / Re: Cloak and Dagger on: November 25, 2014, 01:38:04 PM
What feats would you recommend for a Cloak and Dagger Runeknight?

To further clarify, here's what I'm looking at at the moment:

Thesterian: The Gift
Fighter: Armour Basics
3: Favoured Weapon
Mage 4: Hidden Spells
Signature Weapon
12: Casting Basics
Trademark Weapon
15: Combat Focus
18: Casting Mastery
Mage 8: Casting Supremacy

Originally I was going to have the Axe B/M/S in the empty slots, but it doesn't seem to fit the setting and neither of the setting fitting weapons (Spear, Sword) seem very good on their own (both have the "you can use the tricks from other weapons with this weapon at Mastery, which is useless to me because I don't have enough feats to get the other weapon feats).

Most other feats in the build are pretty non-negotiable so this is all the space I have. Perhaps I should fill out my Armor feats or grab Shield B/M/S? Or drop Combat focus and grab Sword BM and Spear BM?

I don't know I'm at a loss. Is Edged Mastery any good? I could do Edged Mastery (Sword) and the other two Armor feats...

Is he a frontliner or not?
If he is not, Knifes - like Ares suggested - would be very good.
Otherwise it would depend in which role he served.
Runeknight indicates at least that your character is probably more accustomed to the rigors of frontline combat and maybe even was part of the military forces.

And what is your spread of classes for this character? Mage 10/Rune Knight 10 I suppose?

If you are hellbent on the Spear and Sword feats you could leave out the Casting feat chain.
Yes, that would lower your spell save DC by 3 points overall and yeah, the Difficult Magic quality would make it harder to cast.
The solution to both problems is to pick mostly damage spells that are used with attack rolls or allow no saves and to pick mostly spells up to level 5.
Another option is to pick spells that change the environment or allow for more mobility... any spell not reliant on saves is boss in that case. Smiley
And most of all don't pick high level spells unless you really, really need them with that campaign quality in play.

If you are a bona fide frontline combat mage/rune knight it is better anyway to use spells that you can sustain for longer to exert pressure upon your enemies.
Your spellpoints are already limited and if you indeed shooting for Mage 10 you end up with 2 Spell Secrets, that probably should be picked among your level 2 spells to allow for infinite casting with Arcane Wellspring I.
I love that feature to pieces. Evil Grin

Fighter: Armor Basics
1: Armor Mastery
3: Armor Supremacy
Mage 4: Hidden Spells
6: Sword Basics
Signature Weapon
9: Darting Weapon
12: Charging Basics
Trademark Weapon
15: Sword Mastery
18: Sword Supremacy
Mage 8: Casting Time - quite nice to have that ace in the hole with the doubled casting times from Difficult Magic.

Ignore the bolded parts and you have enough slots to fill up both Spear and Sword Feats if you are so inclined and you are still a powerful mage to be reckoned with.
Personally I would  use the setup I provided here. Mostly because I found that the extra DR given by the Armor feats turns even lightly armored characters in quite resistant buggers. Cool
The added immunity to sneak attack damage is also very welcome.
The Sword feats are all that you need as a favoured weapon that is reliable against whatever kind of enemy you use it.
Furthermore, it allows you to pick a Gladius (aka short sword) as your favoured weapon, which can be used even in cramped environments.
Picking up Darting Weapon and Charging Basics would finally allow you to get the most out of your Spellstrike ability from the Rune Knight. Depending upon the situation you could either choose a classic melee and drown your enemies in quite quick attacks over and over again or if the situation demands a more mobile approach you charge them and on top of all that, if you hit you can blast them or possibly some other baddies with a spell. Evil How awesome is that? Grin

Picking the Spear feats brings not all that much to the table, beyond the "run them through" trick, but that's just my opinion.
Edged Master is nice for those who can spare the feats... your character most certainly can't and there are tons of better feats for him.
Also your mix of arms and magic should do just fine. Grin

Oh, and just another thing. One of your Spell Secrets picks should be Scorching Ray... infinite lasers to the face. Evil
Levitate is also good and does double duty as a handy utility spell AND it can be used to take out singular opponents out of a fight.
The drawback of Levitate is that unwilling targets get a Will save.
Cure Wounds II as a second Spell Secret might be more benificial and appealing if you are willing to heal your buddies, teammates or NPC's in general.
If you already picked Cure Wounds I, you might find Restoration I the overall most helpful spell to pick as a Spell Secret.
Helping your buddies to overcome fatigue states and attribute damage could be beneficial in many situations.
One example might be forced marches to get somewhere quick. Negating the consequences of that would be huge.

EDIT: Clarification and formatting
15  Products / Fantasy Craft / Re: Assassin - Mage? on: November 16, 2014, 02:20:32 PM
Another combo to consider - if you have access to the Spellbound preview - is Assassin 5/Mage 10/Arcane Savant 5.
You'd still net 2 Spell Secrets from the Mage AND could still cast level 1 spells ad infinitum.
The kicker is depending upon which discipline you decide to specialize in, you might cast up to level 2 spells of your chosen discipline as level 1 spells... which synergizes with the Arcane Wellspring feature of the Mage.

Let's say you pick the Energy discipline as your specialized discipline. This would allow you to treat Scorching Ray like a level 1 spell and in in fact every Energy spell would be treated as 1 level lower. A Fireball I would therefore only cost 2 spell points. This choice would also allow you to access Sunlight I, which is awesome against undead and you could access level 8 Energy spells. Especially War Cry is awesome. Smiley

Combine that with picking Shadow Weapon I as one of your Spell Secrets and you are literally never without a weapon - assuming that you have access to the Spellbound Grimoire preview. Enter a ballroom or a secure vault unarmed and take out the baddies with your dark magic. Grin The second Spell Secret could be used to either pick Cause Wounds II - to dispatch mooks in a blitz - Summon Spirit II, to get some Spirits to fight for you or Illusionary Image II if you want to distract and confound the opposition.

The only thing you would lose is the "Black Vial" perk from Assassin 6, which could or could not be a problem.
All in all this option might be a bit magic heavy and therefore not appeal to you. In the end it all depends upon you and your vision of your character.

So many good combos... so many things to choose. FC is awesome. Grin
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