Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
September 21, 2014, 07:26:52 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 ... 334
1  Community / License to Improvise / Re: New Species: Ophidian on: Today at 02:20:38 PM
  Taking a cue from the Warmachine game, I'd also have serpentine prevent you from making trample attacks (along with barring kicks). It's a small thing, but it'll help secure that .5 status.

  I think it might be ok for the game breaker to be a full vitality/wounds reset as a Full action, once per scene. Also removes conditions of your choice. With that in mind though, I might push the vitality per level down/skill points per level up.
2  Community / License to Improvise / Re: [Notebook] A more physical wizard on: Today at 11:12:45 AM
  Comparing to Spell Power, yeah, they're a little weak. Fortunately one problem solves another. One sec..
3  Community / License to Improvise / Re: [Notebook] A more physical wizard on: Today at 06:28:21 AM
  Thanks Smiley. It basically started with the observation that more adding 2 more spell points was functionally equivalent to adding +1 to all attack rolls -- it was basically moving up 1 line on a column of the class progression table, sort of a mini +1 level. From that I moved to adding an attribute modifier worth of spell points, but noted that Int, Wis, and Cha would all tend to be easily exploitable for Mages. After that it was just working out flavorful drawbacks for each physical attribute.
  I've also needed 'cast with other skills/attributes' text for a while and this seems like the simplest version of that text I've hit upon yet.
4  Community / License to Improvise / [Notebook] A more physical wizard on: September 20, 2014, 12:14:23 PM
A simple idea iterated a few times Smiley.

SPELLCASTING FEATS

  Dragonspeaker
  The world trembles, awaiting your command!
  Prerequisites: Strength 13+, 1 or more spell points
  Benefit: You gain maximum spell points equal to your permanent Strength modifier. As a free action you may spend a spell point to gain a +1 bonus on all Threaten checks until the end of the scene (maximum +4). However, you suffer a –4 penalty to Spellcasting checks while you are mute.

  Dragonspeaker Mastery
  Shout... and the world shouts with you.
  Prerequisites: Intelligence 13+, Dragonspeaker
  Benefit: Your Strength rises by 1. You may make Spellcasting (Str) checks to cast spells.

  Runecutter
  You’ll leave your mark... on everything.
  Prerequisites: Constitution 13+, 1 or more spell points
  Benefit: You gain maximum spell points equal to your permanent Constitution modifier. As a free action you may spend a spell point to gain a +1 bonus on all Concentration checks until the end of the scene (maximum +4). However, you suffer a –4 penalty to Spellcasting checks while you are not standing firmly on the ground (such as when climbing, flying, riding, or sprawled).

  Runecutter Mastery
  What the earth remembers, few forget.
  Prerequisites: Intelligence 13+, Runecutter
  Benefit: Your Constitution rises by 1. You may make Spellcasting (Con) checks to cast spells.

  Spelldancer
  Lose yourself in the magic!
  Prerequisites: Dexterity 13+, 1 or more spell points
  Benefit: You gain maximum spell points equal to your permanent Dexterity modifier. As a free action you may spend a spell point to gain a +1 bonus on all Tumble checks until the end of the scene (maximum +4). However, you suffer a –4 penalty to Spellcasting checks while you are entangled, prone, or sprawled.

  Spelldancer Mastery
  Go with the flow. Go with the flow.
  Prerequisites: Intelligence 13+, Spelldancer
  Benefit: Your Dexterity rises by 1. You may make Spellcasting (Dex) checks to cast spells.

5  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: September 19, 2014, 11:29:19 AM
Not at all. Spinach always comes late in the tale when things seem their darkest. That clip wasn't long enough to have spinach.

Olive's snaking/scampering around on deck... man, that took me back a few decades.
6  Products / Fantasy Craft / Re: Unarmed Combat feat options on: September 19, 2014, 11:26:47 AM
By RAW, no PC has access to an NPC quality unless they have a character option that specifically gives them access to it.

Not my point - those qualities being pointed to are then written in the 'this NPC' form... which is the basis for arguing that flurry isn't accessible to Player Characters.

If its of any consolation, I write everything from the perspective of/coming from "you" these days, even NPC qualities Smiley.
 
Quote
Similarly, when it's come down to FC RAW vs RAI I find in a number of places that what you guys wrote (stacking poison DC enhancements and Grapple are the big ones that come to mind) are better than what you say you intended.

Now I'm curious about the grappling issue you're referring to? Because I don't have an objection to the RAW on the poison upgrades. Late in the campaign the DCs are so low as to be irrelevant without stacking them and the stacking complexity prevents toxic super-weapons from entering the early game.
7  Community / License to Improvise / Re: STORMSURGE - Warstrider Gaming for Mastercraft on: September 19, 2014, 05:23:34 AM
The Rook class is still a work in progress (I see a couple numbers I might still shave), but a few practical tests can only help the process.
8  Products / Fantasy Craft / Re: Unarmed Combat feat options on: September 19, 2014, 04:51:44 AM
Only in as much as the line in chapter 6 reads "When an NPC has 3 or more natural attacks, he may spend 1 full action to flurry, attacking once with each of his natural attacks." but there's no actual restriction on PCs being able to flurry and every indication, from their being able to access natural attacks, that it's intended they should be able to.

By raw then, its NPC only. Problem solved.

By RAW then no NPC quality EVER works for PCs because they are all written out in that form in chapter 6 and that was never the intent. It just written in NPC form there because it's in the NPC section.

I do tend to agree it might have been clearer if it had been put in the combat chapter, but space there was mighty tight Smiley.

9  Community / License to Improvise / Re: STORMSURGE - Warstrider Gaming for Mastercraft on: September 18, 2014, 11:33:44 AM
  I'd like to see artillery as more of a "field condition" than an attack. Something to demoralize troops and drive them into cover rather than attack rolls and damaging directly. Long range, huge AoE, very small chance of direct hit, and crazy variability of damage if you do. Like 1d20-5 maybe.

  I do like WMDs as a strategic option/mission objective.

  I've added an experimental category for very small mecha, think Iron Monger from the first Iron Man movie or most Heavy WarJacks from Warmachine.
10  Products / Fantasy Craft / Re: Unarmed Combat feat options on: September 18, 2014, 06:04:20 AM
  Adding a tail slap (and the resulting flurry capability) sounds like an excellent component of a Drake-Fu feat Smiley.

  I'd also agree that drakes are natively capable of the Wing Buffet attack action... but this is specifically not an "unarmed attack" so its not going to be part of any sort of flurry. It's its own full action bit of fun for launching foes off of nearby cliffs Cool.
11  Community / Off-Topic / Re: Life, the World, and Everything. (Social Issues) on: September 17, 2014, 01:03:16 PM
  I'll always feel bad about not following through on printing and distributing illustrated leaflets on the construction of field-expedient guillotines to the various 'Occupy' gatherings.

  Guillotines have exactly one historical purpose, and it's not making cole-slaw Wink.
12  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: September 17, 2014, 11:05:06 AM
Actually, its The Other Game that uses separate object/weapons sizes. Mastercraft doesn't. The item is that size. The limitation takes the form of characters can't wield weapons bigger than themselves. The lightweight quality lets characters use really big/long weapons which is why a human (Medium) can use a pike (a Large weapon).

The cut-offs for size category (based on longest inflexible axis) are~

~3 inches for Nuisance
~6 inches Fine
~1 foot (11.25 inches) for Diminutive
~2 feet (22.5) inches for Tiny
3.75 feet (45 inches) for Small
7.5 feet for Medium
15 feet for Large
30 feet for Huge
60 feet for Gargantuan
125 feet for Colossal
250 feet for Enormous

So if something is Large, you know it's more than 7.5 feet and less than or equal to 15 feet along at least one axis Smiley. Critters with flexible tails and/or long necks are judged more by the trunk/torso size. This also gives a sense of why the winged flight quality makes the critter bigger in flight, at least in terms of shooting at it.

Scaled-for-Large and Scaled-for-Small are a whole different kettle of fish.
13  Community / Play-by-Post / Re: STORMSURGE: Around the Campfire [OOC and open feedback] on: September 16, 2014, 03:58:14 AM
Been a weird, weird 6 weeks. Might be over, might not.

I want to get back to this, but I really can't quite yet Undecided.
14  Products / Z-Corps / Re: So Z-Corps kinda sorta has some competition on: September 15, 2014, 08:33:05 AM
I've done play-as-yourselves games (in a mix of low-power super heroes and the kids cartoon Spiral Zone - yeah, was a long time ago) based loosely on the D&D system. We just had all the other players secretly vote on your stats and take the average.

It's amusing how much narrative territory they cover in those four headers (love the picture of the meteorite and giant ants!) but the specific appeal of Z-Corps to me thus far is the 'it's not the end of the world, it's just a hell of a mess to clean up' footing. Then again I'm fond of potentially winnable scenarios.
15  Community / Off-Topic / Re: Video game news and reaction on: August 21, 2014, 10:13:03 AM
Just noticed the Aegis has a sash. Nice.

Someone looked at the first mech they built and thought "Put some clothes on!"

Cheesy
Pages: [1] 2 3 ... 334


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