Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
October 01, 2014, 05:17:39 AM
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 ... 335
1  Community / License to Improvise / Re: New Expert Class: (Looking for a Name) on: September 30, 2014, 04:39:28 AM
As to name, I was reading at the fluff and thought I might be looking at a "wildling". A common name for a sort of spontaneous, perhaps slightly stunted or malformed magical talent.
2  Community / License to Improvise / Re: The Sentinel, again on: September 28, 2014, 10:37:35 PM
  What is this ability doing that using a normal rope won't? That's the magic Smiley. Lets assume some sort of tangible rope has already been employed...

  Anchored: At Level 1, when up to 2 allies are tethered to you and any forced movement would cause them to be pulled farther than the length of the tether from you (shoves, carried off by rapids, falling, etc.) they instead stop at the end of the tether without dragging you along. Further, once per round as a free action you may 'reel in' a tethered ally, giving them a free standard move they must spend moving directly towards you (following the tether around corners if necessary). You may reel in an ally a number of times per session equal to your starting action dice.
  At level X each of your allies who can see and hear you also gains this ability.


3  Community / License to Improvise / Re: New expert class: Witch on: September 26, 2014, 09:33:35 PM
  Core ability is quite entertaining.

  The 2/7 slot is usually a unique ability. The 4/8 slot is often a feat. I'd like to see Peer into my Cauldron and Dance puppet merged into a single legacy ability in the 2/7 slot (plus extending the have a bit of the target restriction makes a lot of sense asd a requirement for dance puppet's effect...), moving Witches brew to the 4/8 slot.

  Vile hex. Might end up shifting down to level 6. After all the other changes I'd review this one again as the extra spell point cost may not be necessary. Might allow the witch a choice of 2 effects OR +4 on the save DC.

  Cackle. Like the core effect (auto-shaken). Rather than it reaping potentially dozens of spell points, I'd have it return one spell point for each character affect whom you have hexed this scene. That gives them incentive to scatter them around to maximize the return.
4  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: September 26, 2014, 08:34:27 PM
  Just wanted to say my suggestion was truly off the cuff and deliberately cautious if for no other reason than because my musing do carry a bit of weight Cheesy. Allowing freely floating steps at 6/12/18 is probably reasonable.

  But, 3 floating steps is sound in a way that 5 (full E ability) is not: paths go through chains of 5 where feats mostly use chains of 3. There's some fair concern that being able to pull any step 5 matching your fairly large range of step 1s is gonna break something somewhere. Having only 3 floaters would normally limit you to a step 4 or a step 5 IF you've secured a step 2 along the way by other means. Getting that step 2 is probably hard enough to validate the idea you've committed more to that path than others. IF you really want to make that a definite thing for the class, you might include taking one step as part of the gamebreaker.

I do like the concept and look forward to seeing it refined Smiley.
5  Community / Off-Topic / Re: D&D Next Going Live In July on: September 26, 2014, 03:43:48 PM
Just picked up the new Player's Handbook.

It's... intriguing. They really, REALLY streamlined things. You either have a skill, or you don't. You either get a bonus on that check or you don't (there's only one bonus in 90% of the cases, and it doesn't stack). You either get a penalty to your check, or you don't (again, one modifier, no stacking). You either have an action die - er, excuse me, "Inspiration" - or you don't (gaining a second while you have the first doesn't stack. Use it or lose it buddy). Every couple of levels you can take either a +2 to one stat, a +1 to two stats, or a feat - a real, tangible, enforceable scale for the play value feats must compete against.

As a 'gateway drug' its actually quite clever. I'm amazed they managed to simultaneously dump the base attack progression from ALL classes while simultaneously giving casters a much needed savage kick in the balls. And this time they included multi-classing in the launch product and its not full-Shayamalan retarded.

Oh, and their casters can now cast 0 level spell infinitely. Yes, I do find the flattery to be sincere Wink.
6  Community / License to Improvise / Re: Origin Creation Game III: Master your Craft on: September 26, 2014, 03:31:51 PM
Blade Runner
"Great, another rogue skin job..."

• Bonus Feat: Quick Draw
• Enforced Retirement: You may inflict critical hits and sneak attack damage on constructs. (1)
• Execution Style: Your attacks gain 1 die of sneak attack damage. (2)
• Instinctive Insight: You gain 1 rank in Sense Motive and a +1 bonus to all Sense Motive checks. Apply this bonus rank before spending skill points. (1)
• Tough Cases: You may purchase ranks of Police renown for only 20 reputation (see page XX). (2)


Challenge: Millionaire (Specialty)
7  Products / Fantasy Craft / Re: Questions on: September 22, 2014, 09:46:07 PM
On way to spice up deciphering is time pressure - you'll always crack it... but will you crack it in time to matter?
8  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: September 22, 2014, 05:12:42 PM
  Huh. I misread that and had the strangest idea...

  Walk Many Paths: At levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, take the first Step (and only the first Step) along any path allowed in the current campaign.

  Its the spiritual equivalent of the all-you-can-eat appetizer platter Smiley.

  With that as your base you might allow a couple "floating steps" like you would floating feats. Maybe~

  A Deeper Understanding I: At level 6, once per scene as a full action choose a path you have taken at least one and no more than four steps along. You take an additional step along that path until the end of the current scene.
  A Deeper Understanding II: At level 12, choose two paths when you use this ability.
  A Deeper Understanding III: At level 18, choose three paths when you use this ability.

 You could also position the I and II as level 8 and 16, dropping III.
9  Community / License to Improvise / [Farthest Star] Rattling Sabers on: September 22, 2014, 01:36:52 PM
  I've been continuing to muse on the Union's 'volunteer' warrior class, the independent citizen groups that find their calling in battle without joining the state-controlled Legions. While smaller, transient groups of these 'sabers' form and disband over a period of months, some have emerged as permanent fixtures in the Union's social landscape, developing their own tactics, credo, and even technologies. Dubbed the 'Orders-militant' by the popular media to distinguish them from the other varieties of guild that make up so much of the Union's social fabric, many of the orders also dabble heavily in cyberware and other technologies typically unfit for polite company in order to secure advantage in combat.

Ravensleek [Talent - Organization]
  Ravensleek is one of the Union’s premier orders-militant, turning young, directionless citizens into coolly efficient sabers to fight in its brush wars. Like many of the orders, advancement is often accompanied by an evolving array of cybernetic implants.

•   +2 Dexterity, –2 Constitution
•   Darkvision I: You ignore the penalties of dim and faint lighting (see page 218).
•   Mark of Leaden Filigree: You take the first step on the Path of Leaden Filigree (see below). Each time you would gain a feat from your Career Level you may instead take another step along this path if after selecting class abilities your step will be no greater than one-half your Career Level, rounded up.
•   Sneak Attack: Your attacks gain 1 die of sneak attack damage.


Path of Leaden Filigree
  Filigree packages focus on minimalist and aesthetically appealing hardware linkages and reversible modifications – adding to rather than replacing limbs and organs. Leaden filigree is designed to support covert operatives with integral stealth technology and enhanced tactical awareness.

Leaden Filigree I: The lower of your Dexterity or Wisdom rises by 1 and you are considered to have 2 additional Covert feats when counting your covert feats.
Leaden Filigree II: You gain the Uncanny Dodge I ability.
Leaden Filigree III: Add your steps in this path to your maximum number of ranks in Sneak. (This ability stacks with other benefits that increase maximum skill rank.)
Leaden Filigree IV: You gain the Iron Will feat.
Leaden Filigree V: You gain the Uncanny Dodge II ability.

 
10  Community / License to Improvise / Re: [Notebook] A more physical wizard on: September 22, 2014, 12:35:29 PM
  I definitely don't want to use fatigued, as I'd rather the solution to these casters not be a byproduct of "just hit him!" On the whole I'm happy with it mirroring the improved stability divide. It's definitely a dwarf-themed approach to magic.

  Dragonspeaker is not at all subtly paying homage to Elderscrolls Smiley. I'd have to give some thought to how I'd frame a charisma-mancer because I don't think I'd actually make it about talking -> vulnerable to mute.

  Ultimately any discussion of magic mechanics is going to first hinge on setting decisions. 'Is it balanced?' is relevant, but 'does it fit the GM/setting designer's vision?' tends to be the real deciding factor...
11  Community / License to Improvise / Re: [A New Pie] Version 1.2.1 on: September 22, 2014, 12:19:01 PM
  A rough stab at the traditional attribute-based Talents for New Pie following the 'fewer bullet points, more impact' philosophy. One thing I'm moving towards is allowing skill cap bonuses to stack. The main reason draconian limits were introduced was~
  A) because skill rank used to have a much more significant role in feat prerequisites/gating
  B) take 10-it-into-oblivion builds, which have mostly been weeded out by other means.

  Yes, they are iterative and kinda boring, but that's the point Smiley. They are there to support very single-stat-focused builds.

  Alert
  Don’t think for a moment I don’t know you’re there...
•   +3 Awareness, –1 Grace
•   Exceptionally Vigilant: You maximum rank in Vigilance rises by 2.
•   Split Decision: You may take 2 Ready actions at the same time as 1 full action, each with separate triggers and reactions (see page XX). After the first of the 2 triggers occurs, the other Ready action is lost.

  Crafty
  There’s always a way to get what I want.
•   +3 Guile, –1 Fitness
•   Always Ready: You may always act during surprise rounds.
•   Exceptionally Eloquent: You maximum rank in Parley rises by 2.

  Determined
  That which does not kill me just pisses me off...
•   +3 Determination, –1 Precision
•   Exceptionally Focused: You maximum rank in Focus rises by 2.
•   Last Chance: You may spend and roll 2 action dice to boost any save.

  Fit
  My body is a temple.
•   +3 Fitness, –1 Guile
•   Exceptionally Athletic: You maximum rank in Athletics rises by 2.
•   No Pain: You may ignore the first exhausted, injured, or shaken condition you would gain each scene.

  Graceful
  I make this look good. I make everything look good.
•   +3 Grace, –1 Awareness
•   Exceptionally Impressive: You maximum rank in Impress rises by 2.
•   Fluke: Once per session when you roll a natural 1 on any roll of a d20, you may change the result to a natural 20. You cannot be forced to re-roll this check.

  Precise
  If it’s worth doing, it’s worth doing right the first time.
•   +3 Precision, –1 Determination
•   Exceptionally Adept: You maximum rank in Expertise rises by 2.
•   Slow and Steady: The cost to activate any errors rolled by you or your teammates during downtime is increased by 2 action dice.

12  Community / License to Improvise / Re: New Feat Chain: Totem B/M/S on: September 21, 2014, 08:38:20 PM
  Assorted thoughts:
  Drop the underlining and use italics.

  Basics
  You probably want to add that becoming sprawled does not cause you to leave these stances.
  Even as stances (eating the 'stance slot', most of the packages in Basics seem a little above the line. One way to reign them in might be to have it boost the lower of a pair od two attributes rather than the current fixed +1.
  I'm a bit leery on the winged flight on a first tier feat.
  Multiple totem basics feats bug me a little. Let me think on it.

  Mastery
  Given the considerable power again in the Mastery, I would remove the Special. One feat, one bonus.
  The many-basics, one mastery definitely has me nervous. One reason that structure doesn't blow the Pathfinder feat chain to bits is because you're only ever in 1 terrain type at a time...

  Supremacy
  Farspawn - you could just say "you gain an additional +2 defense" rather than putting the user through the math Smiley.

13  Community / License to Improvise / Re: New Species: Ophidian on: September 21, 2014, 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.
14  Community / License to Improvise / Re: [Notebook] A more physical wizard on: September 21, 2014, 11:12:45 AM
  Comparing to Spell Power, yeah, they're a little weak. Fortunately one problem solves another. One sec..
15  Community / License to Improvise / Re: [Notebook] A more physical wizard on: September 21, 2014, 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.
Pages: [1] 2 3 ... 335


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