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1  Community / Off-Topic / Re: Life, the World, and Everything. (Social Issues) on: Today at 02:38:09 AM
  I'm puzzled. Aside from "It look like every other 9mm, ever" (hey, not a gun nut, I just play one on the table tops) I think they've missed the basic meaning of the word 'uniform" as in 'all the same'. Maybe it's machined to better tolerance or some other invisible enhancements. While I completely support personalized grips on a personal weapon, they seem sort of counter intuitive on a uniform service weapon. I'm also a little curious about the so called ambidexterity of the thing. Can you get it to spit brass in the direction of your choosing? Because the fun never stopped with the M16 putting hot shells in my coat with me because I'm a southpaw. The location of the controls is a footnote compared to that.
2  Community / License to Improvise / Re: [Queen Bea Games] Beta Testing on: Today at 02:03:38 AM
Wow! Egads... It sounds like no one was hurt, but what a shock Cry. Take care of life first!
3  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 25, 2014, 09:59:14 PM
Does it create, rearrange, or damage holdings?
4  Community / License to Improvise / Re: Heavy GunMetal [New 2.0 Setting] on: November 24, 2014, 02:28:27 AM
I blame you for my watching the 1-hour-plus Alien Rage Cutscenes movie.

Quite remarkable how standardized that storyline has become Wink.
5  Community / License to Improvise / [Notebook] The Heist (cue 70s music) on: November 23, 2014, 08:25:37 PM
Just mulling over heist scenes as a high speed, high stakes minigame Smiley.

Heist Clash!
  Heists can be played out as a clash between the robber(s) and security.
  A clash is a series of opposed skill checks. The winner of each check gains a success. The side that gains successes equal to its goal first wins.

CLASH: ROBBERS
  Goal: The robbers’ goal is equal to the number of layers of security surrounding the target (determined by the GM based on the importance of the target). Each goal scored by the robbers penetrates one layer or facet of the security around their target.
  Victory: If the robbers wins, they complete the theft without being immediately detected.

CLASH: SECURITY
  Goal: Security’s base goal is 3, but this may be modified by the robbers’ actions (e.g. the robbers casing the target, see below). Each goal scored by security results in the robbers leaving a clue in the process of the attempt.
  Victory: If security wins, the heist is thwarted. Actually catching the robbers requires an additional clash (e.g. a failed heist may transition into a chase or investigation).

Simple Security
  The simplest form of a heist requires the GM to choose a number of layers of security for the target between 2 and 10, and choosing a total skill check bonus that security will be rolling against the robbers.

Detailed Security
  GMs can choose specific security types which influence the skills that can be used to overcome them. NPCs running security can use their skills to make clash checks, replacing the generic skill bonus.

Complications
  The GM may spend action dice to introduce complications, forcing the player to face a new layer of security or re-roll a success against one of the established layers (increasing the player’s goal by 1 in either case). The cost to introduce a complication is equal to the number of complications during the heist - 1 for the first, 2 for the second, 3 for the third and so on.

Casing
  The robbers may attempt to “case” the target by discretely observing the target for an amount of time based on the security (see table 1). Casing the target reveals the number of base number of layers (not including complications of course) and increases security’s goal by 1. Casing is often required to benefit from various robber character options.

Wipe Clean
  The Robbers may spend action dice to clean up after themselves, forcing security to re-roll a success. The cost to wipe away a clue is equal to the number of wipes during the heist so far - 1 for the first, 2 for the second, 3 for the third and so on.

Table 1: Simple Security
Layers  Examples                                        Time to Case
  2    Liquor store, temporary building                  5 minutes
  3    Warehouse, temporary office                      20 minutes
  4    Office building, wealthy residence, city museum   1 hour
  5    Small bank, secure transport                     2.5 hours
  6    Government facility, premier residence            6 hours
  7    Large bank, national museum                       1 day
  8    Secure facility                                   3 days
  9    Major bank, ruler’s residence                    10 days
 10    Federal reserve, top secret facility              1 month


Table 2: Challenges
Security            Likely skills
Badge check         Craft (forge), Prestidigitation (steal beforehand)
Common use area     Blend, Bluff
Guards              Sneak
Hidden catch        Search
Laser grid          Acrobatics
Manned checkpoint   Bluff, Disguise
Mechanical lock     Prestidigitation
Unscheduled patrol  Notice
Walls or Ducts      Athletics


6  Community / License to Improvise / Re: [New Pie] Precision Fields for Star Wars on: November 22, 2014, 06:18:19 PM
  The gathering skills in SWtOR aren't precisely sexy, but it's a setting that treats the intermediate components as important goods unto themselves. The other category from that game that I initially skipped was the "mission skills" which might actually make for better fields than the gathering skills with a little tweaking~

Diplomacy (produces favors and some rare ingredients)
Treasure Hunting (absorbs archeology, used to 'produce' ancient Force-relics)
Underworld Trade (black market/smuggling field, 'produces' contraband and illegal goods)
Investigation - probably keep as a separate skill rather than field.

  Scavenging still has some legs in my mind but might be better handled as a feat that allows you to retrieve value/specialized good form all types of junk and not just those related to junk you have specific matching fields for.

  Bioanalysis can still be justified as a thing apart from biotech - though it might be handed off as using Survival to produce income. Again possible feat fodder.
7  Community / Off-Topic / Re: Video game news and reaction on: November 22, 2014, 04:49:18 PM
I remember playing through the Old Repbulic as about the blackest hearted Jedi imaginable (I pretty much based all decisions on what would result in the highest death toll in the long run... disturbing how that netted me light side points on occasion...).

(click to show/hide)
8  Community / Off-Topic / Re: The Idiot Box: TV News, Reviews & Reactions 2014 on: November 22, 2014, 04:26:35 AM
  Just watched the first season of Homeland in pretty much 3 sittings.

  Wow, that was painfully dull.

  I was pretty sure from the pilot on they were needlessly stacking the deck against the protagonist with her being seriously mentally unstable... But the full-blown ludicrous ways (plural) they have her sabotage herself are just silly.

  An entire season to accomplish basically nothing. The show is almost exactly where it started on day one. I seriously walked away thinking the entire plot including a resolution Homeland didn't deliver would have been 2 episodes on NCIS Wink.

  Oh, and I HATE the music in the show.

  In other news, I also finished season 5 of White Collar. If you haven't yet, watch seasons 1-4... and then stop. It officially jumped the shark about 2 episodes in so badly that killing it became a mercy. Given the way they shorted season 5 (only 17 episodes), I'm pretty sure the so called season 6 airing now is nothing more than the last of last years episodes held over. Maybe they got 2-4 more in after knowing they were done, and wrap-up gracefully. One hopes.
9  Community / License to Improvise / Re: [New Pie] Precision Fields for Star Wars on: November 21, 2014, 05:16:08 AM
You could probably lift the crafting system from Star Wars: the Old Republic wholesale and come close~

Crafting Fields
  Armortech (rigid armors)
  Armstech (tech weapons)
  Synthweaving (soft armors)
  Artifice (lightsabers, holochrons, crystal tech)
  Cybertech (cyber, droid hardware)
  Biochem (medical skills and stims)

Gathering Fields
  Archeology (supplies Artifice)
  Bioanalysis (supplies Biochem)
  Scavenging (supplies Armortech, armstech, cybertech)
  Slicing (information systems, droid software)

Throw in Vehicle Fields~
  Riding Beasts
  Speeders
  Starfighters
  Starships
~and you're looking pretty cozy.
10  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: November 18, 2014, 08:09:30 PM
I dunno. I have a warm place in my heart for Schultz - I used to work for him and he threw awesome Christmas parties - but sometimes the Peanuts is frighteningly depressing.
11  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: November 16, 2014, 06:02:38 PM
Hahahaahaa. Awesome. Good catch.
12  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: November 15, 2014, 11:08:32 PM
If it were a flying animated weapon acting on its own I might follow the logic, but its the (medium sized) character taking the action using a tool designed to make that action easier.
13  Community / Off-Topic / Re: The Idiot Box: TV News, Reviews & Reactions 2014 on: November 15, 2014, 10:52:44 AM
  Nolan lost a LOT of credibility in my eyes with Interstellar. Which made me go look and realize my god does The Dark Knight Rises draaaaaaaag oooooooooon for long stretches.

  I shudder to think of him put in charge of a story that's supposed to span centuries...
14  Community / Off-Topic / Re: Video game news and reaction on: November 14, 2014, 10:42:15 PM
I keep wondering how much longer 'til they start talking about the other 3 characters so prominent in the art.
15  Community / License to Improvise / Re: [Notebook] One Hour of Justice on: November 13, 2014, 05:09:35 PM
  I just picked up the 7th season of Burn Notice and the 5th season of White Collar. I'm gonna nail down the last bits of the Con-Artist soon I hope. It's snowing here so I have some curl up in front of the TV with hot cocoa time scheduled. Unless Lego Batman 3 ambushes me Wink.

  I've been kind of inspired by the 5th ed D&D classes. While classes should have choices, I'm moving most of the decision making process into feat selection. The fixed class abilities tend to cover iconic elements and things that aren't shared with other 'nearby' classes through their shared feat tree access. And as I mentioned above there's an eye towards multi-classing your way to wide-not-deep omni-competence ('formidable' skills are much more tolerant of this strategy than flawless ones). I'm looking at a feat that counts the number of different classes you have levels in to scale it's benefits. The new little "Build" blurbs have been focused on how the first 2 levels set up the class, while Level 3 and up may go in a slightly different direction once that base is established. I've also been splitting the D and E abilities more often (and even C occasionally), which has the benefit of putting a bit more variety in the first 10 levels.
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