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16  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 04, 2014, 11:44:27 PM
Yay. Two types of missiles!

(and turrets)
17  Community / License to Improvise / Re: Thought Experiment: Superpowers on: April 04, 2014, 04:13:27 PM
Added super skills and minor gadgets. Should make it easier to design uber-competent heroes in the Black Widow and Hawkeye molds.
18  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 03, 2014, 08:54:02 PM
Probably a selectable scale ranging from scuttling charge (good for protecting advanced tech/designs) to final retaliation (Boom!) to terror threat in the form of a small neutron/dirty bomb. Point is mostly when the mecha loses its a bad sport about the whole thing Smiley.

I really want to get some missiles plugged into the spreadsheet and folded into the weapon tables. I have a couple of fun ideas for design challenges I hope the board denizens will embrace Smiley.
19  Products / Fantasy Craft / Re: Questions on: April 03, 2014, 08:39:07 PM
Just as an aside, there are level one spells that use the per 2 levels text as well - Shatter (1d6 sonic damage per 2 Casting Levels to a max of 4d6) and Ray of Enfeeblement (You inflict 1 temporary Strength impairment per 2 Casting Levels) in the core book, for instance.

The Spell Conversion feats all include the option to drop the level of a spell by 1 without the caveat that you need to be able to cast that spell normally

They all have "to a minimum of 1"... which for a Mage (or the Spycraft 2.0 incarnations of the Channeler & Seer) means caster level 3+ and they work fine with the "per 2 caster levels" notation.
20  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 03, 2014, 07:26:33 PM
I actually find Heavy Gear with its extreme efficiency internal combustion engines and various fuel-cell/battery schemes more plausible on many levels. Having the biggest weapon on the mecha be the engine leads to some really awful strategic realities. And that's not even counting when you are on defense and really don't want to trash the local landscape.

My reluctance comes partially from a discussion of piracy in a star-travel setting. How do you go about robbing people who are sitting on a massive matter/anti-matter bomb? You can't easily threaten their lives because they absolutely have the means of taking you with them.

The spoilsport feature allows you to get the last laugh and will probably include a nice deliberate ammo cook-off in its function, but for now I'm leaving catastrophic self-immolation out of the base rules Smiley.
21  Products / Fantasy Craft / Re: Questions on: April 03, 2014, 07:17:02 PM
That's good enough to be from the voice of god. So let it be written, so let it be done.

Nah. I'm an informed observer. Maybe "Demigod" on a good day Smiley.

Alex will probably straighten it out in a more elegant fashion - he spends a lot more time with his hands under MasterCraft's hood than I do Smiley. Its just important to remember that Spellbound puts a lot of effort into constraining magic so that it delivers the cool with the minimum amount of raw power. Magic tends to overshadow all other paths to power even when you are keeping a firm grasp on the reins. Any time you can come down on the side of less power for magic without causing the game to crash, you probably should.
22  Products / Fantasy Craft / Re: Questions on: April 03, 2014, 07:11:24 PM
Well there goes that theory then. Bit odd to release spells not meant to used at caster level 1 alongside several feats that allow that very thing to happen.

Such as?
23  Products / Fantasy Craft / Re: Questions on: April 03, 2014, 05:39:10 AM
Ah, reading back a little further...

I guess there could be some errata or changes to those spells as they appear in Spellbound, because those spells are not designed to work with caster Level 1 characters. Looking at the Spycraft version of specialist casters it wasn't a concern: they gained access to level 1 spells at career/caster level 3. The Gift grants level 0 spells. Paths are likewise set up to strongly resist handing out Level one spells before career level 3. It's not a major overhaul if it does change - It looks like "one-half your caster level (rounded up)" takes care of the concern with only a little power creep.
24  Products / Fantasy Craft / Re: Questions on: April 03, 2014, 03:32:50 AM
I don't see how "per 2" is in any way ambiguous. That's why there's no round up/round down statement. 1 is not 2. 3 is not 4.

If you're concerned about XP bloat don't use them at level 1. The GM has just as much of an obligation to not present free kills as he does to not TPK the party on a whim.

...Or do, to build a false sense of security before they come back at level 2+ kinda pissed off Wink.
25  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 03, 2014, 12:20:24 AM
Reputation costs being built into the combat somehow is very amusing. Please save us - without blowing everything up!
26  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: April 03, 2014, 12:14:28 AM
I am about 20 hours from watching it and vibrating with excitement.

Please don't suck... Please don't suck... Please don't suck... Please don't suck... Please don't suck... Please don't suck... Please don't suck... Please don't suck... Please don't suck... Please don't suck...
27  Products / Fantasy Craft / Re: NPC Qualities: Damage Reduction and Class Ability (Fortunes of war) on: April 03, 2014, 12:12:50 AM
Rather than swapping, I'd probably lean towards fortunes of war being 4. Works out neatly as 3+1 with 3 being equal to the cost of DR 1 and the +1 being a second point of DR that functions about 1/3 of the time (the usual coefficient for Dramatic Scene Only effects). It also save you from having to re-compute all the existing stat blocks with DR Cheesy.
28  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 02, 2014, 08:08:41 PM
I don't want to build in the assumption that the Striders are walking reactors waiting to go critical. The specifics of the power plant are something I'd like t mostly hand-wave for the sake of setting flexibility.

That said, a spoilsport/deliberate kaboom system is something I wholeheartedly support and I'll add it to the features.

Also, with the addition of the attack check info in the "playing" post above, Strider-on-Strider combat should now be fully possible, if a bit rudimentary.
29  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 02, 2014, 05:50:22 PM
Ah. Culturally themed Talents for the BattleTech nations could be a fun project - though I'm not specifically advocating recreating that setting. Its still something I'd save just a wee bit longer while the skills that will be used in strider combat settle out. Striders are a tool for storytelling in many eras, from a traditional fantasy via BattleGolems, into a steampunk/Iron Kingdoms take, through pseudo-contemporary Front Missions, and on into various star-faring space opera incarnations.
30  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: April 02, 2014, 02:13:36 PM
To be honest the FC Paladin is inspired by Jean Luc Picard. The idea is a character that is so pure and earnest about their chosen ethos they make the people around them want to be a better person in those terms. They wear their alignment on their sleeve and have billboards made up for it everywhere they go.

Love the Dwarven metal paladin. That tells me "Someone got it. Got it exactly."
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