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31  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 05:22:50 PM
I saw your rewrite after I posted that comment. It's certainly functional, but I'm wondering if it's too much.

 Thanks Smiley. Sure, it may be off. That was like the mechanics equivalent of speed painting Smiley. Better - and smaller - numbers then Career Level almost certainly exist.

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What I'm trying to balance is a reasonable respec option with ease of use and play and not-fourth-wall-busting logic that players won't reject as "unrealistic" ('I can only repick half my spells over again when I get this feat? Why not all of them if that's what the feat's supposed to do?').

  Well, since the chief challenger for utility is Spell Library, maybe Spell Specialist can swap a small number up front comparable to Lifestyle. Then Spell specialist says "hey, I can get the same number of new spells I know I want as if I took spell library. I gotta trade for them but I also get to make extra trades in the future if I need to..." Something like that sounds like an equitable comparison with the existing feat.

  Maybe initial swaps equal to your Legend at that moment? Dunno. A flat number like 5 swaps might work too.

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All I wanted at the beginning was the equivalent of I Can Swim for spells, which rewarded non-generalists.

That we can do Smiley (adding the restrictions suggested here)~

I CAN FLY
  You always have the perfect trick up your sleeve.
  Prerequisites: Know 10+ spells from a single school.
  Benefit: Once per adventure as a free action you may choose a spell from any school you know 10+ spells from. You are considered to know that spell until the end of the current adventure.
  Special: This feat may not be taken as a temporary feat.
32  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 05:07:48 PM
  If VAO becomes a thing again I'd totally expect to see a "Spell training: you gain +3 spells known for this mission only" right there next to the "Skill training" when hassling the VAO quartermaster Wink.

  Resetting even portions of your spell load mid-play is just asking for the game to grind to a halt for the ultimate in option paralysis. 'When you level' effects can at least mostly be handled away from the gaming table.
33  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 04:58:30 PM
...and that alone is feat-worthy for folks who have been playing a while and realized they didn't know everything  about the game when they started. This allows you to adjust on the fly, which per the RAW is not allowed.

  Like I said, I'm warming to it Smiley. Without the whole cross-specialist juggling its still hard to justify mid-level range compared to Spell library. Swap spells once per level or oh hey, how about I just take 3-7 more spells? That's 3-7 levels of benefit no waiting and without giving up anything either.
34  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 04:54:02 PM
I'd almost prefer an I Can Swim variant but it would be tricky, if not impossible, to balance.

Yeah...no. Just knowing whatever spell whenever you most need it (*screaming as he falls down pit* "Waitaminute...I know Feather Fall!") is just broke.

  So are most things that involve spending 4 action dice on narrative control.... but they still happen Smiley.

  Blowing an entire 1/adventure feat to say "I'd like to skip the whole cheat death thing and just not die in the first place" doesn't seem to overpowered to me Cool.
35  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 03:52:06 PM
  I fixed that later on. Twice Smiley. It either needed an extra effect for when you had no unspent skill points OR it unspends some skill points at the start of each adventure.

  I can Fly doesn't have the problem, thankfully Smiley.
36  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 03:46:15 PM
  I'm warming to it. It'll give newer players a lot more slack and that's not a bad thing... But I still think someone with good system mastery (and spell system mastery is hard, no argument) will always be able to find a better use for a Spellcasting feat slot. Spell Library grinds it into the dirt in most cases.

  Maybe allow some exchanges when its taken? Since this feat currently does more the earlier you take it (take it at level 17, how awesome is it now...? Yeah not so much) maybe a number of immediate swaps equal to your career level?

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37  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 03:35:47 PM
The ability to adapt your toolbox to fit the anticipated tasks ahead and/or to trade out some low level spells for more potent higher level options as you gain "Circle of" ranks shouldn't be underestimated, imho. (For one thing, it allows you to have loads of low level options at low level without being strapped for higher level options later).

  Y-es, but similarly, having high reliability spells that fit into a the nooks and crannies of a spell point budget is no less valuable. Just because you have a bigger version doesn't mean its the better tool for the job.

  Though to be honest, if I had the chance to do it all over, I'd have made knowing all lower numbered version of a spell a prerequisite for learning a higher numbered version - by default. It's definitely one of my favorite campaign qualities. So maybe being able to dump low level versions after the fact is cheese enough to be worth a feat... Smiley
38  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 03:29:45 PM
I'd almost prefer an I Can Swim variant but it would be tricky, if not impossible, to balance.

  We scripted one of those in the LtI board, but for the life of me I can't remember what it was called.

  I suspect the book will offer some clarification or expansion on when/how casters have to pick their spells, which could actually simultaneously make the Extra Discipline/Spell Specialist combo easier to pull off and the stand alone Spell Specialist feat less valuable.
39  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 03:12:23 PM
 Prerequisites: Must know 10+ spells from at least one School of magic

  Huh? How could I know 10+ spells and them not be from "at least one school of magic"? Looking at the effect I think its trying to say~

  Prerequisites: Must know 10+ spells from a single School of magic.

  The benefit is a tiny bit perverse, since if you know ten spells, you almost certainly have access to the school in the first place so why do you need to swap to it? This seem like it might be something where you use extra discipline to drive a toe hold into the new school, rack up 10 spells there (9 skill or wisdom score bumps later...), and then use this feat to continue shifting to those spells (gaining access to the other two disciplines of the school along the way)... but two feats and half-a-dozen levels later maybe you should have just taken one level in the specialist caster class if you lust after its goodies that much...

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Special: If you exchange a spell to which you have applied permanent benefits, such as the Arcane Might or “spell secret” class abilities, you may not apply those abilities to a different spell; however, if you gain that same spell again later, the permanent abilities will once again apply.

  Ouch. That is just brutal. Not quite "just don't" written out extremely long form, but damn close Tongue.

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[Sidebar: Using Spell Specialist – PLACE NEAR SPELL SPECIALIST FEAT]
The Spell Specialist feat lets a sorcerer exchange known spells for other, possibly more powerful ones from a magical School in which he has extensive knowledge. Casters who focus on one or two Schools of magic, such as the “specialist” base casting classes, benefit most from this feat, as it lets them reorganize their known spells as a perfect mix over time, or exchange lower-level spells for higher level ones as they grow in power and experience.
[END SIDEBAR]

  The reorganizing aspect within a single school is kinda neat, but ultimately its paying a feat for nothing you couldn't have done with a little better planning of your initial spell load. It doesn't gain you spells known it just shuffles them.
40  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 20, 2015, 01:43:52 PM
So, are weapon-required moves just exactly the same as regular power moves, with the additional requirement of having a (specific) weapon?

  Yup. In fight games armed character aren't particularly more powerful. And sometimes the system even supports their being disarmed, reducing their damage or array of moves. I definitely don't want "weapon moves" to be a separate class that have to be built differently. So the risk-to-reward needs to pay off somewhere else.

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Seems kind of odd to me; if there's an extra restriction above and beyond the norm, shouldn't there be some extra benefit?

  Well, that leads places. The main benefit is you have a sword (or whatever) in your hands. Which would be an advantage for your non-power move attacks. Which presently don't happen much. Which leads to maybe restricting power moves to once per round. Like I said, places. Possibly good places (more ways of shaving power off the system). Still thinking about it though.

  I'm playing a little Dynasty Warriors this morning and giving more thought to how to best represent weapon styles and tools for wading into 100 mooks at a time.
41  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 01:29:14 PM
There would probably be a Special: entry if you could take it more than once.
42  Community / License to Improvise / Re: Expert Class: Mad Berserker on: January 20, 2015, 12:10:32 PM
  Can drop the note about pummel in Furious - its not a melee attack.

  Suggested edits:
  Trigger rage: At Level 2, after an opponent attacks you, you may immediately enter Berserk stance as a free action. If the opponent scored a critical hit, you must do so.

  Never heard of him: At Level 4, you may substitute Resolve in place of Bluff when attempting to Lie. You also gain a study or language.

  Violent reputation I: At Level 4, you gain +1 on Intimidate checks and one rank of Heroic Renown. The disposition of any NPC who recognizes you worsens by 5 and their error range when intimidating you increases by 1 if they do not have the feral or ferocity qualities or a Rage feat.
  Violent reputation II: At Level 8, your bonus to Intimidate checks increases to +2 and you gain another rank of Heroic Renown. The Disposition and Intimidate penalties double.
 
  I would rename Dominant Stance (as it doesn't actually give you a stance...).

  Suggested changes:
  Deadly shade: At Level 10, the DC of damage saves you cause against standard characters increases by +5. When you successfully Threaten an opponent, they also become flat-footed.
43  Products / Mistborn Adventure Game / Re: Mistborn Allomancy Dice (Kickstarter) on: January 20, 2015, 11:10:35 AM
Anyone been rioting the author's boards? These are six siders, they work in all kinds of games. Even Monopoly is better with Allomancy!
44  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 20, 2015, 11:02:58 AM
Roll maybe a non-Dodge defense bonus?

That has potential.
45  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 20, 2015, 11:02:29 AM
  Going to use this post to host Battle Arena Toshinden characters.

  We're starting to get to the point were the library has some really core moves shared by multiple characters across several games. Guillotine Kick reappears here and while this is the first place I've used them comet kick, slide kick and seeking slash are very common tools of the fighter's trade.

  These first characters are the Hidden Boss of Toshinden and his students, the game's "twins" in the very typical Ryu/Ken fashion.

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