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31  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...
32  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.
33  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.
34  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.
35  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."
36  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 02, 2014, 02:05:26 PM
Well the plan is primarily to make this work with FantasyCraft characters and/or New Pie (the two are very similar when it comes to physical skills and combat). I think you could run a strider vs. strider gun-fight now (oh, need to publish the hit location tables, right. Soontm). We're missing the metal-on-metal melee and collisions though. Hadn't considered that but shouldn't be too hard  Smiley.
37  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: April 02, 2014, 02:30:24 AM
I find this increasingly nummy. Cheesy
Great stuff Morg, thanks.

Thanks Smiley. I've added some basic equipment. I just want to get a few missiles onto the tables and I think I'll be ready for a very basic strider design challenge.

Quote
My only complaint is having the impulse to play it and having no outlet.

I know that feels, bro.

I picked up the X-wing minis game (On Alex's recommendation actually... Smiley). It indeed spiffy. I am very much inspired by some of the concepts therein. Most of all, I kind of miss simultaneous movement just because opponents can slip out of your firing arc unexpectedly...

(I also found used copies of the WarMachine Colossals book and a BTech guide with most of the unknown rules/weapons I'd been stumbling over in the 3145:Tech Readout. Good day at the game store Cheesy).
38  Community / License to Improvise / Re: Just browsing the Wildstar MMO on: April 01, 2014, 07:18:32 PM
With the summoned minion concept in mind its amusing to note that the "Probes" ability line for Medics summons a small AI/construct that hovers near the target either buffing allies or de-buffing enemies.

...and you can command them self-destruct for a small AoE blast at that location. Spooky.
39  Community / License to Improvise / Re: Just browsing the Wildstar MMO on: April 01, 2014, 07:14:01 PM
I think for clarity I might just add a 1 point NPC quality to self destruct (how to use the magic misile mingt not otherwise be clear...)

WHile NPC do whatever the GM tells them, I think spending 1 point for self destruct might be a reasonable addition on enemies that already have death throws and could be useful in appropriately costing the challenge of foes that are just that dedicated.
40  Community / License to Improvise / Re: Just browsing the Wildstar MMO on: March 31, 2014, 06:54:08 PM
I think your summary is quite well done, and your analogies of each class are exceedingly accurate.  Kudos!

Heehee - those class descriptions are snatched from the class videos on the website. They really do hit the right note to amuse me.

I'm partially curious because I really like the idea of laying clear zones and arcs on the ground. Having some buffs be applied as "I put a marker here, stand near it to win" really appeals to me, particularly in a setting where damage also take so the form of "I've laid a very visible cone of death here, leave or get pummeled. It creates a very active tension that I'd think could easily be translated to the grid-based environment common to many roleplaying games.
41  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: March 31, 2014, 06:38:22 PM
FACING & MOVEMENT
  Striders (and other vehicles) have definite facing in one of 8 directions - at all times they are pointed towards either a side or a corner of their current square.
  As a half action you gain your Striderís listed speed points. As a full action you gain double this number, or triple this number IF you also took a full action to move last round. Full action movement does not increase your Handling.
  Striders spend 1 speed point to move directly forward 1 square, or 2 to move backwards one square. Striders with the Crab benefit from their leg design may also move directly right or left without changing facing for 2 speed points. The 5-10 rule is still in effect for movement across the corners of squares (first and odd diagonal movements each round consume the normal number of points, second and even movements take an additional point) Once per round a strider may ďslipĒ diagonally forward or diagonally backward without changing facing. This allows for the simulation of them facing slightly off of the 8 grid-locked directions.
  After moving at least one square forward or backward you may change facing, turning 45 degrees. If you took a full action move (for double or triple speed points) to move you must move two squares between each turn. The maximum number of turns you may make each round is equal to the Striderís handling.
  If you spend no actions moving during a round you may make one 45-degree facing change in place, produce 1 extra point of power, and are considered "braced". Striders with the Braced benefit from their leg design are considered braced if they are not sprawled.
 
Sprawled
  Sprawled is a very dangerous condition for striders (in some ways analogous to rolling over a traditional vehicle). You may attempt to recover from the sprawled condition only at the beginning of your initiative count. Make a Ride check (DC 30). If the check succeeds you are able to right the vehicle as a half action. If it fails it requires a full action to do so. The fine manipulators feature grants a +4 bonus to this check.

SHOOTING
  You may fire one weapons system as a half action. Once per round you may fire all readied weapons on a strider as a half action.

Firing Arcs
  Core and leg mounted weapons may target enemies in a 90-deree cone in the direction the strider is facing and including the column, row, or diagonal the strider is in. Rear-mounted weapons use the equivalent 90-degree cone in the opposite direction. Arm Mounted weapons have a 180 degree field, again including the column, row, or diagonal the strider is in. Turret mounted weapons have a full 360-degree field.
  Strider with the full swivel feature have wider core and arm arcs (reverse and leg mounted arcs are unchanged). Swivel core mounted weapons have a 180-degree arc (like normal arms) and swivel arm mounted weapons can hit all areas except for the rear 90 degrees. This is the only arc that does not include the column, row, or diagonal the strider is in.

Attack Check
The basic Attack checks for Strider weapons are~
  Ballistic, Energy, and Melee Weapons: BAB + Dex Modifier + d20
  Missile Weapons: BAB + Int Modifier + d20
  Range modifiers are described with each weapon type.

Defense (attack DC) for a Strider is~
  Targetís total Ride (Dex) bonus + 5. If the Striderís Handling is less than the pilotís Dex Modifier, use the Handling instead.

Damage
  On a successful hit, determine where the strider was hit, then subtract the weapon damage from the armor at that location. If this reduces the armor to 0 on an arm or leg that location is disabled, & re-roll for location applying any remaining damage there. If the core is reduced to 0 armor the entire strider is disabled.
  Against characters, Strider weapons do 1d6 lethal per point of vehicle damage. The character can make a Reflex save with a DC equal to the attack roll to reduced the damage to one-half (rounded up). If the weapon has the anti-personnel quality it instead does 1d8 lethal damage per point of vehicle damage and does not allow a save. Yes, being shot with a cannon will likely ruin your day.

Table SCombat.1 Hit Locations
Roll (d10)   Front/Back    Side
 1            Left Leg   Far Leg
 2            Left Leg   Far Arm
 3            Left Arm     Core
 4            Left Arm     Core
 5           Core/Back     Back
 6           Core/Back   Near Arm
 7           Right Arm   Near Arm
 8           Right Arm   Near Arm
 9           Right Leg   Near Leg
10           Right Leg   Near Leg


42  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: March 30, 2014, 12:20:22 AM
I LIKED Stealth. While I have a soft spot in my heart for bad action movie and I loves me some high tech aircraft, that movie really was not half as dumb as it's trailers paint it.
43  Community / License to Improvise / Just browsing the Wildstar MMO on: March 29, 2014, 10:20:20 PM
Was looking around the site for one of the 'next big thing's and thought I'd bring back a little of the structure I found there Smiley.

6 Attributes
Brutality: Melee Damage
Finesse: Ranged Damage
Grit: Health
Insight: Heals
Moxie: Psychic Damage
Technology: Armor and advanced weapons

7 RACES (humans show up on both sides of the big political split)
Aurin (Renegades): Small. Scrappy. Tree-hugging.
Barred: Engineer, Medic, Warrior
  "Small but scrappy, the Aurin are a race of forest dwellers whose homeworld was ravaged by the Dominion. They might be into hugging trees, but they're more than ready to bare tooth and claw to defend their new home on Nexus."

Chua (Dominion): Tiny. Brilliant. Psychotic.
Barred: Warrior, Stalker
  "Nearly as brilliant as they are sociopathic, the Chua are mischievous inventors who develop advanced weapons and technology for the Dominion. Science has never been more fun Ė or agonizing."

Draken (Dominion): Savage. Bloodthirsty. Brutal.
Barred: Engineer, Esper, Medic
  "Forged in the heat and dust of their savage homeworld, the Draken have come to Nexus to prove they are the most badass warriors in the galaxy. Eviscerations, disembowelments, and decapitations will definitely be involved."

Granok (Renegade): Rock-skinned. Fearless. Hung over.
Barred: Esper, Spellslinger, Stalker
  "Banished from their homeworld after a bloody war with the Dominion, the Granok are a race of skull-cracking, hard-charging galactic mercenaries that have come to Nexus to kick ass and drink beer. Not necessarily in that order."

Human-Cassian (Dominion) Wealthy. Disciplined. Superior.
Barred: None
  "Long ago, the Cassians were chosen by the Eldan to establish the Dominion - and they're going to make sure the pathetic vermin infesting the galaxy don't forget it. Destiny is a terribly heavy burden, and the Cassians bear it with style."

Human (Renegade) Outcasts. Renegades. Scruffy.
Barred: None
  "After centuries of wandering the Fringe in their ramshackle fleet, humans are ready to settle down on Nexus using grit, backbone, and some old-fashioned elbow grease. And if those Dominion bastards are looking for a fight? Bring it on!"

Mechari (Dominion): Calculating. Efficient. Remorseless.
Barred: Esper, Spellslinger
  "Engineered by the Eldan themselves, the Mechari are a race of highly-efficient killing machines that make it their business to eliminate traitors and spies on Nexus. Sense of humor? Not one of their strong points."

Mordesh (Renegade): Intellectual. Morose. Decomposing.
Barred: Esper
  "Cursed with a degenerative disease after delving into the forbidden secrets of alchemy, the Mordesh have come to Nexus to find a cure. Being a space zombie can be complicated. Unleashing dark and deadly disciplines on the Dominion? Much simpler."

6 CLASSES

Engineer: Launcher, Bots, Exo-suit - Heavy Armor
  "We put Inspector Gadget in a Monster Truck"
  Ranged Combatant (Finesse + Moxie/Brutality)
  Ranged Tank (Technology + Insight/Grit)

Esper: Psy-blade, Illusions, Nightmares - Light Armor
  "Professor X... As a Green Lantern"
  Ranged Combatant (Moxie + Finesse/Brutality)
  Healer (Insight + Finesse/Brutality)

Medic: Resonators, Fields, Probes - Medium Armor
  "Think Tron meets neurosurgeon... only weaponized."
Ranged Combatant (Technology + Moxie/Brutality)
  Healer (Insight + Moxie/Brutality)

Spellslinger: Magic Pistols, Sigils, Void-leap - Light Armor
  "Nightcrawler... with a cowboy hat"
  Ranged Combatant (Finesse + Moxie/Brutality)
  Healer (Insight + Moxie/Brutality)

Stalker: Claws, Divices, Nanoskin - Medium Armor
  "Batman, Wolverine, AND the Predator"
  Melee Combatant (Brutality + Moxie/Finesse)
  Dodge Tank (Technology + Insight/Grit)

Warrior: Power Sword, Arm Cannon, Brute Force - Heavy Armor
  "An atomic Swiss-Army knife... attached to a pro-wrestler"
  Melee Combatant (Brutality + Moxie/Finesse)
  Close Tank (Technology + Insight/Grit)

The class videos were very entertaining Smiley.
44  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: March 29, 2014, 08:50:03 PM
"The concept is, basically, are the pilots obsolete because of drones. Cruise is going to show them that they're not obsolete. They're here to stay"

There is going to be NOTHING in this movie Macross Plus didn't already do 8 times better.
45  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: March 28, 2014, 12:48:32 AM
I mean, if you're aping Battletech, fine. I guess. If that's the sort of thing you want.

Well, I do want the simplicity of picking loadout once the basic frame is set up that battletech offers. Heavy Gear is another grab whatever, balance it on the back end calculation design system and while I do like the exceedingly fine detail it can support, ultimately its a little too calculator heavy for this project. I want to resolve some/most of that kind of nuanced design with the "pick three features" step (and yes, super high-end models will be able to pick more than 3). With the tables done I'm hoping roughing in a strider will be no more than 2-3 minutes.

I also just find "building within a budget" a better environment for designs that exceed expectations to emerge. In this sort of framework you can hold up 2 Medium striders with the same mission profile and sometime one will just clearly shine over the other. I look forward to seeing that kind of iterative evolution.

I'm having the same back and forth in my head over a streamlined NPC system - with no limits its really hard to evaluate how efficiently a stat block captures a concept or delivers a challenge. (It feels like a few set XP targets would help encourage paring a critter down to its essentials, possibly making it easier to use in play...)
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