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3466  Community / License to Improvise / Re: New! FantasyCraft! Origins and Races! on: November 20, 2009, 03:13:27 PM
Well the alternative is to create a base class entirely from scratch that grants path steps but no other features of the priest class.  Given how much work that would be a chain of feats with complex prerequisites seems more viable.

Ironically, from my perspective making the class would be the easier alternative - the two hardest parts of class design for me are comming up with a good game breaker and filling in the C ability because things that iterate 9-10 times are kinda hard to do. Steps-as-class-ability solves the second, meaning it would just need a good game breaker and the rest will largely 'write itself' if the class' theme/archetype is sound.

What did you want to use this for, again? Smiley

As to tackling it as a feat chain, yes, I agree that putting thim in a new and isolated tree is probably for the best. I tend to favor new trees when creating new power-bases unles there is a clear and strong reason to let an existing class gain superiors access.
3467  Community / Off-Topic / Re: Video game news and reaction on: November 20, 2009, 03:05:33 PM
My Roommate it finishing up Dragon Age now. Man, that has a good feel for the epic. Looking forward to their MMO.
3468  Products / Fantasy Craft / Re: Dragon Age: Origins on: November 20, 2009, 02:53:56 PM
I know I've written spell point draining class abilities/tricks, but I don't recall if any have been published.

Bait/switch... you're EVIL!   Evil

Not deliberately in this case. I don't own all of my work. I have to figure out if it's part of the material that I did with Crafty Games or something I wrote since then, as I'm not at liberty to post material here they may be holding to publish later.
3469  Products / Fantasy Craft / Re: Why choose Contacts? on: November 20, 2009, 01:23:15 PM
Ultimately, the fact that Khaalis is saying that Contacts shouldn't be as useful as they are, and Daedalus is saying they are not useful enough is a sign we've probably hit in the right area, even if everyone is not perfectly satisfied.

Khaalis said they are too good? Am I not able to see a post? Because that's not how I interpret what I can see Smiley.

Now, a contact's primary value IMO is the fact *he's a free character to control.*

How are you getting that from the rules as written? The language for you control a character is pretty straightforward as seen in Personal Lieutenant and Animal Partner, while contacts have a whole subsection about what they will and won't do which is pretty much the GM continuously looking over your shoulder if they aren't actually the person running the character.
3470  Community / License to Improvise / Re: New! FantasyCraft! Origins and Races! on: November 20, 2009, 05:39:04 AM
Actually, there are very strong reasons why those feats aren't in the book already. They would need to be scripted to be very restrictive to prevent characters from using feats to get those steps faster than the priest class can get them - including characters who ARE priests. Paths are designed around access as class abliites. We've already seen some severe wonkiness from allowing access to them as feats.
What if Step-granting classes weren't being used?

Honestly that doesn't make any difference (other than insuring you don't have class ability granted steps being stacked with feat-granted steps for total madness). The feats themselves would still need strong career level-based safeguards because the Path abilites were all built against/chosen to conform to the understood power curve ALL classes follow.

That's not to say such a framework couldn't be created. It's just that it may look a little odd compared to the much more easygoing feat prerequisites seen in most Fantasycraft feat chains Smiley. I'd still be very hesitant for the same reson I wouldn't make most other class abilities into feats - unique (non-bonus feat) class abilities are created with the expectation that players must invest class levels to get them. Persuing a class is a much more significant comitment to a concept than persuing a feat chain.
3471  Products / Fantasy Craft / Re: Size Matters on: November 20, 2009, 05:25:31 AM
Again, how long did it stay within your reach?

The first requirement of the grapple check is that you be able to get into the target's square with it. Easier in game terms with turn-based movment, but conistent with things that don't want to be grappled/have their neck wrung, run like hell when critters that can do so start reaching out towards them Smiley.
3472  Products / Fantasy Craft / Re: Dragon Age: Origins on: November 20, 2009, 05:20:44 AM
You were probably thinking of Counter Magic I/II/III (page 126).

When spell defense crops up as a single itteration, it's supposed to become outdated over time. If you look at things like the Seer class, archtypes with 'cutting edge' spell resistance have that resistance scale up over time. It would be easy enough to make a Path where step II or so gave spell resistance that was say 10 + (step x 5) for a range of 20 to 35 as you advanced along it.

I know I've written spell point draining class abilities/tricks, but I don't recall if any have been published.

3473  Products / Fantasy Craft / Re: Why choose Contacts? on: November 20, 2009, 05:09:36 AM
Huh. Last time I thought about them, contacts cost XP equal to 1/2 their base XP reward, not equal to it.
3474  Products / Fantasy Craft / Re: Species Feats, Attribute Modifiers, Pricing on: November 19, 2009, 11:28:27 AM
Funny thing abotu I Can Swim: I was just looking at adding one more sentence along the lines of "If all of your skill points are assigned, you gain BLAH." Hadn't settled on a blah yet. Blah should be pretty minor, but yeah, it seemed important to have something so the feat didn't become a non-item for 20th level characters. It would also smooth out the progres of characters who end up spending their skill points pretty quickly during a level.
3475  Community / License to Improvise / Re: New! FantasyCraft! Origins and Races! on: November 19, 2009, 11:24:09 AM
one doubt...

could the effect of a spell be used as a Species talent? How much would it cost?

What spell? What level is it? How often can they use it? There are reputation cost aproximations that can be made by comparing the idea to the spell effect of magic items.
3476  Community / License to Improvise / Re: New! FantasyCraft! Origins and Races! on: November 19, 2009, 11:22:20 AM
There's the possibility of allowing a feat to exist that grants the taker additional steps along the Path that they took for their Blessed feat.  Taking that logic the unicorn maturity feats would just each grant the next step along the Path of Life.

Actually, there are very strong reasons why those feats aren't in the book already. They would need to be scripted to be very restrictive to prevent characters from using feats to get those steps faster than the priest class can get them - including characters who ARE priests. Paths are designed around access as class abliites. We've already seen some severe wonkiness from allowing access to them as feats.
3477  Products / Fantasy Craft / Re: Size Matters on: November 18, 2009, 08:51:32 PM
While there is precedent for 'two DC checks' I'll agree that we have no opposed itterations of it currently.

Total Defense not helping prevent incomming grapples sort of bugs me, but lets look at what the action really does - it's not a +4 bonus to defense... its a +4 dodge bonus to defense. Anticipate is also granting a dodge bonus, and seems like a logical preventitive measure for Mr. No-I'm-not-comfortable-being-touched-like-that.

Moving away from the idea of a defense floor, but still considering the possibility that initiating a grapple may be a bit too easy, it might work to simply add your dodge bonuses to your athletics check when you're the person being glomped on. This could be handled as base rule change, or it cold be easily scripted as a trick...

No Touchie! (Resist grapple trick): Add your dodge bonuses to your Athletics check.
3478  Products / Fantasy Craft / Re: Stuff id like for future expansion of fantasy craft. on: November 18, 2009, 08:40:31 PM
You'll have to be a little more specific about which abilities you see as innately relgious, since mechanics are just mecanics to me - I reskin stuff in my head constantly.
3479  Community / License to Improvise / Re: [Setting Conversion] Star Wars to Master Craft on: November 17, 2009, 10:59:06 PM
Building a lightsaber from game-mechanical scratch lacks the elegance of the quick & dirty "you make a magic sword" approach, but I suppose it does let one get more creative.

It opens things up nicely for expansion. The Edge Boost as a desirable choice is quite clever. I'd look at the "you must make your own weapon" as a complex check with the goal/reward giving you the 1 reputation required to pay for a basic model, but exceptional performance maybe giving you extra rep to start of with a superior weapon. I'd also allow the character to spend previously accumulated rep to beef up their creation (fond of you, your masters are). Makes for an awesome transition in their career.

Mastercraft has moved away from die + X damage values. You might consider 3d4 if 2d6 isn't working for you.

Energy damage's second bullet point needs to be rescripted to give an automatic 10 keen, with characters being able to make a save to avoid it (right now objects never take the extra keen).

The trouble with the reply window is driving me nuts. I'll look at the feats in a seperate post.
3480  Products / Fantasy Craft / Re: Size Matters on: November 17, 2009, 10:41:10 PM
Once nice aspect of setting a floor of Defense is that it allows Total Defense to benefit someone who does not wish to be grabbed.

I like the cut of your jib, sir. That's been floating around in my head all afternoon, since I left off posting earlier to go buy Assassin's Creed II Cool.
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