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3466  Community / License to Improvise / Re: Spycraft: Bioshock conversion on: February 23, 2010, 06:55:50 AM
One thing to keep in mind is that the more you use ADAM and plasmids the less human you are turning yourself.

You really start to become a monster if your not careful.

The question is how does something like that play out for players? "Less human" at a glance really isn't much of a deterent to players.

My concern is how much should plasmid-tech put you ahead of the power-curve of regular players. That it makes you superhuman is a given, but the Spycraft/Mastercraft base line is pretty dang far above the norm. For every smidgeon you beat the curve, you need to be looking at tangible, and honestly fairly brutal drawbacks (if this is intended to in any way integrate with the core character options of either game).

That's one reason I suggested the tonics might be treated essentially as feats, but feats you can grab a level or two early. You suffer some setback (driving cravings for ADAM) until your body fully integrates the tonic in the form of burning your next open feat slot as your career level "catches up" with your power level (and the need for a balancing drawback fades).
3467  Community / License to Improvise / Re: Brainstorming based on M:tG (races) on: February 23, 2010, 06:46:47 AM
Until I put them all on the same page, I hadn't realized ALL moonfolk fly Roll Eyes. That's gonna make fo ran interesting offshoot race. Some new tech there.

Kor are just about done. There representation in the current block is both rich and fairly obvious how to proceed, mechanically.

My newest inspiration is spellshapers. Heh, heh, hehhh... When all you've got is one spell...
3468  Products / Fantasy Craft / Re: Shadowdancer conversion on: February 23, 2010, 04:43:00 AM
I've passed my take on the Shadowdancer on to the folks over at the Wyrmstone campaign. Hopefully you'll be able to check it out there Smiley.
3469  Community / Wiki Development / Re: Creating new pages on the Wiki on: February 21, 2010, 11:54:46 AM
Right. I'm not 'leet enough. Nevermind.
3470  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: February 21, 2010, 11:51:15 AM
Do Cause Wounds spells have their damage reduced by DR?  Armour / Thick Hide in particular.

Don't have my book handy. Do they say they ignore DR entirely, because that's an awesomely powerful effect that would be explicitly mentioned if it's the case.
3471  Community / Wiki Development / Re: Creating new pages on the Wiki on: February 21, 2010, 04:14:23 AM
IE 8 for Windows Vista. Please don't laugh. Smiley
In Gods name, why?

Because on my planet the dog wags the tail, not the other way around. I use, if not the most brilliantly executed, certainly one of THE most common of all web browsers. It's kinda a good idea to allow those people to go about their business. Especially when their business just happens to be volunteering time to enhance the value proposition of your website by cataloging and storing the more complete thoughts and contributions from the boards where they can be easily referenced both by do-it-yourself folks prowling the wiki on their own and as a assembly of handy links when a topic comes up in discussion long after the original thread is gone.

Maybe 'm just crazy like that.
3472  Community / License to Improvise / Re: [Notebook] Astral Magic on: February 20, 2010, 07:49:51 PM
Thanks Smiley. I built a framework and people really ran with it.

The Constellation skill is just the skill you have to use when making Spellcasting checks with that constellation. You don't get it as a origin skill - it's the character's job to gain access to it on his own (either by choosing/gaining it as an Origin skill or taking levels in classes that include it in their class skill list).

You gain access to additional spells as described in the feat chain in the very first post.

Astral magic has no relation to the priest class and/or paths. It's an isolated system for creating campaign settings where there are spellcasters with tightly themed abilites who pursue their magical abilites alongside their class advancement (being primarily feat-based instead of class level based). Its a generalized framework derived from how Eberon dealt with dragonmarked characters, so one example of it's use has been addapting Eberon Dragonmarks to Fantasycraft with it.

It's a rich thread. It'll take a few minutes to absorb it all Smiley.
3473  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: February 20, 2010, 04:34:33 PM
Already answered, just buried in 97 pages of answers.

Hope that errat document comes out soon Smiley. It would let them lock this one and start fresh.
3474  Community / Off-Topic / Re: Movie News, Reviews, & Reactions 2010 on: February 20, 2010, 09:14:05 AM
Yeah. I could recognize all of the characters and there was even a bit of relevant ethnic diveristy in the casting. Given the visual lexicon of live action mixed martial arts to tell the make-up artists what to do, this has some potential. The plot is gonna be terrible, but terrible plot is sort of a given in these things. Tekken has a shade more story than some of the fighting game franchises, but once you get the number of characters up that high even the love-dodecahedron model starts to break down Wink.
3475  Community / License to Improvise / Re: [FantasyCraft] The Drunken Master [with bonus new feat chain]. on: February 20, 2010, 09:00:12 AM
Very impresive work.

Should probably add a small bonus to staggering charge I. Maybe a +1 uses of the charge basics feat for each drink you've benefited from this scene.

I would fold "I can stop any time I want" back into "It's medicinal, I swear" (just make it a second paragraph). It's really just the second half of the same ability (despite the amusing name).

List Wuxia after  "It's medicinal, I swear" (abilities introduced at the same level are alphabetized).

The feats seem a little rough, but they do bring the daddy. Word.
3476  Community / License to Improvise / Re: [Notebook] Building New Races on: February 20, 2010, 08:45:16 AM
Farthest Star is my personal intellectual property, consisting of a series of text files, artwork, outlines, and a number of ideas that have not been set down anywhere outside my head. It has been in quiet development for more than 5 years now if I am rembering correctly. As I spent the greater part of the last 2 years creating parts of and working with the Mastercraft system, I'm still thinking in those terms when working on Farthest Star's mechanical aspects because it is convienient for me. There are also a number of posters on this forum who I've enjoyed working with on it, and Mastercreaft represents something of a shared language as we keep up that correspondence.
3477  Community / License to Improvise / Re: [Notebook] Building New Races on: February 19, 2010, 06:40:01 PM
Dolphins in land-capable power armor for example.
Don't forget the fricken laser beams.

My cerebrate-dolphins tend more towards the anti-personnel explosive blister charges (sort of like being snuggled up in a blanket made out of claymore mines). They don't have the optical accuity or telemetry-anticipation to handle really long range shots. We, being evolved from poo-flinging monkeys, are quite good at "leading" a moving target compared to many of the sapient races in Farthest Star Wink.

Quote
I suspect that if you have aliens with vastly different atmospheric necessities, that would reduce much angst.  Planets inhabited by the others aren't of use to you, but you still can fight for asteroid belt minerals.

The 'big three' of Farthest Star's aliens can all cope with human-norm gas mixes, but some of the second tier will probably take good advantage of the dramatic prospects offered by such threats/challenges.
3478  Community / License to Improvise / Re: [Notebook] Building New Races on: February 19, 2010, 05:28:00 PM
How about the other way around?  Creatures that can exist in multiple atmospheres?  Like a space axolotl.

I want you guys to know that working this out is giving me some good ideas for the GMing section Smiley. It looks like as long as anyone in the party is going to be expected to be in a terminally hostile environment, everyone in the party will see a -small- XP bump for the added risk, even if it's in the form of potentially having to stop and help a teammate who has lost environmental protection.

For the axolotl, I would model it on the Triton solution (see the thread with my Mastercraft adaptation of Light of Olympus):

[2.0] Like a Fish in Water: You may breathe freely in air or water and suffer no penalties for being submerged.

For other species, just rename the benefit as appropriate and swapping the air and water with the two "common environments" the species can manage. 2 points for addaptation to an extra environment will keep it reasonably rare in design.
3479  Community / License to Improvise / Re: [FantasyCraft] Making New Classes. on: February 18, 2010, 09:36:55 PM
Ok, been browsing through this and the related Wiki Post and have a question or two.  Prolly cause I'm just dense. 

For the class skeletons' different abilities (A, B, C, etc), are we just supposed to take cues from the regular classes or are there restrictions to how these abilities work?

Both.

Existing abilities can sometimes duplicated exactly inot new classes. These existing abilites fit into certain slots depending on where they already occur. (Pure pattern replication)

New abilites can be created by logical itteration from existing abilites (bonus feats from two specific trees strongly suggest that bonus feats from two other trees will probabyl be similar in scale. Same mechanic, different skill is probabyl similar in scale. Etc.) These abilites created by substitution and modification probabyl find themselves inthe same slots as the abilites they are derived from. (Pattern replication with some judgement)

Entirely new abilities need to be evaluated for game impact and matched to the underlying value of the slots, as observed by the abilites filling those slots in established classes. (Judgement + taking cues from the established examples)
3480  Community / License to Improvise / Re: class building... on: February 18, 2010, 08:23:39 PM
There are differences between Spycraft and Mastercraft in the way vitality-per-level and class skill lists are handled (covered int the other thread). There are some differences in formating and the non-mechanical guidance text at the begining of classes (favored attributes, class role, introductory text) with Mastercraft being the more evolved model.

Class ability skeletons for base classes and expert classes are identical. There are two class ability skeletons for master classes in Spycraft, only one of which is still employed in Mastercraft (basically over time it became apparent that one was superior to the other and the less desirable one fell out of use).

Essentially all of the guidance for selecting/creating class abilites to fill different slot types is equally valid for both games. When itterating new abilites from established ones, its best to build from the most current version available (such as the revised text for "flawless" abilites in Mastercraft rather than working from the SC 2.0 text).
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