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3466  Community / Wiki Development / Re: Creating new pages on the Wiki on: February 12, 2010, 01:26:52 PM
*chuckle* So now we just need some red lasers and blue lasers for the other half of the battle Smiley.
3467  Community / License to Improvise / Re: Spycraft: Bioshock conversion on: February 12, 2010, 01:20:43 PM
Ok, trying to wrap my head around this.

What are the limits on using mutiple plasmids (either sequentially or simultaneously). What are the limits on multiple tonics?
3468  Community / Wiki Development / Re: Creating new pages on the Wiki on: February 12, 2010, 01:14:50 PM
IE 8 for Windows Vista. Please don't laugh. Smiley

I'm not laughing. Having the exact same problem is why I don't end up contributing anything to the wiki. I can't even follow links to the wiki nodes - I click on them and get dumped to the front page.
3469  Products / Fantasy Craft / Re: Shadowdancer conversion on: February 12, 2010, 01:03:39 PM
Basically, the skeletons step-down the level of guesswork in balancing a class by 1-2 orders of magnitude. The skeletons serve to align certain abilities to certain Career Level ranges, giving you an advantage in assessing not only one expert class vs. another, but also to make valid comparisons between classes of diferent types (master vs. base, expert vs. master, base vs. expert).

There is definitely some art to choosing what can go into which slots, and some seemlingly arcane rules about how abilities can jump from one type of class to another (flawless abilites, 2/11/19s like Evasion, 4/8/12/16/20s like Uncanny Dodge). But reducing the artistry to matching abilites to slots means you have less concern about comparing agregate class power to other classes. If all the pieces work, the sum automatically falls in an acceptable range Smiley. Without skeletons, that second step would be a nightmare, one easily illustrated by how erratic the power levels of many of the official 3.X prestige classes were - a phenmena that got started by having highly variable entry levels and went downhill fast from there.

3470  Community / License to Improvise / Re: [Fantasy Craft] A Catalogue of Creatures on: February 12, 2010, 11:38:32 AM
Sentry Pod = Yikes Shocked
3471  Community / License to Improvise / Re: [spycraft] Mass Craft on: February 12, 2010, 11:36:28 AM
While I enjoy astral magic as much as the next guy (Grin), I think that with the high number of uses per scene/combat you're probably looking at several sets of abilities that use Edge. Edge gives you a universal cooldown timer which mimics how a lot of the powers feel/opperate int the game and would let technological abilites run off the same "timer" as bionetic abilites without too much heartbreak.

Using the implant names from the game to identify each set of abilites/feat chain is pretty sweet.

I've only played an adept briefly. What are the families of effect we're dealing with (and their implant names)?
3472  Community / License to Improvise / Re: Brainstorming Space-Opera skills on: February 12, 2010, 11:24:26 AM
Crafting though is about making stuff, not using it.

Maybe I'm missing something. What do you see the checks of "Technology" actually allowing?

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Crafting (cars) doesn't after all give you ranks in Ride (cars), or vice versa.

So how do you see the relationship between Technology and Ride? Cause if Technology is "does everything to gear that doesn't have another skill already associated with it", we have a problem.

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Similarly, knowing how to work a tricorder (even as a super user) doesn't translate to knowing how it functions at a physics level to magically suck in and display information OR convert it into a sub-space distress beacon.

See, that's where I thought you were going with this, and if you replace "convert A into B" with "Build a B out of an A" I think you could be looking at Crafting as the skill covering a new check. The reason using Crafting as an umbrella instead of making a new skill to cover this check is that it would likely have the same focuses. If I am understanding correctly, I see the need for a new check, but not for a new skill - especially in light of Crafting being devalued in a high tech setting.
3473  Products / Fantasy Craft / Re: Shadowdancer conversion on: February 12, 2010, 10:43:57 AM
Restricting abilites that fit into the 2/11/19 (B) slot of base classes to the 6 (F) slot of Expert classses keeps the stacking of legacy abilities working correctly and prevents higher tier abilites from entring the game (too) early.

For example, with Evasion, having Evasion I appear at level 6 in an expert clas means a character can get evasion II be several means:
A) at career level 11 by staying in the base class that offers it
B) at career level 10 by taking the expert class (4 base + 6 expert)
C) at career level 16 by taking 2 expert classes with it (4 base + 6 expert + 6 Expert)

More importantly, characters can get Evasion III in several ways:
A) at career level 19 by staying in the base class that offers it
B) at career level 17 by taking the expert class (11 base + 6 expert)
C) at career level 16 by taking base class and 2 expert classes with it (4 base + 6 expert + 6 expert)

But they cannot get it by taking 3 expert classes.

If it shows up any earlier than level 6 in an expert class, not only do combinations of expert classes greatly outperform the base class (which is NOT how Mastercraft treats base classes - they should be very good at what they do, setting the standard for when abilities enter the play environment), but you also start getting combinations where a character can get 4 itterations of a 3-step ability.

Shadowdancers can get Evasion II.... By having Evasion I from another source Smiley. Unfortunately you just can't put Evasion I and II into an expert class.
3474  Community / License to Improvise / Re: [Notebook] Because I like my aliens somewhat... alien on: February 11, 2010, 09:12:55 PM
Simplify down to 2 tongues and I think we're golden. I can see the value of them for cleaning off the eye pits.
3475  Community / License to Improvise / Re: Brainstorming based on M:tG (races) on: February 11, 2010, 09:09:10 PM
I thought about making playable slivers, briefly. I don't think the majority of them really fit the criteria, and the 3 unique and distinct ones (Queen, Overlord, Legion) are closer to demi-gods than player character candidates Shocked.
3476  Community / License to Improvise / Re: Brainstorming Space-Opera skills on: February 11, 2010, 09:06:52 PM
Space navigation has come up a couple times. I tend to think its a typical navigation (knowledge) check based on Pilot, but with a very high DC. Skill will help, related tools will give large bonuses, several interest might be relevant (getting you a nice +2 if you overlap two). Add a big bonus for mathamatical savants (possibly Origin bonus, maybe a feat). As a seperate skill I don't see it as having legs. Especially with space not really crawling with heaps and heaps of unexplained phenomena (at least in the Expanse Smiley). The closest comparison seems to be "like Survival, but for space". This needs to be a wider umbrella to get traction. Plus there is a certain verbal elegance in answering "Can we plot a course that does X?" with "Sure, make a Piloting check."

Might formalize it as an actual check under the piloting skill though. THat lets it have a nice table of modifiers.

Technological wizardy is a fun idea (McGuyver, the skill), but its another case where I think we're looking at a modern day Craft check. One made more cool either by writer's fiat/extraordinary skill in modern day settings, or futuristic tools in space-opera setings such as replicators and even omni-tools to a lesser extent. Its a downtime skill with little hot-play application. Broadening it in that direction sounds promising to me, especially in setting where gear scarcity is not a driving feature (since overcomming that scarcity is Crafting's main contribution in more primative settings).

Would calling it a "McGuyver check" be too obvious?
3477  Products / Fantasy Craft / Re: New to FantasyCraft on: February 11, 2010, 06:58:18 PM
A few notes:

* +2 (specific)/-2 (specific) attribute modifier is only [1.0]
* Small size is only [1.0]
* Reviled is only [-1.0]
* Achillies heel (flash) is an interesting idea, but probably not enough to qualify as a drawback on it's own. Its not nearly as debilitating as light sensitivity which is only [-0.5]
* You might give them a free crafting focus instead of enlightened crafting. That should work to encourage them to go that direction without making them superior craftsmen. This is probably the weakest point for justification and could be dropped.
* Sounds like you might want sure footing for the quadruped movement mode~

[1.0] Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to x 5).

Overall its a bit too ladden with effects for my taste. I'd try to streamline it down to slightly fewer features that convey the most important effects, positive and negative.
3478  Community / License to Improvise / Re: Brainstorming Space-Opera skills on: February 11, 2010, 03:56:55 PM
I'm glad to hear it Smiley. A lot of love went into that system. It just seems to lend a sense of realism with fairly low mechanical overhead.

I had a similar idea for space battles where the opening moves were slow, but the pace picked up as forces closed.
3479  Community / License to Improvise / Re: Brainstorming based on M:tG (races) on: February 11, 2010, 03:53:41 PM
Phyrexian is its own heritage, as in the fiction, Mishra becomes phyrexian, and it eventually corrupts him.

Good point. I like the idea of "Phyrexian" as a heritage feat that can alter almost any species. Will make for an amusing new build with the Paladin class...

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Thran is a special construction unborn.
An existing one or something new? I Know they exist but don't know them very well. They were an element of backstory rather than directly represented on cards.

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I haven't looked at any of the new stuff since the end of Ravnica Block.

Kor have made a big splash in the newest block. The Lorwyn/Shadowmoor blocks were a big lesson in "what not to do" for me. Several serious mis-steps in the world design for those. The Alara block was pretty excellent though (and the curent block has some good ideas drifting through it. I like the trap cards quite a bit.
3480  Community / License to Improvise / Re: Brainstorming Space-Opera skills on: February 11, 2010, 02:57:42 PM
Right now hacking looks like a use of Investigation + tool (computer). Investigation already covers information gathering. In this particular instance you are looking for the information that lets you control a computer system (at least enough to get it to do what you want like unlock a door or transfer some files).

I'm actually a big fan of the slightly un-glamourous reality of hacking, where its a very technical, methodical analysis and probing of a security system, rather than a pin-ball game of flashing lights, sounds, and hair-trigger reflexes. Hollywood hates real hacking - it's slow and sorely lacking in visual effects. But that doesn't make the real thing any less impressive to me.
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