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3466  Products / Fantasy Craft / Re: Stuff id like for future expansion of fantasy craft. on: December 08, 2009, 03:27:51 PM
I'd still like to revise their weapon proficiencies, skill list, BAB, and that ability to succeed on some grapples automatically.

Yes, I am that anal sometimes.  But it's mostly because I have nothing else to do.

Sure Smiley. While I think the fool-explorer (I mean 'fool' in the older sense) being able to pass through someone's square and cause silly things to happen to them via "misfortunate" grapplage (I just made that word up) would be tremendous fun, an accomadating GM could let you just swap in the Sage 1 ability for the Explorer 1 ability for a player who is looking forward to more 'pure' luck-driven antics.

Basically all player characters will be effective - that is a basic premise of Mastercraft, but the tools are there to make most of your effectiveness play out as happenstance.
3467  Products / Fantasy Craft / Re: Draconic Legacy, and a few other questions on: December 08, 2009, 03:19:56 PM
Also, doing that, you may want a good Sense Motive to taunt opponents into attacking you, and to take the Mix Up trick, so that if 3 rounds go by and you haven't Taunted, you get a +3 to do so.

Every time someone says "take mix-up" I have a little joy-gasm. Probably my second most favorite mechanic I've ever come up with.

All because of the fun that is bunnykill Cheesy.
3468  Products / Fantasy Craft / Re: Stuff id like for future expansion of fantasy craft. on: December 08, 2009, 02:48:53 PM
Why do you say that? Sage 1 + fortunate makes you a veritable cloud of happy coincidence if you choose to skin the ability that way. Characters don't have to take credit for or even be 'aware' of the effect of most chance feats. Same with Uncanny dodge, which can make the Explorer absolutely play like "the gods' best-loved fool" if you want to play it that way...

Friends show up from a thousand miles away (core ability)? check.
Enemies just inexplicably miss (uncanny dodge)? check.
A mountain of chance feats tiping things in your favor without you lifting a finger? check.
Tripping over clues? Check and double check.
Strangely unkillable (con bonus)? Check.

The explorer doesn't have to appear competent to to do what he does - it still just happens Smiley.

I'd multi-class in 1 level of Sage to make the character every player's bestest friend, but I think that'll play like the archetype you're describing.
3469  Products / Fantasy Craft / Re: Draconic Legacy, and a few other questions on: December 08, 2009, 02:38:48 PM
Now the GM has asked for it. Almost by name Roll Eyes. He can either veto the build individally or let the player run with it.

Feat exchange: Species is a non-trival shift in the rules. Some oddities will occur for the GM to adjudicate, as the demands of his setting dictate.
3470  Products / Fantasy Craft / Re: Edible Adventure Ideas on: December 08, 2009, 02:34:38 PM
Candy-cane or lolli-pop forests? Maybe 'nilla waffer' cobblestones (or smaller mushrooms)? The gum-drop rubble fields. Pre-made croisant dough triangles will roll up/bake to make nice 'pine trees'. Maybe a field dusted with powdered sugar snow. Licorice-vine bridge (ala IndianaJones II scene). Crushed oreos as churned earth on a recent battlefield.

And of course angry tribes of gummi bears battling a huge gummi-worm.
3471  Products / Fantasy Craft / Re: Stuff id like for future expansion of fantasy craft. on: December 08, 2009, 02:22:20 PM
Explorer with lots of chance feats? Sage with slighlty less chance feats?
3472  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: December 08, 2009, 02:19:58 PM
I haven't shared the story about my room-mate and his innocuous questions recently, and this seems like a good time.

He'll occasionally come up and ask me something really trivial, like "are there fluffy bunnies in your campaign setting?" Years ago I'd just answer "Yes, of course," and go back to what I was writing... only to have him (metaphorically) dump some appaling character build on my desk about 30 minutes later that used fluffy bunnies to power an unstopable scheme for world domination!!!

After a few times of that happening (and a number of revisions and corrections to rules under test and a couple of full-on errata being issued for SC 1st ed comming directly from these harmless sounding questions), I learned that when he asks me something, the correct answer is not the first thing that pops into my head... the correct answer is "Why?" Roll Eyes.

So, when Mr. A asked:

Can dwarves (or any medium sized species) make large-scale weapons?

What I heard was "Are there fluffy bunnies in Fantasy Craft?"

...Mostly because Alex and I already know where this one is going Wink. I encourage the interested reader to go back and look at the thread about the Martial Arts feat from shortly after release. I offered up a short sketch of what I thought was probably one of the most vicious combat builds possible for the system. I guess nobody asked me "Why?" Cheesy
3473  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: December 08, 2009, 01:36:26 PM
Yes. Characters can use weapons up to their own size. The pech can (just barely) manage a normal longsword. A tiny character cannot manage a longsword (they are T, it's size S) and a pech cannot manage weapons that are medium sized (most human-scale 2-h swords and spears).

The giant can manage the longsword easily but gets no advantages for doing so. Other than the native advantages of his large footprint letting him use it against a potentially larger number of squares (pause and consider a giant with Greatsword Supremacy vs. a human with that feat - there is a lot more than just a damage advantage going on there). It does NOT become a dagger. This has major impact on the way melee feats interact with weapons becauser they check for weapon type in a number of cases. A pech's claymore, a humans' longsword, and a giant's dagger may all have around the same blade-length, but in the hands of a giant, they are all still different weapon types and interact favorably with different feat trees. They may be the same size, but they are still balanced/shaped/sharpened for a particular mode of use.

We talked out this arrangement at great length - believe me it handles a LOT of possible scale interations very smoothly, but it does not enjoy players freely or easily rescaling weapons. It will cope, but I encourage a fairly steep cost.
3474  Products / Fantasy Craft / Re: Is two weapon fighting unbalanced? on: December 08, 2009, 01:20:32 PM
Two-weapon is in basic combat because it is neither melee, nor ranged. It's effective with both types of weapons. Two-weapon is is the most versatile of the extra attack feat chains because it covers the largest variety of mix and match options. Until multi-round ranged weapons become available, its best pairing is with Quick Draw, so the character can do things like throw 2 axes and make two sword attacks every round for the duration of a fight. The other lovely pairing is Surge of Speed so you can actually reach your opponent (or stay in range) while unleashing your full compliment of attacks.

The first feat in the chain is also generally more directly useful because getting to stand next to an opponent and beat on them with both half actions can be an iffy thing. Being able to take a move then double attack shows a much more favorable return on investment (a.k.a. comparing 1 attack at full value vs 2 attacks at -2 instead of the 2 at full vs. 3 at -2 comparison). Used defensively, you could double attack then move away, forving other oponents to play your game rather than letting them dictate the flow of battle.

The math for the multi-attack feat chains favors adding them to a character after you've already built up a few other advantages - so they are multiplying your existing non-damage roll-based advantages and because as career level goes up, attack checks tend to slightly outstrip Defense, both in base values (BAB vs. Defense) and because players tend to invest in increasing the attribute used for the majority of their attacks, while NPC Dex tends to remain static. You could easily get both feats of a multi-attack chain at level 1 for a nice 'shtick" for your character, but they really won't fully develop until about career level 6+. Something as simple as the relentless attack trick will change you performace dramatically. "I missed? Ok, how about +2 to hit on the next try?" That's excellent insurance against flat-footing yourself.

But one of the subtle and most important aspects that makes them worthwhile is critical hits. Crit hit chance per round goes up rapidly when you use the multi attack feats because threat events are NOT reduced by the -2/-5. If you are only looking at times your dice came up 19-20, you probably are only looking at hits Smiley. 'More rolls' always equals 'better' when looking for crits. With a weapon with a threat range of 19-20, the number of threats you score over time making making 4 attacks per round is essentially double the number of threats you score making 2 attacks per round, and activating crits radically shifts the landscape in a fight. That's why I mention the multi-attack feats are actually quite good against special characters too, just not for doing raw damage.
3475  Products / Fantasy Craft / Re: Planescape Help on: December 08, 2009, 07:35:56 AM
I think Dragon Magazine had a couple articles with D&D 3.5 Prestige Classes for each faction. converting those to Master Classes is something I looked at along time ago. If someone can find the issue numbers I'll try to give you a jump start Smiley.
3476  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: December 08, 2009, 07:21:02 AM
Lets take a simple Long sword (1d12 lethal 20 S/1h Hard 2 12M 6 lbs. Feudal 60s). Unless noted otherwise, this is a Medium sized weapon made by a Human and of "standard" quality. In the hands of a Giant for example, this would act like a short sword, correct?

No. It'll act exactly like the stats it has listed. Those are the stats for a medium scale longsword in the hands of ANY character that can manage to wield it - from a giant on down to a pech or goblin. Yes, a pech or goblin can handle it exactly as written - it's size is small.

* Drake seems to make it apparent that "+1 Scale" should cost +2 Comp & +50% Cost as it gain only "+1 Scale".

AND the ability to be use by a drake, which is a dramatic change for a race with the beast type Smiley. My feeling is the racial ones basically benefit from economy of scale - there is a reason people make those - and entire species worth of demand. Further, the Racial upgrades have a lot better footing for the GM to just say 'no' once players start sniffing around at large-scale longswords for normal-sized characters. Explainign why generic bigger weapons are banned for in-setting reasons is harder than just setting the price high enough to be prohibitive in the first place. I mention +400% because it amounts to a pure damage buff with no drawbacks at all for most weapons (and +700% is actually very justifiable for the reason I mentioned). It needs to be pricey or its going to appear everywhere.
3477  Products / Fantasy Craft / Re: Is two weapon fighting unbalanced? on: December 08, 2009, 07:08:42 AM
A -5 penalty tells me he'll hit 25% less (d20 + BAB - 5) than soldier B but will do 100% more damage (weapon damage x4) per round. Let's remove that 4th attack (from 25% less hit chance) and you'll have him do 50% more damage at all times.

Sorry, the math here is completely wrong. A -5 penalty means you will miss 25% more of all Attempts, not that you lose 25% of your suscessful attempts. At level 1 all else being equal (strength mod being the same as target's Dex mod, ect.) you will hit 50% of all attempts. With 2 attempts per round, you can normally expet to do an average of 1 hit worth of damage (.5 successrate x 2 attempts). The first feat lets you make 3 attempts with a .4 success rate (1.2 times weapon damage as an average. The third gives you 4 attempts at a .25 sucess rate - bringing you back to an average of 1 weapon worth of damage. That's right - against an evenly matched opponent it is potentially less than worthless (because of the added risk from failing all atempts).

The reality is not all enagagements are equal. If you have a better than 50% chance the feats work better. Asume you hit on a 6 or better - you are delivereing 1.5 average hits per round with normal attacks, 1.95 average hits per round by taking the -2, and 2 aveverage hits per round by taking the -5 for 4 attempts.

In otherwords, unless you have an extreme attack advantage the first feat is generally you best bet. The second feat is only for killing inept or incapacitated opponents as quickly as possible. Or for gambling on a lot of tries at rolling a threat so you can speed kill a special character if grinding down their vitality just isn't working. And the second feat comes with added risk in that if you do have a string of mere average (not even poor) rolls, you may just have killed yourself with going flat-footed. It's got its place but it's NOT the king of the battlefiled by a long shot.
3478  Products / Fantasy Craft / Re: Is two weapon fighting unbalanced? on: December 08, 2009, 06:48:41 AM
So the guy A invested 2 feats in more attacks. What is guy B getting for his 2 feats? The comparison is only valid at equal levels of investment.
3479  Products / Fantasy Craft / Re: Wands as weapons? on: December 08, 2009, 04:47:03 AM
Sorry, slight language error on my part - class them as "thrown weapons" (not just hurled weapons) and all the feats/tricks work, ricochet (from Hurled Supremacy) being quite fun. Angry Hornet and Blackened Sky also kick in. I expect the bounce trick from SC will be along sooner tha later, and daunting shot and relentless attack tricks are both solid choices.
3480  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: December 08, 2009, 04:35:41 AM
So what's the cost of upgrading the scale of a weapon outside of racial manufacturing by large/small species?

I'd lean toward +2 complexty and +400% cost (or more). You are talking about 8 times the raw materials and quite a bit more time crafting it.
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