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3466  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.
3467  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.
3468  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.
3469  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.
3470  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.
3471  Products / Fantasy Craft / Re: Size Matters on: November 17, 2009, 05:48:20 PM
If its of any consolation, after 10+ years of aikido practice, I'm pretty fond of grapling as a means of settling a dispute Smiley. Like Alex, I've no interest in making grapping an BAB-based attack check, but perhaps we can discuss the ramifications of such a house-rule elsewhere at some point.
3472  Products / Fantasy Craft / Re: Size Matters on: November 17, 2009, 05:33:42 PM
I'm pretty happy with the rules as written (big surprise comming from an author, right? Tongue). But, adding Defense as a 'floor' for the grab check is simple and may appeal to some folks' sensibilities. It factors in a lot of fiddly stuff without any new calculations (all those fiddly bits already being summed up by the final defense score).

I think the Quite a Handful trick shows some promise entirely apart from any tweak to the 'grab' check. Stand-alone tricks key off a resource all characters have, providing even the Mage who is tired of getting man(ogre?)handled by the local tribe of slobbering man-eaters a way to level the playing field a bit. Being 'squirmy' should be a thing apart from BAB Smiley.

The tripping trick is an offensive option, but here the one-trick-per-check structure of the rules really pays off *nod to Alex's wisdom on that set up*. You can do truely heroic giant toppling, but you can't also pile on the hurt with some of the ugly trip stunts at the same time.
3473  Products / Fantasy Craft / Re: Size Matters on: November 17, 2009, 05:14:48 PM
Also, having to beat two numbers, the opposed roll, and defense, means size bonus to defense kicks in, which should account for how hard it is to catch the fly or chicken initially... or at least how hard we think it should be.

I realized it might be useful to bring in the mosquito for this dscussion also. They are about the same size as flies, but easy to swat/grab/kill. The mosquito tells us that size is not the reason flies are challenging targets.

Mosquitos are also nice because they do attack things rather a few size categories larger than themselves Wink, and as a result, willfully stay within the reach of their foes. If you become aware of one at all... pow! Most humans have more than enough point control to slap one. Again, size is not a big advantage for them when you make your attack check Grin.
3474  Products / Fantasy Craft / Re: Size Matters on: November 17, 2009, 05:07:11 PM
Put in a larger context there are a whole stack of skill-on-skill actions in the combat chapter specifically to prevent combat from devolving into "BAB is my most important/only offensive value," and "defense my only defensive value." In fact there are so may different ways to strike at a character that no character can reasonably be expected to guard against them all. There is no perfect tank - players need to cover for each other and GMs always have a case full of Kryptonite at hand for every character.

(That and the equitability of use between the skills factored in combat aplications. Anything that makes a skill less useful is probably not a good call.)
3475  Products / Fantasy Craft / Re: Size Matters on: November 17, 2009, 04:37:46 PM
Why use Athletics at all? If you are using Defense for resisting Grapple then why not roll for normal attack using the exceptions listed under Grapple? Skill vs Defense looks messy to me as a one time special rule.

Because the point of grappling was to give characters a means of damaging foes that is not based on your BAB. Skill vs. Skill is a very common arangement in the combat chapter, this is just letting Defense represent an additional 'out'. Since skill rolls can handily beat Defense in on-level comparisons, it's really only going to allow very defense-oriented builds the opportunity to slip away.
3476  Products / Fantasy Craft / Re: Size Matters on: November 17, 2009, 04:33:02 PM
So would this mean that the initial Grapple is no longer an opposed Athletics check but rather a substitution of Athletics for an attack check?

No, opposed check as it is currently, but with an additional requirement of exceeding the target's defense to succeed. Same principle as spellcasting checks having 2 numbers you have to beat.
3477  Products / Fantasy Craft / Re: Size Matters on: November 17, 2009, 11:11:56 AM
That's a fair observation. Lets explore it a bit.

I for one have never had much trouble scooping up a fly once it stays within my reach for more than a couple seconds. Same with chickens. And sheep - lots o' experience wrangling sheep. All of those critters do their best work avoiding their fate by using their speed to stay away from me, often longer than I care to chase them. In real life my reach is more like 2.5 ft than 5, so there's a smaller bubble of space that I control than the 5 ft. radius the game gives a person, but enter it, and that little critter is Done.

I like the idea of agile critters being harder to take hold of during the intital contact, but I don't devalue the fact that my hand controls a volume of space vastly bigger than the fly's whole body. I ain't trying to grab it with chopsticks here Smiley. My size and comparitive reach DO provide incredible advantages over the fly. Likewise the sweep of my arms controls a space much bigger than the chicken's body - I just need to choose a corner of the pen where it can't run farther than my reach and the outcome becomes pretty certain. If these animals choose to melee with me - deliberately stayed in reach instead of running or their lives, the 'grabbed and pinned' part follows with a pretty high order of certainty. Chickens don't stick around to peck, they run like hell. Its only adventurers that insist on trying to stab a dragon that outmasses them 100-fold or more Roll Eyes.

Looking at the initial roll, maybe allowing Dodge or Dex bonuses would model the initial grab better, but I still don't see the baseline as all that far off from non-heroic reality. Hmm. It does bring to mind the possibility of a reflex save (which favors the fly quite a bit, and the chiken or sheep less so). The other fairly accessible number is to require the Grapple check to exceed the target's Defense, much as spellcasting checks have to exceed both the check DC and the target's Spell Defense. Skill checks follow a different curve than attack checks, so the defense would have to be very high to matter, but maybe that's the safety net people need to feel that small and quick is being given a nod.
3478  Products / Fantasy Craft / Re: Size Matters on: November 17, 2009, 10:16:12 AM
The following two tricks are for characters who specialize in tackling chalenges a bit above their weight range. That are purchased with weapon proficiencies normally.

Quite a Handful (resist grapple trick): Opponents 1 size category larger than you gain no bonus from size to their grapple check. Opponents 2 or more size categories larger than you gain only a +2 bonus per size category (instead of the ussual +4).

...The Harder They Fall (trip trick): Opponents 1 size category larger than you gain no bonus from size to resist this trip.  Opponents 2 or more size categories larger than you gain only a +2 bonus per size category (instead of the ussual +4).

These tricks turn the normal bonus range from +4/+8/+12/+16 etc. into +0/+4/+6/+8 etc. Because they are tricks they also prevent you from adding any other specialized shenanigans to the action - you are having to concentrate totally on offseting the advantage size is granting your opponent.
3479  Products / Fantasy Craft / Size Matters on: November 17, 2009, 10:11:43 AM
Ok, I for one do not get all the uproar over grapling greatly favoring the bigger character. I get it people don't have a lot of day-to-day experience with life-and-death-struggles with things of different sizes than themselves, but lets look at some more approachable scenarios.

If you had a rooster gripped firmly in both hands (pinned), it would be a pretty big surprise that you couldn't consistently wring its neck (2 size categories difference).

If you had a good sized dog trapped under you and an arm around its neck, you'd expect to be able to choke it out far more often than not (1 size category difference).

If you were in a narrow stall with a horse, odds are pretty damn good it can slam you against the walls and hold you there at will (1 size category difference).

If you were engaged in a tug-of-war match with an elephant, you'd know you'd made a serious vocational error (2 size categories difference).

The rules as written reflect reality pretty well. However, this being a heroic game, people would like for their heroes (and certain highly capable supporting cast) to put up a fight out of all proportion with reality. I can support that Smiley. My solution next post.
3480  Community / License to Improvise / Re: [Setting Conversion] Star Wars to Master Craft on: November 16, 2009, 05:34:10 PM
Couple totally off the cuff observations.

Lightsabres with 'primary crystals' are ideal as prizes. This may distinguish loaners from the personalized ones. It also fits Grievous' treatment of them perfectly Wink.

I would drop the grip and guard qualities from the defalt package - both seem to be learned behaviors of the opperator rather than any innate characteristic of the weapon - it also lets non-Jedi but otherwise competent swordsmen pick them up and find them less than ideal. Consider upping the keen further - a high keen a) matches some of the "consult the limb-loss table" behavior so commons with them and b) makes them VERY good against innaimate objects like unsuspecting ship hulls. I'd move them into the sword category as a base-line, with some feats for using them allowing you to treat them as both swords and fencing blades (some juicy feat combo goodness lurking in there). Despite the treatment in the more recent trilogy, most fight coreography for them was sword-like rather than fencing. This also makes Count Dooku (and form II IIRC) a bit more of an oddity and distinctive.

Early force feat should definitely allow "you may spend 2 Edge to ready any untended lightsabre within 15 ft. as a free action." And for all the times Luke has to stop and take a deep breath to get his act together I present a new advanced action.

You must learn control... (initiative full action). You gain 1 Edge.  You may use this action a number of times per scene equal to your Force feats (minimum 1).
 If you handle most Star Wars races as human offshoots the way Farthest Star is headed, you could totally make Jedi a Talent, which fits as more of a political affiliatio.

Bonus feat: Blah
(1) Padawn Training: You may keep 1 lightsaber without it counting against the number of prizes you possess.

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