Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
October 30, 2014, 02:17:00 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: 1 ... 230 231 [232] 233 234 ... 338
3466  Products / Fantasy Craft / Re: Size Matters on: November 27, 2009, 01:15:51 PM
And to come full circle (wow, 7 pages later already?), characters that should reasonably expect to be well-rounded as combatants have a lot of weapon proficiencies at their disposal, making tricks a grand candidate for rules add-on to let heroes shine above and beyond the baseline the system creates. But 'well-rounded' should have some sort of cost, because GM-exploitable gaps are the point of the combat system. Want to be more grappling/trip/every-other-skill-based-opportunity resistant? Pay for it.

The discussion has given me some interesting ideas for feats though Smiley.
3467  Products / Fantasy Craft / Re: No Weapn Finesse Feat in Fantasy Craft on: November 27, 2009, 12:56:50 PM
Yeah, that's actually one of the primary uses of Martial Arts.  A Keeper with an amazing Intelligence has little incentive not to take it beyond feat scarcity, and it increases their survivability merely with the Defense and Initiative portion.

Feat scarcity drives a lot of choices, but I have suggested that Martial Arts should probably add a Dex 13+ requirement to cut down on the stat gradient for folks trying to get Initiative and Defense while dumping Dex.

The only real issue I see with this is that it becomes a part of a wide variety of concepts unless the setting is devoid of Martial Arts training.

Learning to not get stabbed, crushed, jumped, mauled, and spindled in a world as brutal and violent and most RPG settings is a pretty reasonable character concept Smiley.
3468  Community / License to Improvise / Re: Path Advancement via Feats on: November 23, 2009, 03:33:27 PM
The main problem with path steps through feats I can think of would be paths that stack with things not from the path. The obvious example being the path of magic. With these feats as they're written, I don't see anything to stop a mage to use them to climb the path of magic and get to high level spells exceptionally quickly.

I think I've mentioned the Path of Magic is right on the edge of busted as a class ability and flat-out busted as a feat, right? I'm curious what the second most worrisome usage is, because I've never had any doubt what the most troubling combination involving this concept is Roll Eyes.
3469  Community / License to Improvise / Re: [FantasyCraft] The Incarnate [kinda a blue mage type thing] on: November 23, 2009, 03:38:47 AM
Gonna have to think on the fixed abilities a little bit (there is a certain dependence on natural attacks that might be tuned to be a bit more free-form) but there is a lot of potential in this Smiley. Its a very flexible base.
3470  Community / License to Improvise / Re: Path Advancement via Feats on: November 23, 2009, 03:32:18 AM
The name match is pretty funny. I originally scripted these as Path Basics/Focus/Investment/Mastery/Supremacy but found them redundant and slightly confusing since they are a 5 part chain rather than 3 part. Its the same basic idea that's been floated a couple times in the last few days, I just added protective text to avoid some obvious sources of doubling up that might occur. This is not something I came up with - just my take, pithy flavor text and all Smiley.

For my samurai fantasy I'm planning to do a couple paths representing virtues of the setting, and maybe having some specific feats that let you take the first step on a path (so there would be a specific feat that let you take a step on the Path of honor and another feat that let you take a step on the path of Loyalty for example). Any further steps along that path would have to come from class abilites, not feats. It lets me fully divorce the paths from the Blessed feat in that setting and each feat can potentially have specialized prerequisites suited to the path it advances and/or minor thematic benefits that go along with the step.
3471  Community / License to Improvise / Re: [Brainstorming] Mastercraft Stargate on: November 22, 2009, 07:57:45 PM
Jaffa are highly social and group oriented- amongst themselves. I'd lean away from the charisma penalty (it made the old Prime class a really pain to work with). I think you may also be better served having the various guard specialties not be Jaffa specific (as there are signs a number of System Lords would press gang any race into their service and equip/train them all to a single standard. Giving them Iconic Specialties could work very well for them though.
3472  Community / License to Improvise / Path Advancement via Feats on: November 22, 2009, 07:31:53 PM
I thought I'd drop this into a seperate thread as it was being discussed in several places. These work best isolated in their own tree. I'm still highly leery of the notion, but provide this text as a possible basis for development.

Path Focus
You have become a paragon of your particular outlook.
Benefit: Choose 1 path with your GM’s approval (your GM may have created a list of pre-approved paths as part of the campaign setting). You take the first step along this path and may not take steps along this path through class abilities or feats from other trees.

Path Investment
You continue to follow your calling wherever it leads.
Prerequisite: Path Focus
Benefit: You take an additional step along the path chosen for your Path Focus feat.
Special: This feat may be taken up to 4 times (gaining a total of 5 steps in the chosen path).

3473  Community / License to Improvise / Re: Converting Castles & Crusades on: November 22, 2009, 01:40:50 PM
Sorry, while a long time gamer, I'm just not all that familiar with that one. What's some of the parallels you are seeing that make 1:1 conversion lining up so well?
3474  Community / License to Improvise / Re: [Notebook] Astral Magic on: November 21, 2009, 07:24:39 PM
Any word on the 7th Sea adaptation? It had really compact magic styles that lend themselves to this sort of limited system.
3475  Products / Fantasy Craft / Re: Stuff id like for future expansion of fantasy craft. on: November 21, 2009, 07:18:52 PM
To put it as simply as possible (which I should have said the first time) what I'd like to see is a class that grants path steps without anything else from the Priest class.  I have thought of creating further versions of the Blessed feat to fulfill this, but that takes up valuable feat slots and would not grant as many total steps.

I request this because I really enjoy the flavor of narrow-tailored, non-skill-based magic access as the Path system does it and think this would make a great deal of sense for a class centered around innate spellcasting (i.e. what monsters use).

Ok. I can make that happen, but a further understanding of what you'd like the class to look/feel like in-setting with help. Strictly mechanical goals don't generally lead to good classes - strong themes or imagery tend to drive the creation of flavorful but not overpowered abilites that make good classes easier to fully populate with class abilities. For example I could use paths in the C slot + the theme of Rokugan's shugenja to build up a full base class, with things like a brief list of paths to choose from (air, earth, fire, water, void, ancestor, talisman, and maybe 1-3 other paths to cover the various types of magic in that setting).

Tell me more and I'll try to help Smiley.
3476  Community / License to Improvise / [Notebook] Roar!! on: November 20, 2009, 04:56:12 PM
This is a class I'm hoping to use in my upcomming samurai-fantasy setting Smiley. It's also handy as an example of using a Path in a setting without the miracles campaign quality.

Streaking across the field, the Golden Lion leads the charge into the very heart battle. He seeks victory and glory with each mighty blow he sends crashing down upon the enemy, breaking their spirits through sheer ferocity. More than just a bloodthirsty killer or wild berserker, he upholds the heroic ideal of the warrior – honorable in war, loyal in peace.
Depending on the campaign, a Golden Lion could be...
•   A shining knight of the realm, champion of the people, and a terror to the dark creatures that would prey upon them.
•   A proud general who leads from the front, unwilling to risk men in battles he would not face himself.
•   A fearless samurai warrior leaping headlong into the ranks of the enemy with a wild shout.
•   A ferocious hunter who is always quick to fight and quick lift the spirits of his friends.
•   The arms-master of a noble house or guild, bold and well respected for his unflagging courage.

Party Role: Combatant. The Golden Lion lives for the thrill of battle and the accolades of triumph. With his emphasis on the Path of Honor, he is often surprisingly resistant to mental manipulation. His preference for fast paced, mobile combat is best served on the open field, but he remains highly dangerous even in tight quarters.

Class Features
Requirements: Ride 4+ ranks, Charging Basics, Mobility Basics
Favored Attributes: Strength, Constitution
Class Skills: Acrobatics, Athletics, Intimidate, Notice, Resolve, Ride, Survival, Tactics
Skill Points: 4 + Int modifier per level
Vitality: 12 + Con modifier per level

Core Ability
Like a Comet: Each time you charge, your base speed increases by 10 ft. for that action and you gain a +2 dodge bonus to defense until the beginning of your next initiative count.

Class Abilities
Glorious-Exchange I: At Level 1, your Legend increases by 1. You and all allies within 50 ft. gain a +1 morale bonus to Will Saves, and all opponents within 50 ft. suffer a –2 morale penalty to Will Saves.
Glorious-Exchange II: At level 8, your Legend increases by an additional 1 (for a total increase of 2). You and all allies within 50 ft. gain a +2 morale bonus to Will Saves, and all opponents within 50 ft. suffer a –4 morale penalty to Will Saves.

Call Out I: At Level 2, you may Taunt opponents using your Intimidate skill and may target opponents who can see and hear you up to 100 ft. away. If the opponent cannot immediately attack you, but can reach a square from which they could attack you with a Single Standard move, they must do so on their next action.
Call Out II: At Level 7, once a taunted opponent has attacked you as a result of being taunted, they must spend at least 1 half action moving towards you or attacking you every round until you move away from them, you taunt another character, or the combat ends.

Way of the Warrior: At Levels 3, 5, 7, and 9, you may either gain 1 Melee Combat feat or take 1 step on the Path of Honor.

Run them Down: At Level 4, when you charge, you may also trip 1 opponent as a free action at any point along you movement (in addition to your attacks). Further, you may charge 2 additional times per combat.

Uncanny Dodge I: Your senses are supremely sharp, letting you react quickly to danger. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed.
Uncanny Dodge II: At Level 8, you never become flanked.

Fortunes of War I: You stand fast in battle, especially when the pressure’s on. At Level 6, you gain Damage Reduction 1. During dramatic scenes, this DR increases to 2.

Total War: Blood-soaked ferocity seems to surround you on all sides. At Level 10, you and all allies within 50 ft. may re-roll one failed attack check each round, so long as the original roll was not an error.

Table XX: The Golden Lion
Lvl BAB Fort Ref Will Def Init LS Lgnd Abilities
 1   +1   +0  +1   +1  +0   +1  +1  +1  Glorious-Exchange I
 2   +2   +0  +2   +2  +1   +1  +2  +1  Call Out I
 3   +3   +1  +2   +2  +1   +2  +2  +2  Way of the warrior
 4   +4   +1  +2   +2  +2   +2  +2  +2  Run them down, uncanny dodge I
 5   +5   +1  +3   +3  +2   +3  +3  +3  Way of the warrior
 6   +6   +2  +3   +3  +2   +4  +3  +3  Fortunes of war I
 7   +7   +2  +4   +4  +3   +4  +4  +4  Call Out II, Way of the warrior
 8   +8   +2  +4   +4  +3   +5  +4  +4  Glorious-Exchange II, uncanny dodge II
 9   +9   +3  +4   +4  +4   +5  +4  +5  Way of the warrior
10  +10  +3  +5   +5  +4   +6  +5  +5  Total War

Path of Honor
Honor I: You gain a +5 bonus to Resolve checks.
Honor II: Your lowest attribute rises by 1 and your melee and unarmed attacks gain armor piercing 2.
Honor III: You gain the Iron Will feat.
Honor IV: You may roll twice when making Tactics checks, keeping the result you prefer.
Honor V: You Heroic, Military, or Noble Renown increases by 2

NPC Qualities
Like a Comet: 2 XP
Glorious-Exchange: 3 XP per grade
Call Out: 3 XP per grade
Total War: 12 XP
3477  Products / Fantasy Craft / Re: Dragon Age: Origins on: November 20, 2009, 03:29:17 PM
You need the miracles campaign quality to have the priest class. You could create another quality to allow the use of Paths in a different way or just have a class that gets the steps with or without there being a general rule about paths - though that works best when the class is locked to a very limited set of paths and/or well themed for a specific setting.

Taken by themselves, Paths are just a stack of ordered abilities scaled to be appropriate as class abilities at career levels 1, 3, 5, 7, and 9 (at the earliest). Any association with divinity is implied by the uses you've seen, but not inherant in their structure. They are a design resource you can tap into in several ways.
3478  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.
3479  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.
3480  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.
Pages: 1 ... 230 231 [232] 233 234 ... 338

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!