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3466  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: April 05, 2010, 11:34:36 AM
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3. The Species Feats Faerie Heritage and Faerie Legacy grant large increases to the DCs of Sense Motive checks targeting the character.  Do these increases also apply to opposed Sense Motive tests?  Or to put it another way, does a character with Faerie Legacy get a gigantic advantage whenever they Taunt an opponent?

Opposed checks don't have DC's, so no.

I'm not sure there are any Sense Motive checks that aren't opposed. It might have been better phrased "opponents suffer a -4 to Sense Motive checks targeting you" as that's going to be the effective result.

3467  Products / Fantasy Craft / Re: How do spell casters gain spells on: April 05, 2010, 11:25:49 AM
They gain 1 each time they gain a rank of Spellcraft and 1 each time they gain a permanent increase in their Wisdom score. Since both activities pretty much only happen when you level up, its always between adventures and you can explain it how ever you like at that moment in the characters story.

Running across the recorded form of a spell doesn't have any intrinsic benefit, but the GM might require you to do so before allowing you to learn it later, restricting access to some spells that way.
3468  Community / License to Improvise / Re: [Notebook] Building New Races on: April 05, 2010, 11:18:21 AM
So at this point I think I'm ready to proces a few requests to test out the engine. Any unussual combinations folks have been jonesin' for in their designs?
3469  Community / License to Improvise / Re: [Notebook] Building New Races on: April 05, 2010, 12:26:20 AM
Not really. Choice of any, even from a list of 5, is still worth a bump.
3470  Legacy Games / Spycraft 2.0 / Re: Lawman, Thief, Thug, et. al. on: April 04, 2010, 05:38:23 PM
To be brutally honest, I think it's a sensible approach in all other situations except the one where the single core problem of your business is getting product to the market. Smiley

Then pausing production of your core products to do a niche creation is still a bad idea.

Writing up a class doesn't take that long. Turning it into a finished product in terms of edits & playtest, art ordering & approval, layout & bookmarking, then marketing & promotion is not a trivial investment of time. If it were you'd see for-sale stuff comming out in the same fashion as some of my notebook posts - casually and almost at whim. So, much like having a good idea is 1%-3% of a job, having good text is still a long, LONG way from the finish line... and little more than the text is shared between the theoretical booklet and core book, and not even all of that.

Hopefully Crafty's process will (continue to) improve and the choke points between text (the stuff previews are carved out of) and product (the part where money changes hands) will let more of a steady stream of content flow through. The Last 6 months have show a huge uptick in the rate of product releases. If that's a trend, then the future looks fairly bright.
3471  Legacy Games / Spycraft 2.0 / Re: Lawman, Thief, Thug, et. al. on: April 04, 2010, 01:49:36 PM
I never suggested there wasn't a market, or money to be made. I just think that the order in which choices are offered should favor choosing to buy the full package first or wait an unknown amount of time before picking up the classes alone, if they are offered seperately at all.
3472  Community / License to Improvise / Re: [Notebook] Building New Races on: April 04, 2010, 01:55:27 AM
3.0pts = +2 [Any], +2 [Specific], -2 [Any]  - Listed in the Wiki, but not here.

That one's from the Saurian.  He's got +2 [Any], +2 [Specific], -2 [Specific] at 3.5.  I personally don't think that the extra Any is worth another half point, but perhaps it is.  Might list that one as unsure for now, but I guess it can't be less than 3.5

Consider wht happens if you apply the "any" bonus to the same attribute as the fixed +2.
3473  Legacy Games / Spycraft 2.0 / Re: Lawman, Thief, Thug, et. al. on: April 03, 2010, 03:08:23 PM
To clarify: none of this is my call to make - I'm just pondering publishing strategy in the abstract.

I could see maybe offering the classes after 10kB is out, but I am reminded of a previous case. There were 4 expert classes in the Shadowforce Archer that people really wanted. They were not reprinted elsewhere, and that enticement sold books. Some were 'under duress' and I'm sure they didn't buy any more of the black line, but for some of those sales I'm certain that once the customer had the book and read it, they picked up other black-cover products. Its wouldn't take many sales from that source to offset the sale of those classes individually.
3474  Legacy Games / Spycraft 2.0 / Re: Lawman, Thief, Thug, et. al. on: April 03, 2010, 01:34:59 PM
*sigh*

The very smallest downside is that a Agent X presentation requires more text/writting time be comitted to it (and there is a very small pool of that to bedrawn upon), along with appending some other sort of goody further diluting the value of the 10kB book or eating more design time. That's a footnote to the larger issue, but I'll mention it.

The important one is that customers have tipping points, and tipping one customer towards buying a $50 book is worth as much as statisfying 29 customers with the purchase of a $1.75 product - and that's only same day equivalency. That one book customer is now commited to a new and still supported system and becomes part of the potential customer pool for all the support products, where as the specifically single .pdf buyer has been pushing to not pick up any of that new product line. His are the dollars you want to pick up afterwards with a release schedule that doesn't let any of the other fish off the hook.

The whole point of Crafty moving to a published book model over lots of PDFs (in my opinion) is that block purchases net more money by not allowing people to pick and choose. The products need only tip over into valuable enough to buy the package, not fight the battle of do-I-don't-I on every single sub-topic you break it down into.
3475  Community / License to Improvise / Re: [Fantasy Craft] Toxic breath weapon? on: April 03, 2010, 01:21:49 PM
Remember unicorn resistance? Resistance is resistance - it doesn't have to be super broad, but where it applies it works. There are poisons that do damage, so there are times poison resistance triggers.

Its not that hard to say - "This does XdY damage that is considered poison." Tagging it that way basically allows poison defenses (saved vs. poison bonuses and poison resistance) to come into play.

On a critter, I'd just include the word "poison" or "poisonous" in the made up name for the attack to indicate you'd like for the attack to be carrying a tag. Same as the made up name could say "adamatium" and characters with adamantium resistance could say "hey! I get some resistance to that!" Smiley
3476  Community / License to Improvise / Re: [FC] Melee Combat Feats, mucking them up on: April 03, 2010, 01:14:48 PM
The short answer:the original feats are balanced as a whole, not piecemeal.

There is a bell curve at work - many components probably would be interchangeable, and there is an effort to try and keep most affects being introduced near the center of the curve, but yes, the final checks are made by looking at the feats, and the feat chain as a whole.

In fact splitting up componentes can greatly devalue them - the fencing chain is balanced around some evil synergy between it's parts. Same with flails. Some chains re balanced by active antagonism between the parts - benefit A works against benefit B. A swap that removes that hard choice makes the componets free to run wild.

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I had enough doubt to ask. Yes, I suspected I was cherry-picking, but then any request to deviate from RAW may be cherry-picking.

Good instincts Smiley. I suspect if you were to fuse elements from two chains, and to be mindful of mixing the sweet with the salt, you could probably hit some combos that don't make most GMs blink when you ask if you could use it Smiley.
3477  Legacy Games / Spycraft 2.0 / Re: Lawman, Thief, Thug, et. al. on: April 03, 2010, 12:47:42 PM
And you can't come up with any explination for why the chips might fall the other way? Argue for the opposite for a monent and see what you come up with, on the off chance I'm not crazy.
3478  Community / License to Improvise / Re: [FC] Melee Combat Feats, mucking them up on: April 03, 2010, 12:43:30 PM
While the feats are built to be roughly symetrical in value for both their permanent effect and stance/trick at each step along the chain, there are certainly highs and lows, and those are balanced out between the pairing and over the course of the chain (yes, the art, not the science). What you have there is a pretty impressive list of cherry picking the high water mark of every component. Starting with the sword stance: that one is definitely a little strong, but the chain as a whole is somewhat tricky to grasp/master - and onece you nabbed the stance you never went back. The auto-kill is also paired with way too strong of an effect. There's basically no balance here between high and low, direct bonus and utility effects. It avoids risk and variability for hard, flat bonuses at every turn. Look at the things you are skipping to get it~

Basics
+2 reflex saves (roll a weakened free attack against flattfooted, roll a weakened free anticipate)
Stance: +1/+3 hit/damage (5-foot step is attacked and missed, no action dice boosting attacks on you)

Mastery
Choice of lethal or Stress damage (roll 1 die sneak attack, weapon tricks)
Trick: parry = target bleeding (full defense damage aura wth save, roll a strong hit = keen 10)

Supremacy
Guard +2 (Dex +1, Partial All-out on high attack rolls)
Trick: Dex-based auto-kill (skill based attack bonus with limited uses per combat, total defense + attacker miss = flat footed)

Looking at each pool of three components you drew from, does that look balanced to you?
3479  Legacy Games / Spycraft 2.0 / Re: Lawman, Thief, Thug, et. al. on: April 02, 2010, 05:49:50 PM
The Mastercraft and 2.0 version would be almost indistunguishable - you'd need gear pick info and likely a slightly different skill list (and to convert fixed vitality back to variable, but that's an automatic swap)...

That means realeasing that info now would seriously undercut the value of the book for little or no gain.

Once its released, I'm sure quick conversion attempts will be the rule of the day, and Alex would only need to give his nod to one of those and bam, official 2.0 version.
3480  Community / License to Improvise / Re: [Notebook] Building New Races on: April 02, 2010, 05:39:17 PM
These really should go in the Wiki - took me literally ages to find this thread [ended up having to go through Morg's entire post history to find it].

I'm sure that made for some interesting reading Wink.

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1.0pts  = +1 [Any] -1 [Any]  - Listed in the wiki but not here.
+1 specific/-1 specific is listed as .5 - adding "any" to a fixed pattern bumpts it up to 1.0. I just didn't list all the "any" configurations as they roughtly double the length of the list.

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3.0/2.5pts = +2 [Any]  - Listed in the wiki as 3pts, but here as 2.5pts.
+2 specific is listed here as 2.5/ +2 any would be 3.0 again using the "bump" rule.

Id be curious to see how blankbeard's simultaneous equations settle out with theser values - its possible I bunggled sometign with this new calculation method, but I'm pretty sure it works for all published cases.
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