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3466  Products / Fantasy Craft / Re: The Zweihander: sad little greatsword on: November 12, 2009, 06:35:00 AM
I'm not sure that would be my choice. My experiences with combat sports suggest two-handed wielding is faster, more accurate, and gives you a stronger parry. The downsides are reduced reach, a wider body profile, and less ability to redirect the weapon quickly. It might make sense if it stripped 2 points of keen and 1 die of sneak attack, but that seems arbitrary, as well as not relevant to lots of characters. It's hard to conceive of a good substitute for initiative loss.

My experience with melee combat says using a weapon the wrong way should never be pure bonus Wink. You observations about reach, profile, and slugishness are all sound. With precise 1h weapons your point control also goes to poo when you hold it the wrong way. Penalizing Reflex save came to mind because both your hands are sort of stuck together when you might actually want to be flailing around a bit (and that experience also says no, people don't let go of a weapon to save themselves nearly often enough or fast enough to matter most of the time Wink).

The increased Strength modifier of D&D is a not insignificant part of why Strength is an over-coveted stat in that game. Breaking some of the standard exchanges loose from atribute bonuses was a big part of the clean up of basic combat feats in Fantasy Craft and 'm loath to backslide on that front.
3467  Products / Fantasy Craft / Re: The Zweihander: sad little greatsword on: November 12, 2009, 12:42:50 AM
...you can actually make a lot of the "Swords" outright awesome with weapon qualities, especially scaling up, since most are small or smaller anyway.  The extra 2 to minimum and maximum damage when wielded in 2 hands isn't shabby either, which helps overcome DR as well.

I'm really not happy with how the "weild a 1 handed weapon in two hands" rule is working out with the initiaitve penalties the Spycraft version of that rule had stripped off. I blame no one but myself since I was onboard with the change at the time. Its warping a lot of the weapon table. Without it you have pretty good balance between weapon and shield, two 1-h weapon, and single 2-h weapon damage/defense tradeoffs. With it a lot of 1-h weapons outperform 2-h weapons at direct damage because a flat +2 is always better than a one die type bump which is what the 2-h weapons were built around vs. the larger of the 1-h weapons. For the most part the shift in qualities keeps the comparisons from instantly imploding the game, but once you have enough money to tack on some upgrades the problem re-emerges, thornier than ever. If it stays at "+4 Strength" it needs a downside. A defense or even better a reflex save pealty might work in the absence of fluid initiative. Reducing the strength bonus doesn't really help (the flat damage bonus still puts 1h-weapons on par with 2h weapons and thus reduced the diversity of the weapon table) and makes a single rule that addresses firearms in the future more dificult.
3468  Products / Fantasy Craft / Re: The Zweihander: sad little greatsword on: November 12, 2009, 12:21:53 AM
Also you can't add "reach +1" through qualities, so if you're willing to pay the extra silver and make the (only slightly) harder Haggle check, the Claymore is better than the Zweihander, except for the interesting distribution issue. A 1/6 chance to do 7 damage is still far more comforting to most players, however, so I doubt we'll see the Zweihander get much play.  

The Greatsword Basics stance REALLY benefits from reach, so I'd say with the Greatsword feat series, the Claymore wins hands down, especially if the character themselves has 2 reach or more.

It also really benefits from guard, because stacking guard is a non-linear benefit. Greatsword Mastery Might favor the Claymore slightly if you end off holding two opponents at bay on opposisite sides, but if they are on the same side the 5 ft step you can take is all the reach the zweihander needs to close the gap and smash somebody you prevented from moving the previous round with blade wall. And once supremacy rolls around you're looking as a 10 reach with either weapon. Feel free to be dismissive, but I'm really not concerned that the zweihander is radically underperforming. *chuckle* if there's anything to be learned here its that the guard upgrade could have been more difficult/expensive (+5 complexity/+50% cost, or more) and should probably be watched closely in general by GMs before it gets applied to everything wealthier characters own.
3469  Products / Fantasy Craft / Re: The Zweihander: sad little greatsword on: November 11, 2009, 01:31:24 AM
Beating down wardogs. Lots of them Wink
3470  Products / Fantasy Craft / Re: The Zweihander: sad little greatsword on: November 11, 2009, 01:06:20 AM
Guard stacks.

Massive is an advantage, not just a requirement Smiley.

High variability damage can be better than consistent 7s in a world with DR, but mostly you're choosing between reach and guard. There is a place for each in the effective strategies envelope.
3471  Products / Fantasy Craft / Re: Path of Strength: Size change? on: November 10, 2009, 07:13:05 PM
I've always thought of size/Con multiplier to determine wounds as being hard linked.
3472  Products / Fantasy Craft / Re: Path of Strength: Size change? on: November 10, 2009, 08:46:37 AM
Ok, so I want to see if I have this correct.

Example: Changing Size from Medium to Large

* Medium = Footprint 1x1 & Reach  1
* Change in size does from Medium to Large dose NOT inherently change Footprint or Reach, but I COULD if the GM so decides?

What DOES inherently increase is:
•   Wounds increase to CON score x1.5
•   Blend, Sneak and Conceal checks suffers a -4 penalty
•   You are more easily tracked granting a +2 bonus to track you
•   You require large sized armor, weapons and mount
•   Carrying Capacity increases to STR+5
•   Defense decreases by -1
•   Can Trample attack Small sized creatures
•   Bull Rush, Disarm, Grapple, Trip = +4 size bonus assuming still against medium

That all looks sound to me.

Quote
You can also have “Large” creatures that are any of the following?
•   1x1 Reach 1
•   1x2 Reach 1
•   2x2 Reach 1
•   2x2 Reach 2
•   2x3 Reach 1
•   2x3 Reach 2
•   3x3 Reach 1
•   3x3 Reach 2

You could have reach go much higher than that (and have rectangular footprints like 2x1 or 3x2) but I think you are talking about humanoids, so yes, that also appears correct.
3473  Community / Off-Topic / Re: Selections from H.P. Lovecraft's brief tenure as a Whitman's Sampler copywriter on: November 09, 2009, 10:56:20 AM
Those are twice as good when you read them outloud with your best radio announcer's voice Smiley. Packed with drama (and flavor)!
3474  Community / License to Improvise / Re: [Setting Conversion] Star Wars to Master Craft on: November 09, 2009, 10:48:59 AM
I did a search but nothing turned up.  It was a bunch of edge tricks inspired by a fighting game of some kind, and a while ago [possible from a previous iteration of the board and it didn't get backed up].

So not this one?

http://www.crafty-games.com/forum/index.php?topic=3163.0

Do you remember anything else about it? I haven't seen the thread wiht the Riftspinner Basics/Mastery/Supremacy, but I can repost at least that chain if you think that's what you are looking for. A lot of the older discussion was in the workbench board which has been closed.
3475  Community / License to Improvise / Re: Begining a new Tale on: November 09, 2009, 10:37:21 AM
I want to make the spirit world mysterious, a thing known only through folklore and guesswork with unspoken rules so elaborate or nonsensical that no one feels like they have a solid grasp on it. Having to 'solve it' each time it is encountered will keep the Solver characters way out in front when it comes into play. I think a single journy into the spirit world will be the climax of those sub-arcs, with most encounters being more spooky brushes with the unknowable. I would like the spirit world to seem eerie.

I'd also like to keep most monsters unique - 1 kappa, 1 old tengu, 1 giant centipede, etc. Running into a 'monster' should be an unussual, memorable, and singular event.

Mysticism will be a layer apart from the factions. There are three major mystic paths known as the Three Treasures, and three minor ones. The three major paths have organized power bases, practicioners, and places of study. They are important figures to be courted and/or appeased. Each holds a sacred artifact that can significantly transform those exposed to its power (anticipate a style feat for each with steep renown requirements).

The Order of the Golden Phoenix are masters of fire who can literally undo death.
The Order of the Jade Kirin can cross the land in the blink of an eye and are masters of natural law.
The Order of the Pearl Dragon command the weather and grow to fearful size.

The three minor mystic paths are comparitively individual and private practices, with practicioners in each of the factions who may know and give each other at least a respectful nod even if their masters are at war.

The Inner Garden is a path of mental agility and personal reflection.
The Steel Way is a warrior discipline for the most unyielding spirits.
The Gabbler's Cuts trade their precious droplets of life for momentary good fortune.
3476  Products / Fantasy Craft / Re: Path of Strength: Size change? on: November 09, 2009, 05:36:00 AM
The footprints on that table are maximums for that category. If you are bigger than 1x1 but no larger than 3x3 you're probably Large. Characters that are 1x1 and Larger are breaking the 7.5 foot ceiling. That's why giants can range from about 8-15 tall and still be classified as Large.
3477  Community / License to Improvise / Re: Begining a new Tale on: November 09, 2009, 04:04:38 AM
Further quick thoughts as this simmers.

With the main arc being a power struggle between militant factions combatants, talkers, and backers are all well spoken for. Specialists can be woven in there pretty easily, but special care will be needed to give solvers a chance to shine. I think putting in some sub-arcs about the spirit world will give them a good toe-hold on ways to drive the main story. Without the approval of the spirits all kinda of things can go awry and dealing with spirits is a great solver niche. Making sure there are closets well stocked with skeletons on all sides will also let solvers leverage their presence. Solver hands talker powerful ammunition, fireworks ensue Smiley.

I'm looking at 5 lords involved. 3 will be set up as semi-heroic, solid options for players to throw their support behind. These will be the core faction options the quests will need to respect. I want no clear good-guy/bad-guy distinctions between these three. Just lords doing what lords do and being good candidates for fealty.

The fourth will just not have the juice to be a major contender. This is a loose ball players can look at claiming... or preventing from allying with someone else.

The 5th is gonna be a prick. A negative example. The guy with enough power you might want to have his nod or at least keep out of the hands of others, but also the sort that makes you feel greasy just being in the same fortress with. I figure that one can be a regular sausage factory throwing out schemes that players take umbrage with, when things are quiet with the other 2 big lords.
3478  Community / License to Improvise / Re: [Setting Conversion] Star Wars to Master Craft on: November 09, 2009, 03:39:17 AM
I've been waiting for this thread to pop up...

I can see the office pool between Alex, Pat and Scott.

*Chuckle* Amusing story about Star Wars and Fantasy Craft. The art on 343 was ordered for a class that basically was going to let you do about 85-90% of all the cool stuff in Star Wars: The Force Unleashed. Incredible leaps and ranged shoves (wind), concussive explosions (thunder), and lightning (well, lightning Grin).
3479  Community / License to Improvise / Re: [Setting Conversion] Star Wars to Master Craft on: November 09, 2009, 03:22:21 AM
Watching the Tarkovsky Clone Wars, specifically the Battle of Coruscant, it strikes me that instead of spell points you could base Force use off of Edge; the characters are clearly taking time between uses of the Force doing cool stuff to build it up again.

On a train of thought whose next destination I wish to see, you are.
3480  Community / License to Improvise / Re: [Setting Conversion] Star Wars to Master Craft on: November 09, 2009, 03:21:00 AM
I actually thought something along the same lines, and tried to find a post of Morgs that had a heap of fancy new edge tricks, but it seems to have vanised.

Try a search for [notebook]. I flag my bigger mechanics post titles that way specifically to make the easier to dig up again Smiley.
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