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3466  Community / License to Improvise / Re: Converting the Species Feats from Origin of Species on: August 19, 2010, 02:21:43 PM
They're cool....some just required a serious re-envisioning of how they work without Iconics to fall back on.

I look forward to seeing them Smiley.

Its fair to say that the original sets (back in Origin of the Species) were entirely driven by Iconic Class - ensuring that each logical class not on the 'list of 2' had a path to reach it.
3467  Community / License to Improvise / Re: [Mastercraft]Cyborg Expert Class on: August 19, 2010, 02:13:24 PM
Heh. I just had the strangest vision of having your character becoming a bottled brain fitting into the Species Feats Tree rather than gear.

That makes it a major decision about your body that almost no class has superior access to (except maybe paladin, and that actually tickles me in a good way).

While the Uncnanny Valley effect is real and a great inspiration for possible downsides, it's also based on the psychology of a culture that doesnt' have these technologies yet. It's hard to definitively say it's appropriate within a particular setting. I would look at breaking the penalties down into their parts (prudence, appearance, skill check modifiers) rather than zapping charisma directly. While most of them are under the umbrella of Charisma, if they are split up it makes it easier to optimize the tools for specific settings with campaign qualities. That way you can have a simple campaign quality that says "you do not suffer appearance penalties for having cyberware" and it would still be perfectly clear that the prudence cost is still there.
3468  Community / License to Improvise / Re: [Notebook] Sound the Trumpets! on: August 19, 2010, 01:49:18 PM
Quote from: Morgenstern
I've been thinking about how to rescript the "Iconic" limitations and I have a kind of cool "Favored classes" thing for origins now. All I need is a setting to use them in Smiley.

Care to share?  I too would REALLY like to see this back for my homebrew and have been trying to tinker with a working concept for this, but not coming up with anything I really like, that at the same time doesn't feel too complicated.

It's a cluster of Origin benefits/drawbacks. I'll probably post them all together once I've worked the bugs out.
3469  Community / License to Improvise / 4th Ed Darksun conversions on: August 19, 2010, 01:42:56 PM
The fates conspired against me.

I have some fondness still for that old setting.
The book was right there on the shelf, taunting me.
Flipping it open I found a power that had a mechanic so cool I actually uttered 'yoinc' out loud in the store.
After a few years they finally caved and added a multiclassing system that doesn't make me want to claw out my eyes.
I had a coupon for 33% off any one item.

I know an omen when I see one.

I have the book now. I'll be pouring over it and looking at possible addaptations.
3470  Community / License to Improvise / Re: [Setting Conversion] Star Wars to Master Craft on: August 19, 2010, 01:39:51 PM
*Looks at Mastercraft*

I see no Profession skill. ALL skills double as 'professions' during downtime now.
3471  Community / License to Improvise / Re: Converting the Species Feats from Origin of Species on: August 19, 2010, 01:38:16 PM
I still think if it had presented with the level table giving one less die and then iconics and humans getting a bonus die no one would have whined.

Actually I think heads would have exploded at least as much, maybe more ("Why do all humans get a 4 point bonus?"). It would also have created a weird missmatch trying to use that same table for things like SC3/10kB where there are only humans.
3472  Community / License to Improvise / Re: Converting the Species Feats from Origin of Species on: August 19, 2010, 01:34:41 PM
I loved the idea of iconic classes - the penalty itself was just far too harsh in my opinion.  In fact I always thought it should have been a bonus [which would be hard to work in] rather then a penalty.

Upon later consideration I concluded that losing 1 die would have been sufficient to be a legitimate -1 drawback.

It creates a choice where you either~

Suffer -1 starting action dice (totaly solid as a -1 penalty)


Effectively gain 1 design point for playing heavily to one of 2 classes.

Oh well. You never stop learning.
3473  Community / License to Improvise / Re: Converting the Species Feats from Origin of Species on: August 19, 2010, 12:06:03 PM
I miss Iconic classes Cry. Those feats always look gelded to me without that branch of the system.
3474  Products / Fantasy Craft / Re: "Steampunk Sorcerers"? on: August 19, 2010, 12:03:59 PM
I always enjoy when I hottly desired concept is easily managed as a mere by-product of logical development and expansion of a system Grin.
3475  Community / License to Improvise / Re: Example New Species for Fantasy Craft on: August 19, 2010, 11:24:05 AM
I added new pages for origins and NPC's to the wiki under the Fantasy Craft page.  Cunningly, I called them New NPCs and New Origins.  I also made a Fan creations page under Mastercraft for things that are not fantasy craft specific.

Add your own stuff by going to the page you want it listed under, clicking the add child page button, then giving it a title that makes sense and pasting in your material.

Personally, I plan to do so only after it's been in the forum a few days so that any obvious holes have been driven through and hopefully closed.

I was gonna tell you I spent some time copying your Origins work over to a Mastercraft subpage and reorganized/linked a bit. I also went deep into the editor and striped out some weird errant tags. It should look a bit tighter on the screen now Smiley.

Mastercraft -> New Mastercraft Origins -> Origin Creation Guidelines.
3476  Community / License to Improvise / Re: [Setting Conversion] Star Wars to Master Craft on: August 19, 2010, 11:21:06 AM
I slowly warming to Technology as a skill, but I'd still totally fold Astrogation under a Drive skill as a check Smiley.
3477  Community / License to Improvise / Re: [Notebook] Sound the Trumpets! on: August 19, 2010, 11:19:36 AM
*cough* Farthest Star *cough*

Funny. Most of those species have been done for a while. Maybe, though. Now that you mention it the Sryx might make sense that way.

If you look at the species feats for Dwarves in Wyrmstone, you can see a couple examples of related tech. Splinter race feats are usually made up mostly of Origins-style benefits.
3478  Products / Fantasy Craft / Re: Spells... on: August 18, 2010, 06:46:57 PM
Are there any other skill rules Spellcasting doesn't follow?

I admit I'm puzzled too. Looking at the first printing (so I may be out of date) on page 111 at the end of the first paragraph its says~

Spellcasting operates like any other skill.

Strangely, I thought the spellcasting check had something saying you can't take 10, but I'm not seeing it at the moment. Huh?
3479  Community / License to Improvise / Re: [FC] Demigod race on: August 18, 2010, 04:30:30 PM
Hmm... Handled as a specialty...
3480  Products / Fantasy Craft / Re: Summary of Differences Bwtween FC and D&D on: August 18, 2010, 04:25:23 PM
FC, despite appearences, has a very strng narrative element to it. Don't view building a PC to have large bonuses to something as the player trying to beat the game or short circuit a scene (assuming they're not a dick). Rather, view it as them saying "I want to be awesome and never loose this type of challenge. I don't care about not doing so well at other things as long as I rule at this thing." Give them chances to rock at what they want to be awesome at. Conversely, you also need to let them fail at the other things.

And that right there will always be why I was astonished that the negative reaction to banned checks.

In a (balanced) game you CANNOT say "I always win." Character building is as much about negotiating the types of losses you are comfortable with as with choosing the place you shine.
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