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 on: Today at 09:26:03 PM 
Started by foproy - Last post by Valentina
So, here I am, waiting in line for my copy of Destiny.

Krensky_ on PSN (note the underscore).

See you starside.

Let us know how that is, eh?
I'm not really sold on the hype, so I'm curious to find out what the various folks here abouts find on the ground.

It's a solid shooter. The 'story' mode is shortish, but I found the story engaging even if its really only a prolog.

Everyone on Bungies forums is bitching that everything is overpowered and needs to be nerfed, so PVP is probably about right. Wink  Or:

(click to show/hide)

I haven't gotten the gear for the Vault of Glass raid, but I've found strikes to be fun and challenging, although there is a marked bias to big piles of HP as opposed to mechanics. It is a FPS game, so that's not all that surprising, and I understand that changes in the Vault raid.

I've only just really started the end game stuff, so I can't speak to much about how it all fits together. The 'economy' (and I use that loosely because there's no trading or market) is somewhat interesting because even if you have all three of your characters at high levels there's still stuff you need low level and green gear for. Namely to break down into parts to feed your high level kit.

Probably it's biggest weakness is the lack of in game chat which means finding a guild or PUG goes to Bungie's site or other community resources.

Thanks Krensky.
I had two reasons to ask.
1) I was curious and I thought you'd give an intelligent, useful response.
2) I'd read of Destiny's $500 million dollar dev tag and I was curious about it's chances of turning a profit.

 on: Today at 09:23:49 PM 
Started by Mister Andersen - Last post by Valentina
Some Aesop Rock collaborations.

Ego Death.

Gun For The Whole Family.

 on: Today at 08:28:33 PM 
Started by meatwadf - Last post by meatwadf
Still working on the new Expert Class as I run my usual play test game. I'm gonna try and have the bad boy (and I do mean baaaad boy) up soon. Things have gotten crazy busy at work (having trouble finding a fill in for an absent employee) and at home. With any luck, I'll have a significant update soon.

 on: Today at 07:58:20 PM 
Started by Mutt - Last post by Mutt
My question, Jim, is this: Have you any experience with the Binder from TOG? They swap around their abilities (Best illustrated as Paths in Fantasy Craft) every day (hence the day of Downtime required to swap). If you remove this ability, this class is simply a reflavored Priest. I don't want that; I want a class that can do the swapping. I realize it's potent, but I think that I've limited it enough already by banning the 5th Step in all but a few cases, lowering how quickly you can gain steps, and so forth and so on. What can I do to keep the Step-swapping ability, without making it too overpowered?

 on: Today at 06:26:25 PM 
Started by Jaracove - Last post by FanaticRat
Eh that kinda stinks but I guess I will live with it.

My other question, I dunno how exactly I'm supposed to gm Deciphering. It feels like it's boring if puzzles are solved with just a roll, but I feel like if I just give hints on successes instead I'm being a jerk to the players. I plan to run an investigation heavy campaign so this is a big issue for me.

 on: Today at 05:28:35 PM 
Started by Mutt - Last post by Big_Jim
Arrghhh... 1 step only, Morg? That's too dilettante.

 on: Today at 05:12:42 PM 
Started by Mutt - Last post by Morgenstern
  Huh. I misread that and had the strangest idea...

  Walk Many Paths: At levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, take the first Step (and only the first Step) along any path allowed in the current campaign.

  Its the spiritual equivalent of the all-you-can-eat appetizer platter Smiley.

  With that as your base you might allow a couple "floating steps" like you would floating feats. Maybe~

  A Deeper Understanding I: At level 6, once per scene as a full action choose a path you have taken at least one and no more than four steps along. You take an additional step along that path until the end of the current scene.
  A Deeper Understanding II: At level 12, choose two paths when you use this ability.
  A Deeper Understanding III: At level 18, choose three paths when you use this ability.

 You could also position the I and II as level 8 and 16, dropping III.

 on: Today at 04:34:20 PM 
Started by Jaracove - Last post by Ares
Not that I'd have a problem with such a shift, but be aware that an unarmed Rune Knight would gain quite a bit of power:
- he is never without his magic kit
- with a bite attack he can dramatically increase the likelihood of a crit to activate blooding rune
- certain runes dramatically improve unarmed attacks where a normal weapon would benefit less (e.g. high AP otherwise unavailable for natural attacks)
- finally, replacing the crappy gear feats for unarmed feats is a strong boost in itself

 on: Today at 04:23:01 PM 
Started by Jaracove - Last post by Bhurano
Is it possible to be an unarmed or natural attack rune knight? I love the idea of punching people with lightning, but favored gear is a prerequisite and I dunno if you can do that with unarmed strikes or natural attacks. I thought maybe some sort of rune scribed gloves or something, or tattooing yourself, but I don't know if either of those fly.

Sure, why not?
Just switch "Favored Gear" with "Wrestling Basic" as a requirement.
For a dedicated close combat/martial arts character it seems the best replacement, especially if you keep in mind that the Rune Knight gets the Signature Weapon and Trademark Weapon feats at level 4 and 8, respectively. Martial Artist might synergize very well with such a rather unique character.
Just adjust the fluff that he gets mystic tattoos for himself and you should be golden. No gloves needed, depending on the setting such Rune Warriors might be seen as mystics or radicals that eschew weapons (armor too???) even when it is really sensible to have one against marauders and other dangers. Probably they are seen as both Mystics and very strange people. Might be funny to have a Rune Knight and a Rune Warrior in the same team both arguing over the pros and cons of their respective style. Grin

All in all that Rune Warrior class should fly with almost any GM, after all it is only a minimal change necessary to get what you want.

 on: Today at 04:13:53 PM 
Started by Jaracove - Last post by Ares
Officially no, that is one of the limitations an unarmed fighter has to endure.
But a lenient GM should have no problem allowing your character to tattoo himself.
If he is really gracious, he'll allow you to substitute the favored gear line for an unarmed B/M/S line.

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