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 1 
 on: Today at 10:24:44 AM 
Started by rafter613 - Last post by rafter613
So, I don't think this is covered in the book, but comes up a lot in my game. What happens if a character's declared action becomes impossible? Possible examples of this: the target of the declared action is killed, the character is knocked off his feet, or the opponent moves out of the way.
Does the character have to declare a new action at half-dice?
This seems unfair or unsporting in a number of situations. If Character A is a Thug in melee with an enemy, declares an attack against him, and Character B Steelpushes a coin through the enemy, the crew gets punished for killing an enemy? What if there was another enemy right next to Character A that he could just as easily attack?
Additionally, if we have two characters in conflict with each other, Characters A and B, with A declaring first and acting last, if A says that he's going to punch B, B can then declare that he's going to punch A, then step back, and Character A loses half his dice, and then they do the exact same thing next beat?

 2 
 on: Today at 09:58:41 AM 
Started by Antilles - Last post by Antilles
Well, it's a start, but it's not gonna do much good (or bad, as the case may be) when mixed in enough stew to feed a 100 men...

 3 
 on: Today at 09:32:45 AM 
Started by Antilles - Last post by Mister Andersen
1d20+14=31, 1d4.open(4)=11

Okay, that's a freakishly good roll that for a week's work nets me 100s worth of output; 200 once you factor in coin.
That's only 4 standard DC 12 stockpiles (12 doses) or 2 concentrated persistent DC 14 stockpiles (6 doses).

 4 
 on: Today at 08:50:21 AM 
Started by Antilles - Last post by Antilles
It's #11, Master Caldwin's Cauldron. He does not have enraging poison at hand, and you'll need a helluva story to get him to make some, but you can buy raw alchemical ingredients from him no problems.

 5 
 on: Today at 08:34:28 AM 
Started by Antilles - Last post by Mister Andersen
Which number on the spiffy new map is the apothecary?

 6 
 on: Today at 08:06:33 AM 
Started by Antilles - Last post by Antilles
That could work, actually. You'd need the persistent upgrade, to ensure as many as possible get affected before people notice anything wrong. Up its potency, combined with the fact you go unconscious when enraged ends, and we could end up knocking out the majority of the tower. A perfect setup for a decisive strike...
'course, we'll need quite a lot of poison...

 7 
 on: Today at 07:46:42 AM 
Started by Slashes-With-Claws - Last post by Mister Andersen
Welcome to the hilariously bad decision of the makers of the OGL ruleset to make Resolve a Con-based check simply because it's the only skill they could pair it up with.

I've never been a fan of Resolve existing alongside Will saves, but since we're kinda stuck with it I think the Push Limit check should move to Resolve from Athletics just so there's an actual physical activity reliant upon your constitution score. Fighting conditions should be a function of your Saves.



 8 
 on: Today at 07:40:21 AM 
Started by Slashes-With-Claws - Last post by Antilles
I suspect the answer is 'GM fiat'. I know I wouldn't rule most of that list as Physical Skill Checks.

 9 
 on: Today at 07:08:38 AM 
Started by Slashes-With-Claws - Last post by Slashes-With-Claws
Quote
Armor Check Penalty (ACP): A penalty applied to all Physical Skill Checks.  That means Skills that use Strength, Dexterity, or Constitution.  This is the only effect on magic users since a Concentration Check is a Constitution based Check.

Huh, yeah, Resolve is Con-based. What are the implications of that? It means ACP makes it harder to:
* Concentrate. Sure, I can buy that.
* Relax. Definitely. Who lounges around in plate?
* End enraged. Wearing armour makes you angrier.
* End frightened. Armour makes you more cowardly.
* Resist Threaten. Armour makes you easier to embarrass.
* Resist Tire. Armour makes you easier to wear out. Absolutely.
* Resist Turning. Armour makes you easier to repel by priests/adepts. Maybe... maybe they use... magnets?
* Resist Morale effects. Armour definitely makes you more cowardly.

edit: No, wait, the ACP entry says it applies to physical skill checks, not all Str, Dex, Con ones. Never mind.

Am I misinterpreting it then?  I thought by Physical Skill Checks they meant Skill Checks governed by a Physical Attribute.

 10 
 on: Today at 07:02:00 AM 
Started by Antilles - Last post by Mister Andersen
And if we poisoned stew night? Lots of angry people in close proximity to sharp cutlerly and each other...

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