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 1 
 on: September 19, 2014, 06:54:09 PM 
Started by Mister Andersen - Last post by Mister Andersen


The Kickstarter for this new version of a very influential game of “Hong Kong-inspired cinematic action” ends 2014-10-17.


 2 
 on: September 19, 2014, 03:19:15 PM 
Started by Valentina - Last post by MilitiaJim
There is always the nearest backstop wall...

Which I wish i was even half joking about at this point. There aren't enough people left at the top of the economic heap with enough sense to do another New Deal or anything like it.
The "New New Deal" we tried after the housing bubble burst worked as well as Hoover's interventions after the '29 crash and FDR's New Deal:  Made the bad times last longer.

Huge swaths of the US federal government just need to go away.  72,000+ pages of federal tax code is nothing but corruption.  I've got a long list and plenty of it is debatable, but I think cutting the billions wasted complying with tax laws no one can comprehend is a reasonable start.

 3 
 on: September 19, 2014, 12:41:05 PM 
Started by Mister Andersen - Last post by Krensky
It was on Tartakovsky's desk.

 4 
 on: September 19, 2014, 12:14:35 PM 
Started by Zodack - Last post by Krensky
I'd have to go look the response from Pat, I think, up for the specifics but its that only the actor gets a benefit and that you have to go from held to grappled to holding rather than a direct reversal. Makes grapple way safer and slower.

 5 
 on: September 19, 2014, 11:29:19 AM 
Started by Mister Andersen - Last post by Morgenstern
Not at all. Spinach always comes late in the tale when things seem their darkest. That clip wasn't long enough to have spinach.

Olive's snaking/scampering around on deck... man, that took me back a few decades.

 6 
 on: September 19, 2014, 11:26:47 AM 
Started by Zodack - Last post by Morgenstern
By RAW, no PC has access to an NPC quality unless they have a character option that specifically gives them access to it.

Not my point - those qualities being pointed to are then written in the 'this NPC' form... which is the basis for arguing that flurry isn't accessible to Player Characters.

If its of any consolation, I write everything from the perspective of/coming from "you" these days, even NPC qualities Smiley.
 
Quote
Similarly, when it's come down to FC RAW vs RAI I find in a number of places that what you guys wrote (stacking poison DC enhancements and Grapple are the big ones that come to mind) are better than what you say you intended.

Now I'm curious about the grappling issue you're referring to? Because I don't have an objection to the RAW on the poison upgrades. Late in the campaign the DCs are so low as to be irrelevant without stacking them and the stacking complexity prevents toxic super-weapons from entering the early game.

 7 
 on: September 19, 2014, 11:04:34 AM 
Started by Zodack - Last post by TKDB
In addition: The black scale feat gives you two additional bite attacks - that would be totally useless if you couldn't use them to flurry.

This I think is the big one. There is no other reasonable purpose for Ebonscale to be written as it is unless PCs are intended to be able to flurry. It's clearly not meant to be a grade increase using the normal natural attack stacking rules, since it explicitly says you get additional bite attacks, whereas everything else intended to increase the grade of a natural attack you're already expected to have simply says that outright: "Your <attack> improves by X grade(s)."

Also, when you get right down to it, there's really no reasonable purpose for the baseline drake to have a claw attack except to enable easier access to flurry. Without flurrying, multiple different natural attacks only offer a choice, and when one of those options is "claw" and the rest are "something other than claw", no sane player will ever choose to use the claw attack. Because claw attacks have the lowest damage and threat range of any natural attack, and no special qualities. With flurry as a default option available to anyone who gets the requisite 3 attacks, then having a claw in addition to a bite serves a purpose: It's one attack closer to being able to flurry, and even if it is a weaker attack it's still an extra attack when you can flurry. But if flurry is NPC-only, then drakes just have a useless attack taking up space and species design points. The only use for a claw alongside literally any other non-grapple-based natural attack if flurrying is off the table is just as a fallback for the oddball corner case where for whatever reason the GM rules that you can't bring your more effective attack to bear but can use your claw.

 8 
 on: September 19, 2014, 10:36:46 AM 
Started by RusVal - Last post by RusVal
(Webcomic) Dead Winter - Has with it an interesting scenario: what if the local police (who are under orders that put the police before its citizens) and the local National Guard unit (who have some... interesting ideas about the future of the human race) are at "war" with each other during the zombie outbreak.  Imagine Z-Corps rolling in then, and trying to restore order...
(And then there's the fact that there's a Most Dangerous Game that was... interrupted by the infected, yet hasn't entirely slowed it down)

(Tabletop) Dead of Winter - Not to be confused with the above, is an interesting 'roleplay in a box' type board game.  Less 'provides Z-Corps' inspiration, and more 'looks fun, check it out'.  (video playthrough)

(Video Game) Plague Inc. Evolved - The Necroa Virus scenario is an interesting simulation of just what it would take for a zombie virus to actually take over the world.  For one thing, the classic 'it starts with a single zombie' simply does not work.  Even if such a thing happened in a remote location, humanity would probably slam it down almost immediately.  However, if it acts as more of a classical virus, spreads among the population first as a benign sickness, then switches over to a lethal corpse-raising form, then it would be devastating.  Even then, though, humanity would put up a hard fight, particularly if they set up "ZCOM" somewhere.  Wink

 9 
 on: September 19, 2014, 10:17:52 AM 
Started by Zodack - Last post by Ares
Counter argument: Flurry is not a quality but an option that is opened as soon you gain a third natural attack - equal to wing buffet that you gain as soon as you gain wings.

In addition: The black scale feat gives you two additional bite attacks - that would be totally useless if you couldn't use them to flurry.

 10 
 on: September 19, 2014, 10:15:37 AM 
Started by Slashes-With-Claws - Last post by Slashes-With-Claws
The cut-offs for size category (based on longest inflexible axis) are~

~3 inches for Nuisance
~6 inches Fine
~1 foot (11.25 inches) for Diminutive
~2 feet (22.5) inches for Tiny
3.75 feet (45 inches) for Small
7.5 feet for Medium
15 feet for Large
30 feet for Huge
60 feet for Gargantuan
125 feet for Colossal
250 feet for Enormous

Useful chart that!  Will have to keep a copy of that with my notes.

Page 217: Starvation and Thirst
Outside of special circumstances (Like traveling through a desert) I suspect that many groups do not bother with tracking food and water.  But, if you want to, here are the rules for it.  Your average person needs three meals a day, some species need less though.  I note that this does not seem to depend on size, so a Large creature eats the same as a Small one (Or when comparing a drake and a pech the Small character actually eats MORE!)  You can go without food for a few days without penalty, but then you have to start making Fort Saves that become harder to make every day and when you fail become Fatigued and suffer increasing amounts of Lethal Damage.

For water you drink a quart a day, two in a desert or other hot conditions.  Again, regardless of Size.  Unlike food, you cannot miss getting water for even one day or you start making Fort Saves or take penalties, same penalties as with food.  And in both cases you cannot lose the Fatigued condition, no matter what you do, until you eat or drink.

Page 217: Suffocation
Be it drowning, strangulation, or vacuum exposure, this covers any situation where a character cannot breathe.  Obviously, not all situations apply to all characters; while a human would suffer this in water, a fish would suffer this in air.  Likewise, some things do not need to breath, like undead.  You can go for a few rounds without breathing; the higher your Con the longer you can hold your breath.  After that, you have to start making Fort Saves.  When failed, a Special Character immediately loses all their Vitality while a Standard falls unconscious.  Next round, if they still cannot breathe, a Special Character loses all their Wounds and following that they begin dieing.

Page 217: Terminal Situations
This only applies outside of combat.  So, you have a situation where, let us use the book's example, that an assassin sneaks in and puts a knife to the throat of a sleeping soldier.  Now, from a meta game perspective, that knife does not do much damage compared to what the soldier can take.  However, from a narrative and logical perspective it does not matter how much Vitality that soldier has, that assassin can kill him with a quick slash (Provided he cuts the arteries anyway).  That is where this rule comes into play.  As long as the assassin has the soldier at his mercy he can simply spend one single AD to kill the soldier.  The solder gets no Save, he simply dies immediately.  The players can either be the victims or the ones with the knives, whatever the situation calls for.  This can be useful for the GM, just be careful as to when you use it, and that the victim is truly helpless.  I would also assume that the killer could, instead of spending AD, do a Coup de Grace, which does not cost AD, but gives the victim a chance to survive.

Page 217: Underwater Combat
If you have poor Athletics then you suffer penalties to Attack, Reflex, and Skill Checks (Other than Swimming) while submerged.  Also, bombs have larger blasts underwater.

Page 217-218: Vision and Hearing
And also smell.  How good you are at seeing, hearing, or smelling things over distance depends on your Wisdom Score.  The more Wis you have the farther you can see, hear, and smell effectively.  Every increment beyond the first imposes penalties on rolls using these senses, like Notice.

Also on the table on the next page we see how light and noise affect vision and hearing.  Light also affects Defense; it is harder to be hit in darkness.

Next time, we get into all the fun things you can do in combat, which is actually quite a nice list.

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