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 1 
 on: Today at 02:32:25 AM 
Started by Antilles - Last post by Mister Andersen
The dwarves seem to take something with them to work that our only chance to inspect seems to be while they're drinking/sleeping at night. It might be nothing, it might contain some hidden key to cracking the fortress in twain

 2 
 on: Today at 02:25:36 AM 
Started by Antilles - Last post by TheVastator
Honestly I don't think that getting again in the dwarven room will be of any help...
rest of the group, ideas?

 3 
 on: August 26, 2014, 08:21:53 PM 
Started by Outis - Last post by Outis
Further question about feruchemical duralumin. Gold and Electrum each increase a Resilience, and they each do it for longer than a single action, which makes sense since there's nothing you can do with a Resilience that's been increased only for a single action and will immediately revert.

Yet, Duralumin is the only way to increase Reputation, and it has no such modification, according to the rules. I also understand that Duralumin has a more proactive utility. Am I correct, then, in assuming that the Reputation boost was deliberately designed to have no real in-game effect, and was added simply as a nod to the fact that your Reputation is lowered when you store?

Also, Health and Willpower both have two different types of healing; the removal of burdens and the recovery of lost points. As far as I can tell, Reputation only has the capacity to remove Burdens, and does nothing to help you recover lost points. Is this correct, or is there something I'm missing?

I applaud the way you made the means of healing each Resilience be very different from its companions. I wonder, however, if this isn't unfair to people who choose to specialize in social conflicts? I suppose there are other ways to go about it, but for someone like a Connector, the only way to re-arm himself is with his own Reputation. By engaging in social conflicts, his Reputation will suffer the most damage, and runs the risk of frequently being low. Since there's absolutely no way to speed the recovery of this Resilience, he's hobbled until enough Breathers have passed for him to recover the Resilience naturally.

 4 
 on: August 26, 2014, 07:17:37 PM 
Started by Crafty_Pat - Last post by Gentry
If you want to get twisted, some of the dudes who've done White Wolf/WoD work might be interesting to find, especially from the non-Vampire offerings. I don't know any names in that lot. Who did Human Occupied Landfill? Whoever that was had their fingers in some nihilistic pie.

 5 
 on: August 26, 2014, 12:47:44 PM 
Started by Mutt - Last post by Mutt
Ooooh, Damage Defiance. Why didn't I think of that before?


Anyway, besides the gamebreaker, what do you think of the rest of the abilities?

 6 
 on: August 26, 2014, 12:13:46 PM 
Started by Mutt - Last post by TKDB
Ah, whoops, didn't misread, but did mistype. Edit button, edit button...

Either way, it's pretty nuts. In fact, I'd say it's stronger applying to standard characters rather than specials, as standard NPCs generally comprise the large majority of adversaries. You're looking at a minimum of DR 14, which increases with level and stacks with other sources of DR. Throw on some solid armor and you can easily break DR 20. Heck, if you take Heroism as your first Goetia pick you can get DR 20/specials by level 16 totally naked. You may as well be totally invulnerable to anything that doesn't outright ignore DR -- which is pretty cool, and fits the flavor quite well, but it seems a bit much to me.

I definitely think it needs to be taken down a notch. Either a lower value for the DR, or a limited use (like the Lancer's Last Stand). Or maybe just make it Damage Defiance (standard characters) -- that fits the intended flavor of "these mere mortals are beneath me" quite well, without simply making you invulnerable. Very tough, but not invulnerable.

 7 
 on: August 26, 2014, 11:35:08 AM 
Started by Mutt - Last post by Mutt
I think you might be reading the Gamebreaker incorrectly. The DR is effective against anyone who isn't a Special Character (AKA, a Standard Character). Special Characters can get through the DR without any issue at all.

 8 
 on: August 26, 2014, 09:56:01 AM 
Started by Mutt - Last post by TKDB
Looks pretty decent to me. Swapping around Paths is potentially rather overpowered, but with the requirement of a day of downtime, the slow pace of advancement, and the very limited access to maxed-out Paths even when you do reach the level where you could hit that point, I'd say you've balanced it reasonably well.

EDIT: Actually, there is one thing: The gamebreaker seems like a bit much to me, even for a gamebreaker. Being effectively immune to all damage from standard characters that doesn't just ignore DR is pretty ridiculous. You'd have to jump through some seriously ridiculous hoops to get enough AP to punch through that.



This makes me really want to get cracking on the adaptation of TOG's Binder that I've been tinkering with...this is obviously fairly similar in style and principle, but still doesn't quite scratch that itch for me.

 9 
 on: August 26, 2014, 09:24:47 AM 
Started by Slashes-With-Claws - Last post by Slashes-With-Claws
Page 206: Injury and Death
So you are fighting a group of goblins and successfully land a hit on one of them.  You roll damage and... then what?  Well, that depends on what kind of character the target is.  Mention of Standard Characters and Special Characters has been made before.  Well, here we find one of the big differences.  Standard Characters are your generic mooks and red shirts; they come in groups and die fast and individually are not too serious a threat.  Basically, Standard Characters are your Imperial Storm Troopers.  Special Characters are more powerful, sometimes important to the plot, often a leader or alpha.  The Players are Special Characters.  Special Characters had Vitality Points and Wound Points while Standard Characters do not, having only a generic Damage.  More details will be covered in the next sections.

Vitality Points: The book calls this "...a mixture of endurance, luck, and the will to fight..." as well as "...combat fatigue...".  Personally, I see Vitality as scratch damage.  I like to think that Vitality is you are taking superficial injury, scratches, bruises, small cuts, nothing serious.  Stuff that heals quickly.  

Wound Points: The book says this is "...abrasions, cuts, and eventually broken bones and worse."  I like to think of Wound Points as deep lacerations and deep penetrating wounds.

However, the book does point out that since Fantasy Craft is a cinematic game this represents your typical story flow with the heroes fighting through waves of enemies without injury.  So, I see where they are coming from.  FC does very heavily follow story convention, and this does fit that.

Standard Characters do not have to either, they get a Damage Save, which is explained a little further down.

Page 207: Special Character Damage
Under normal circumstances, a regular hit using Lethal Damage to a Special Character will take away Vitality.  The character is unaffected by Vitality loss until it reaches zero.  Once Vitality hits zero, then they gain a grade of Fatigue and further Lethal Damage goes to Wounds.  Other types of damage behave differently, but they are covered later.  When Wounds hit zero, the character passes out.  At negative Wounds, the character starts dying.  At -10, the character dies.  If a characters wounds get all the way down to -25 then their body is destroyed.

When a Special Character's Wounds are in that -1 to -9 range and they are dying then some special rules come into play.  The dying character rolls d100 every round, trying to get lower than their Con.  If successful, their Wounds go back to 0 and they are just KO.  If the roll fails, they lose another Wound, getting closer to -10.  Also, another character can make a Medicine Check to stabilize the dying character.

Page 207: Standard Character Damage
All damage that a Standard Character suffers be it Lethal, Stress or Subdual, it all just gets converted into a standard Damage.  Standard Characters start at zero Damage and anytime they take damage it is added to their Damage taken.  Every time their Damage increases they roll a Damage Save, 10 + half the Damage.  If they succeed, nothing happens, they are still up and fighting, if they fail, they are out of the fight.  How the Standard is out depends on the last damage they took, if it was Lethal they die, if it was Stress or Subdual they are unconscious.

However, some Standard Characters are Tough.  A Tough Standard Character behaves a little differently.  When they fail their Damage Save their Tough drops by one and their Damage resets to zero.  This keeps happening until they lose all their Grades of Tough, then the behave normally, with a failed Damage Save removing them from combat.

This overall mechanic is rather interesting.  It makes regular enemies weak and easy to kill, especially with the insta-kill tricks, but it also adds some randomness since they can succeed with a Damage Save and take the hit or maybe fail and die unexpectedly.

A good example of this randomness is in a fight our party had against a group of fire elementals.  Our fighter, purely for fun, took a glass of water and threw it at one of the elementals.  The player knew that it would not do much (The GM ruled that it does 1 point of damage), but it was what their character would do so they did it anyway, regardless of effectiveness (Which I am all for, because good roleplaying is awesome).  And so the fire elemental took a single point of damage, then rolled a 1 on its Damage Save, failing it.  We got a laugh out of it.  The elemental had Tough so it was not killed outright, but it was still funny.  It became even funnier when that same elemental rolled a 1 on every single Damage Save for the rest of the fight and died very quickly.

Page 207: Special Attack Results
Threats and Errors apply to combat of course.  By default your Error Range is 1 and your Threat Range is 20.  But, what weapon you use, your Feats, Class Abilities, etc, change these values.

Page 207: Threats and Critical Hits
To score a Crit, you need to do several things.  First, the attack has to hit, remember that in FC a Natural 20 is NOT an automatic hit and can miss in the wrong situation.  Second, you need to roll in your Threat Range, that means the value on the dice needs to fall in that range.  And after the first two, you need to spend an Action Dice.  So, even if you score a Threat, if you do not want to spend the AD, it is just a normal hit.  If you recall, some abilities reduce the AD cost letting you get free Crits.

Important note, if you hit several characters, such as with an AoE attack, or something like Blade Storm, then you must spend an AD for each one you want to Crit.  You can spend AD to crit all, some, or none, your choice.  Likewise, attacks that score several hits, like the Blade Flurry Trick for Knives, each hit requires activation.

What a Crit does depends on what you are attacking.

Special Character: Spend 1 AD to cause Lethal Damage to go to Wounds regardless of how much Vitality the target has.  Note that Special Character with Tough can cancel this once per grade of Tough, taking no damage.  Also, if the damage is greater than the targets Con you can spend 2 AD to cause a Table of Ouch roll, which seems pointless to me as there are better ways to inflict those that have better results.  For other damage types, Subdual and Stress, see the info on that damage type for what effects a Crit has.

Standard Character or Object: Spend AD to cause failed Damage Saves without the target getting any kind of roll.  Every dice spent is another failed Save, so you can take out a target with Tough III in one hit by spending four AD.  

Have fun describing the Crits, it adds enjoyment.

Special Note: Standard Characters cannot activate Threats unless they have Treacherous.

b]Page 208: Errors and Critical Misses[/b]
The opposite of the above.  Like Critical Hits, a Critical Miss only happens when three things happen.  First, the attack has to miss, FC does NOT have auto-miss on a Natural 1, so even a 1 can hit in the right situation.  Second, the dice has to show a number in the attacker's Error Range, normally 1, but it can be larger, or even impossible; there are ways to remove Error Ranges.  And third, once the first two things have happened, the target of the attack needs to spend AD.  That means if an NPC is attacking the players, then the target player needs to spend it, but if the players are doing the attacking, then the GM has to spend.

Critical Misses, unlike Critical Hits, are not a simple straight forward result.  They are more flavorful.  The more AD that are spent the worse the result is, up to 4 AD.  They can be things like losing your weapon, slipping on a dead guy's guts, knocking over a lantern and starting a fire, and so on.  The GM has final say on what effect an Error has, but the players are free to make suggestions.

The book provides various examples.  A rule of thumb our group goes by is that 1 AD means it takes a Half Action to recover, 2 means it takes a Full Action.

If no one has a good idea, just roll 1d6 per AD and have the one who made the Error take that much Stress or Subdual Damage.

Next time, we see what happens when the damage numbers start getting big and bones start breaking.

 10 
 on: August 25, 2014, 11:31:15 PM 
Started by Crafty_Pat - Last post by Jackal_mkII
Personally Sletch, I'd use Prestidigi at my table. You, however, need something in black and white. Page 300 has skill conversion notes and lists Use Rope as Athletics. Hope this helps.

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