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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Fiendbasher on Today at 12:28:21 PM »
Next round, after the turned ones flee I'll see if I can't taunt the leader out and pull him past the goblin twins... by then a bunch of them may be rounding the corner from the other door though, so it might get ugly...
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Ares on Today at 12:09:20 PM »
Don't trust me, I'm the GM ;)

Yeah, your spellcasting test needs to beat their defense to hit. But that shouldn't be to much of an issue with a skill test (if you don't roll to low)

Regarding disarm: They only get the two hand bonus  :)
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License to Improvise / Re: [WIP] Fantasy Craft: Bronze and Steel
« Last post by TKDB on Today at 11:53:03 AM »
One minor detail:
Crippling Strike is already the name of a trick in the game (the one granted by Ferocity Mastery). I'd suggest changing the name to "Maiming Strike".

I also would suggest making a separate one for ranged. This feels somewhat meatier than most of your generic "Attack Tricks", so distinct versions for different weapon types seems more appropriate.
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License to Improvise / Re: (Fantasy Craft) Mounted combat house rules
« Last post by TKDB on Today at 11:49:02 AM »
I'm not a huge fan of using the TWF model of extra attacks as the means for recovering the actions lost by mounting up as opposed to fighting separately. For one thing, it only lets you get back attacks, which although certainly the most prominent kind of action you'd likely want, are far from the only kind. For another, it just doesn't feel right to charge additional penalties (on top of the feat slot) just to get back an action you've already paid for by whatever means you acquired the additional character. Even with the feat not penalizing attacks (as other multiattack feats do), it really raises the question of whether that's really worth the price of that feat being entirely useless unless you're mounted, as opposed to simply taking one of the more standard multiattack feats.

My approach to buying back those actions would be more like so:

FIERCE RIDER [Basic Combat]
  Benefit: While part of a mounted pair, when either member of the pair takes a non-Movement or Handle Item half action, you gain an additional half action this round which must be used for a non-Movement or Handle Item action performed by the other member of the mounted pair. You and your partner in the mounted pair may gain only one additional half action per round in this fashion, even if both of you have this feat.

MERCILESS RIDER [Basic Combat]
  Prereqs: Fierce Rider
  Benefit: You may gain up to two additional half actions per round from your Fierce Rider feat. However, you cannot use an extra half action granted by that feat to trigger its own effect for a second half action. Also, when either member of your mounted pair performs a non-Movement full action, you may expend both uses of your Fierce Rider feat for this round to gain two additional half actions which must be used for non-Movement or Handle Item actions performed by the other member of the mounted pair.


The intent her being essentially that if you take both these feats, you get the same sort of action economy that you'd have under Kingswood Mr Jazz's campaign quality, without needing any fundamental changes to the mounted combat rules. With Kingswood Mr Jazz's approach, barring any additional abilities to grant extra actions, you could:
  • Take two movement half actions, or one movement full action (since this counts against the actions of both mount and rider)
  • Take one movement half action (counting against both mount and rider's actions), one non-movement half action by the rider, and one non-movement half action by the mount, in any order
  • Take two non-movement half actions each as both mount and rider, in any order

Assuming I'm parsing my own rules text right, my feats here would afford the same possible actions per round, just mediated through triggered extra actions:
  • Take two movement half actions (consumes both half actions available to a mounted pair, does not trigger feats)
  • Take one movement half action (taking one of your baseline actions available without triggering the feat), one non-movement half action by one member (triggering the feat), and one non-movement half action by the other member (granted by the feat), in any order
  • Take two non-movement half actions each as both mount and rider, in any order (two half actions from your baseline allotment, triggering two extras granted by the feats, with the feats requiring an even split of actions)
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Fiendbasher on Today at 11:33:56 AM »
My motherboard just fried so I can't use my computer to do rolling. If I post, can someone do the rolling for me? Also, does the enemy in front of vashkar have cover against Jick and Quag?

@Mike the defense of the ground is 15

Hitting the empty square doesn't work in FC, unfortunately I have the same issue with my fire breath... it's very weird, I know. They get to defend, and then they still get a reflex check on top of it too...

I can roll for you if I know what I'm rolling, or you can let Ares do it if you trust him.  ;)
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Fiendbasher on Today at 11:32:25 AM »
Getting a 2 handed weapon out of the hands of an opponent with 4 arms is not an easy thing to do. Unless its dead. :P

Oh and they 'll have to break phalanx to get through the door at least. Next round I can have Vash try and taunt them then move down the hall to get them to follow. I could even do it now, if I get a 5 step AND can use Fend this round by moving Vash down to A8, just hesitant to do so without taunting first because they'd probably just whack the goblin brothers instead.
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by jarvvoitlus on Today at 11:31:50 AM »
My motherboard just fried so I can't use my computer to do rolling. If I post, can someone do the rolling for me? Also, does the enemy in front of vashkar have cover against Jick and Quag?

@Mike the defense of the ground is 15
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by MikeS on Today at 11:12:16 AM »
I note that Fireball is also an attack. What Defense do I have to beat? It's an area effect. Can I just cast it at the ground?
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Considering that Called Shot, Cheap Shot, Relentless Attack, and a few other Tricks are just "Attack Trick" I am going to go with "Attack Trick (Forte)" for this one.  Adding it to the main post.
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Fantasy Craft / Re: The Dragon
« Last post by Namewithheld on Today at 08:38:09 AM »
...FUCK.

Wait, wait, checking the rules, I got this! All his tools and items would have the beast modification. Uh...he...only demands the best in his...stuff so...spends a lot of silver...

I got nothing. I derped.
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