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 11 
 on: September 21, 2014, 11:12:45 AM 
Started by Morgenstern - Last post by Morgenstern
  Comparing to Spell Power, yeah, they're a little weak. Fortunately one problem solves another. One sec..

 12 
 on: September 21, 2014, 10:55:24 AM 
Started by Morgenstern - Last post by Nuaurpy
My only question is isn't the first feat in each chain a little on the weak side?

It's going to give you a circumstantial penalty to spell casting and a variable bonus to spell points that will probably only be about as powerful as the Spell Power feat bonus ~ 1 spell point and requires a steeper prereq from the mage. Having it split into two feats like that means that the mage either needs to have 2 good stats for casting (int and a physical) or needs to take a lower int in exchange for a physical attribute and suffer for it for a couple levels until he gets another feat for the mastery feat.

I'm just thinking about a level 1 mage who has no use for the bonus spell points, but needs the feat for the prereq into the mastery feat, for him this is essentially a feat that just gives him a penalty. What would the thoughts be of adding a trick to the first feat, a minor one like "Dance Casting (Spellcasting Trick): With a successful Spellcast  The character may also move 5 ft. this does not count as a 5 ft bonus step." or something like that? Just a thought.

 13 
 on: September 21, 2014, 08:50:55 AM 
Started by Crafty_Pat - Last post by OverNinja
Varusteleka - Make Arnold Come

 14 
 on: September 21, 2014, 06:28:21 AM 
Started by Morgenstern - Last post by Morgenstern
  Thanks Smiley. It basically started with the observation that more adding 2 more spell points was functionally equivalent to adding +1 to all attack rolls -- it was basically moving up 1 line on a column of the class progression table, sort of a mini +1 level. From that I moved to adding an attribute modifier worth of spell points, but noted that Int, Wis, and Cha would all tend to be easily exploitable for Mages. After that it was just working out flavorful drawbacks for each physical attribute.
  I've also needed 'cast with other skills/attributes' text for a while and this seems like the simplest version of that text I've hit upon yet.

 15 
 on: September 21, 2014, 02:39:00 AM 
Started by Outis - Last post by pkitty
Hrm. There's an interesting idea, then. Are you suggesting that you think duralumin can be tapped for defensive actions, and that when it is, it can increase my reputation while my reputation is being attacked? This will, obviously, revert a moment later, so if you're reducing me to 0 I'll lose regardless, but it would potentially prevent me from ever gaining social burdens.

I am suggesting that, yes. Bear in mind that I'm no expert on the system, but it seems reasonable to me.

 16 
 on: September 20, 2014, 11:24:17 PM 
Started by Morgenstern - Last post by Nuaurpy
I had actually played with a concept similar to the Spelldancer feats, it was a B/M/S chain but I like what you have there, it's elegant in it's simplicity.

 17 
 on: September 20, 2014, 08:05:01 PM 
Started by foproy - Last post by RusVal
Battleborn- Official Co-op Campaign gameplay

Battleborn interview

So which faction do you see yourself playing as?  I'm definitely seeing myself as Peacekeeper.  Most likely Oscar Mike ('cause I'm boring like that), though I do like Montana.  DUUUUUUUUUUUUUUUUUUUUUDE!! *Bellyflop*  Grin

 18 
 on: September 20, 2014, 02:12:30 PM 
Started by Zodack - Last post by Big_Jim
As to the question "Can PCs flurry?"

Will an ebonscale drake ever get to use its 3 bite attacks?  I thought NPCs could only do that using frenzy and PCs couldn't do it at all.
A character (any character) can flurry if they have 3 or more natural attacks Smiley This is described in the natural attacks section.

And the Grapple post Krensky was referencing:

It occurred to me as I was making lunch just now - up there with taking a shower for meditative problem solving - that it's possible to misinterpret my previous statement, so allow me to clarify further.

I am not saying that each side gets a full action Athletics check from a position of strength (holding another participant) in each round. It works like this...

- Character 1 succeeds with an Athletics check and his or her target is held. With a critical success he or she also gains a grapple benefit but let's assume that doesn't happen.

- Character 2's Initiative Count comes up later in the same round. At that point, that character may only make a full-action Athletics check to break free (or do nothing, if he or she so chooses). With success, Character 2 is free and no one is held. With failure, Character 2 is still held and play progresses into the next round.

- In the second round, Character 1 may make another full-action Athletics check and with success gains a grapple benefit, which he or she can use to pin Character 2 (or do any of a number of other things, but let's assume he or she selects pin for this example).

- Later in the second round, Character 2 is pinned and again he or she may either do nothing or attempt to break the pin, the latter requiring a full-action Athletics check. With success, Character 2 is free of the pin but is still held.

...and play continues with the back and forth, until someone cries uncle.

 19 
 on: September 20, 2014, 12:14:23 PM 
Started by Morgenstern - Last post by Morgenstern
A simple idea iterated a few times Smiley.

SPELLCASTING FEATS

  Dragonspeaker
  The world trembles, awaiting your command!
  Prerequisites: Strength 13+, 1 or more spell points
  Benefit: You gain maximum spell points equal to your permanent Strength modifier. As a free action you may spend a spell point to gain a +1 bonus on all Threaten checks until the end of the scene (maximum +4). However, you suffer a –4 penalty to Spellcasting checks while you are mute.

  Dragonspeaker Mastery
  Shout... and the world shouts with you.
  Prerequisites: Intelligence 13+, Dragonspeaker
  Benefit: Your Strength rises by 1. You may make Spellcasting (Str) checks to cast spells.

  Runecutter
  You’ll leave your mark... on everything.
  Prerequisites: Constitution 13+, 1 or more spell points
  Benefit: You gain maximum spell points equal to your permanent Constitution modifier. As a free action you may spend a spell point to gain a +1 bonus on all Concentration checks until the end of the scene (maximum +4). However, you suffer a –4 penalty to Spellcasting checks while you are not standing firmly on the ground (such as when climbing, flying, riding, or sprawled).

  Runecutter Mastery
  What the earth remembers, few forget.
  Prerequisites: Intelligence 13+, Runecutter
  Benefit: Your Constitution rises by 1. You may make Spellcasting (Con) checks to cast spells.

  Spelldancer
  Lose yourself in the magic!
  Prerequisites: Dexterity 13+, 1 or more spell points
  Benefit: You gain maximum spell points equal to your permanent Dexterity modifier. As a free action you may spend a spell point to gain a +1 bonus on all Tumble checks until the end of the scene (maximum +4). However, you suffer a –4 penalty to Spellcasting checks while you are entangled, prone, or sprawled.

  Spelldancer Mastery
  Go with the flow. Go with the flow.
  Prerequisites: Intelligence 13+, Spelldancer
  Benefit: Your Dexterity rises by 1. You may make Spellcasting (Dex) checks to cast spells.


 20 
 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.


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