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License to Improvise / Re: Basic Skill Mastery
« Last post by SilvercatMoonpaw on February 18, 2018, 05:03:10 AM »
You gain Cold Resistance 5 and Flash Resistance 5....
Oh, I like this. 8)
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Fantasy Craft / Re: Core Classes, Archetypes, and Seeds
« Last post by Mister Andersen 2.0 on February 17, 2018, 08:04:21 PM »
Then you sort of get into the territory of making class level abilities available via feat, which may not be desirable. Thinking on it further, the species pick-list-extension might be better deployed as a campaign quality
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License to Improvise / Re: Basic Skill Mastery
« Last post by Mister Andersen 2.0 on February 17, 2018, 07:03:23 PM »
Ewww. On the one hand that validates my opinion of it. On the other, it doesn't leave me thrilled for the feats that have it

ETA:  So, mulling on it a little and choosing one of the really underwhelming feats with the skill pair as a 0 point feature.

BASIC SKILL MASTERY
     Your ability starts where the ‘experts’ leave off.
     Benefit: Choose one skill pair, either from the following list or that you have been granted by another character option. You gain a +2 insight bonus and a threat range of 19–20 with those skills.
     [...]
     Special: You may take this feat multiple times, choosing a different pair each time. Each feat has a separate name (e.g. Basic Skill Mastery (Athlete), Basic Skill Mastery (Horseman), etc.).

BEAR NATION
     Native to the coldest climes, snow elves are skilled warriors and fierce hunters by harsh necessity.
     Prerequisites: Elf, Level 1 only
     Benefit: You gain Cold Resistance 5 and Flash Resistance 5, and your Constitution score rises by 1. You gain the skill pair Ice-Walker (Blend & Survival); any time you receive a synergy bonus to checks made with these skills, you may choose to ignore it and instead increase the threat range of that check by 1.

The idea being that flawless skills would also be changed so that the skills it applies to are considered a named skill pair for purposes of the skill mastery chain
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Fantasy Craft / Re: Core Classes, Archetypes, and Seeds
« Last post by Morgenstern on February 17, 2018, 06:26:51 PM »
Sorry, just extrapolating on archetypes/substitution levels as a component of Origin design.

Say say for Orcs, you come up with a thematic list of 3-4 class level abilities (new or extant) that scream oricishness. Every time whatever class they're in gives access to a non-specific feat or pick-a-list ability like cross-class training, those  3 or 4 abilities would always be an option

  Those sound like feats with a racial prerequisite. Most class ability slots with selectable choices are feat-equivalent value. If you want to make them "extra available" I'd likely approach it as a chunk of "Special:" text at the end that indicates this feat can be taken instead of some of the other choices typically available.
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Fantasy Craft / Re: Campaigns & Adventures: How do >YOU< build them?
« Last post by Morgenstern on February 17, 2018, 03:09:02 PM »
  I often establish a broad goal for the campaign, a few powerful NPC antagonists who have competing or obstructing interests, and then let my players tell me how they want to go about reaching the goal. Usually with a few hints about intermediate goals or sources of information they could seek out that might help them better understand the goal or open up new avenues of attack. I try to work 1-2 weeks/sessions ahead of them so when they get somewhere the paint is dry, but grand sweeping narrative moments of glory are built mostly as threads of potentiality that may or may not play out. As long as we're all having fun, the players don't always have to stick to rails I've prepared.

  I'm reminded of an L5R campaign. The goal was simple - protect and serve your lord as he tries to bring glory to the family. Up front subplots being he's under a curse that needs to be broken and there's an old childhood promise of an arranged marriage with another clan no one's really acted on bringing to fruition that's both potentially valuable and potentially a disaster. Sprinkle liberally with wars of steel, words, or both. Under those sails, they had a lot of latitude while I still held the wheel of the ship.
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License to Improvise / Re: Spheres of Power: FC conversion [thanks to Deral]
« Last post by SilvercatMoonpaw on February 17, 2018, 02:42:59 PM »
Death basic power, exausting touch:
it doesn't list having AP, but I guess it bypasses dr?
Given that it's basically Polar Ray with a bit less Resistances applying but a complete negating on a successful save I'd say yes.
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Fantasy Craft / Re: Campaigns & Adventures: How do >YOU< build them?
« Last post by SilvercatMoonpaw on February 17, 2018, 01:20:42 PM »
??? Um, I meant I don't write anything down.  At all.
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Fantasy Craft / Re: Campaigns & Adventures: How do >YOU< build them?
« Last post by Nuaurpy on February 17, 2018, 11:31:06 AM »
I come up with an idea, then make things up as I go along, often ending on something completely different from any intention of an ending I may have originally had.

Seconded!

Seriously, any and all attempts I have made to plan out a story die on contact with PCs. I've found planning more than a session or two ahead is largely wasted time as I'll have to redo all of it anyway.

This is why I don't tend to write a plot but a series of events that would happen without the PCs involvement. It's a lot looser so it's easier to adapt to players doing something unexpected and it has a lot fewer points of failure when you're designing this way. The only rule I tend to have with my players when making a campaign to avoid wasted prep work is "This is the play area. you can go anywhere within this Province/Country/Continent/etc. If you decide to leave this area your character(s) trek out in search of adventure, does wondrous things and retires having lived their lives fulfilled. Please write up a new character" This allows me to give my player infinite freedom within a given area so I can really flesh out that area and things they might find or do.
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License to Improvise / Re: Basic Skill Mastery
« Last post by Big_Jim on February 17, 2018, 11:22:29 AM »
that's why it's generally considered a zero point ability. It might be a .5 ability when combined with something like spellcasting as one of the pair (Spider Nation).

It's a 0.5 ability when you tease apart the feats that have it, otherwise they're on the anaemic side

Word of (demi)god says it's goes from 0 to ~0.5.
https://www.crafty-games.com/forum/index.php?topic=3100.msg49841#msg49841
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Fantasy Craft / Re: Campaigns & Adventures: How do >YOU< build them?
« Last post by Bill Whitmore on February 17, 2018, 11:09:45 AM »
I come up with an idea, then make things up as I go along, often ending on something completely different from any intention of an ending I may have originally had.

Seconded!

Seriously, any and all attempts I have made to plan out a story die on contact with PCs. I've found planning more than a session or two ahead is largely wasted time as I'll have to redo all of it anyway.
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