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 on: October 08, 2015, 11:56:56 AM 
Started by Morgenstern - Last post by TKDB
Personally, I've always felt the Dragon Lord's gamebreaker is woefully underpowered.

Best case scenario for a non-drake, you gain flight and Large size with Reach 2, but you don't get the increased wounds (which are easily one of the biggest benefits of Large size), and you gain the Beast type. It's a net gain, but not by much; the size and reach are a wash with the Beast type (actually a bit negative, since you're not getting the full benefit of Large size), so all you're really gaining is winged flight 40 ft, which is 2 or 2.5 points (depending on whether you want to use the pricing for a Beast or non-Beast). And if you opted for wings from Draconic Legacy, it's overall a wash at best. Worst case scenario, you're a giant who opted to gain flight from Draconic Legacy, in which case you gain...the Beast type and a slightly longer footprint, pretty much straight negatives aside from the purely aesthetic cool factor of turning into a dragon. Throw in the cumbersome transformation process and hassles of armor getting trashed, and it's a really unappealing gamebreaker.

Even for drakes, it's a bit underwhelming. Being able to go places and do things a Large (2x3) Beast can't is quite useful, but the long and vulnerable transformation essentially relegating it to non-crisis scenarios only is a pretty major drawback.

The transformations in these seed classes are definitely a lot more appealing than the Dragon Lord's gamebreaker, but I'd say the fault lies squarely with the Dragon Lord in this case. It's right up there with Explorer for "gamebreakers not worthy of that name".

 on: October 08, 2015, 11:53:56 AM 
Started by Antilles - Last post by Mister Andersen
Round 2:

Character   Initiative   Action
Keep (ground) Guards   24   Search for targets: 1d20+3=13. Ready Weapons.
Keep (roof) Guards   23   s19 (Mott's man) Reposition. Ready Weapon
Barden   23   Open door & enter landing. Peer upstairs: sneak 23 vs guards Notice 28, fail
Honour Guards   21   Notice alarm: fail.
Janus   20   Follow out onto landing (mace ready). Peer downstairs: sneak 9 vs notice 17, fail
Golem   20   Follow Janus out onto landing
Courtyard Gate Guards   18   Search for targets: 1d20+3=19. Move to secure courtyard gate.
Captain Barhold   14   Outmaneuver check vs Creamor: 1d20+3=6
Anticipate Creamor: 1d20+10=21 vs DC 13, success.
Lars   13   Full Action: Attempt to move stone -> fail
Creamor   10   Full action: Move towards gatehouse
Owls   10   Follow Creamor
Gatehouse (roof) Guards   6   Ready weapons. Threaten Creamor/owls (as only a group of crossbow wielders can): 1d20+3=21 vs 1d20+10=28 -> fail.
Bridge Guards   6   Search for targets (creamor/owls): 1d20+3=15 -> success. Ready weapons
Havelyn's Guards   6   Notice alarm: 1d20+10-2=20 -> success. Move to investigate
Timeon   5   Draw sword. Move adjacent to S19
Tunnel Door guards   5   Move to investigate

GM AD: 10 (as of last combat) = 10

Also Ares, what's the statline for the owls and what are they doing?

 on: October 08, 2015, 11:35:04 AM 
Started by Jaracove - Last post by Bill Whitmore
Positioning doesn't matter too much vs the Ravagers.

Wolf Pack Mastery gives them flanking so long as any other ally is adjacent. If you play them with even a modicum of intelligence, they get their sneak attack die more often than not.

The Ravagers are a tough critter but . . .
(click to show/hide)

 on: October 08, 2015, 11:02:43 AM 
Started by Jaracove - Last post by Nuaurpy
  Even if the others had doctor's bags they would need rolls (without spending AD) such as, 17,14, 18, 18, 15, 16 to hit DC 20.
   The problem isn't even during combat (albeit, only one character can stop the bleeding). Rather, it's been after combat, especially, when the character with the faux doctor's bag is trying to stop her own bleeding condition.

   It turns into, fail check, then 1d4 lethal, fail check, then 1d4 lethal, fail check, then 1d4 lethal, etc. all while trying to roll that 13-16;

A couple questions about your predicament.

Why does no one else borrow her doctors bag? if someone can get it on a 14 then have them borrow the doctors bag to patch up your medic. Also it seems oddly low that your medic only has +4 to medicine.

Also bleed is DC damage dealt after DR and resistances are applied. assuming that most of your group has DR 1-2 or so we're talking about a DC of up to 8 ish most of the time, how are so many people gaining bleed in these fights? unlucky rolls? very low fort saves in your group? are the Raveners getting a lot of sneak attack in from people out of position (I don't know for sure if Sneak adds to the bleed DC though)?

 on: October 08, 2015, 10:51:25 AM 
Started by Krensky - Last post by RusVal
So, The Martian... It's good, go see it.

 on: October 08, 2015, 09:51:15 AM 
Started by Slashes-With-Claws - Last post by SilvercatMoonpaw
The spice must flow indeed.
I can't even begin to tell you how much history is due to the spice trade.

History is either based on useless junk for rich people or on who's god has a bigger d!*%.

 on: October 08, 2015, 09:44:55 AM 
Started by Antilles - Last post by ludomastro
IIRC Lars should have the rocket.

Yep.  However, trying to light it while there's an active attacker on the same section of roof seems ill advised. Lars/Timeon will kill him and then light it up.

 on: October 08, 2015, 09:15:50 AM 
Started by Slashes-With-Claws - Last post by Slashes-With-Claws
Before we continue, something I forgot to mention when we were talking about the Fulminarius Specialty. 
The Fulminarius Specialty gets Search, not Notice, for its Bonus Origin Skill.

Page 26: Trade and Gear
This section will be covering new items that the players can buy, as well as give world building information on the economy and general style of clothing and common foods

Page 26: Lifestyle
This is a nice fluff section as it helps the players envision the world they are living in by providing information on common dress.  It ranges from wool and cotton at lower levels up through togas and cheap metal jewelery to silks and gems, and finally woven gold.

It also tells us what kinds of food people live on with the lower tiers living on porridge, bread, and dried meat, the middle levels having wine, cakes, and pigs, and the top tiers living on grand feasts and sex.

Page 26: Lions and Salt
Now we get some fluff about the economy.  The Leonis is the standard currency and is called such due to the lion image on the obverse (Stylized depending on recent events), and on the reverse the symbol of the nation of minting.

A Silver Leonis is valued at one days wage, though is not always actually made of silver.  There are other denominations, and apparently spice is the standard by which currency is valued, being worth 50 Silver Leonis per pound.  The spice must flow indeed.

Page 26-27: Goods
New items are available for the players to buy, I note a focus on spy stuff, which is appropriate given the setting.

Page 27: Supplies
This does not add new stuff, but modifies the Invisible Ink item from the core book to be available in Cloak & Dagger; it normally would not be due to requiring the Feudal Era.

Page 27-28: Consumables
More spy stuff like code books, ciphers, fake documents, etc.  Also something that was lacking in the base game, caltrops; GMs might want to consider adding these to any applicable setting, not just Cloak & Dagger.

Page 28: Poisons
Just a couple of new poisons, but some interesting upgrades for them.  You can now have poison incense that will fill an area with poison smoke.  Also, you can have poisons that are harder to detect, which raises the question as to what the base DC to detect a poison is; I assume a Notice Check, but what would the DC be?

Page 28: Services
Carousing not good enough for you?  Well, now you can just have an orgy!  Also, more spy services like signal messages and decryption service.

Page 29: Armor
Two new armors to fit the setting.  The first is just a gladiator's suit which provides pretty much no protection, list 1 Edged Resistance, and is meant to be worn with Fittings.  The other is a muscle shaped leather suit with stats similar to Hardened Leather from the core book, but lacking the fire protection and speed penalty.  Also, both armors are Partial only.

Page 29-30: Weapons
Some new weapons.  I will not go over that stats as it is just rearranging numbers and Qualities.

there are some new upgrades though that are interesting.  first you can have a hollow weapon that you can hide things in.  Like I guess the hilt of a sword that hides a small coded message or a vial of poison.  Also, Discreet that makes a weapon harder to find, great for sneaking it into places.

Page 30: Prizes
Due to magic being uncommon, and the focus more on spy stuff, the typical Prizes in the game are not the normal fantasy stuff.  Guidelines to follow in the next sections.

Page 30-31: Renown
New, setting appropriate, titles for the various ranks of Renown.

Page 31: Holdings
While most Shadowrunners will be traveling, sometimes they get a place of their own.

Page 31: Rooms
New rooms for your houses!

Aviary: Birdies!  Not just any birds, messenger birds.  Useful for sending messages to different places, limited based on holdings.
Bathhouse: Free baths!  One thing is not answered.  Is it separate or mixed for men and women?
Harem: Have a night with your own personal Consort.
Obfuscarium: The cone of silence!  A secret room, perfect for spy stuff.
Oraculeum: Gets hints from your local deity.
Signaling Station: Have a full staffed signal station to send messages long distance.

Next time we look at some artifacts and adventure information.

 on: October 08, 2015, 07:28:37 AM 
Started by Jaracove - Last post by Krensky
None, they are a separate item. Look under supplies, consumables.

Also, what I mean is getting bleed from a Ravager requires the GM rolling well, and the player rolling poorly since, in the worst case, the DC will be is 9.

The Ravagers can be tough, but bleed isn't really why.

 on: October 08, 2015, 04:35:27 AM 
Started by Morgenstern - Last post by Antilles
This talk about shapeshifting reminds me about Spheres of Power, which is being showcased in a 'let's read' type thread on another forum I frequent. It's a Pathfinder book that completely overhauls the magic system, which so far has been interesting. Basically casters get Casting Level on a BAB-like progression, there is spell points instead of slots, and instead of picking from a list of spells you get talents as you level (you start with two) that you can use to pick different spheres (think spell schools) or specific talents in those spheres.

The way it works is every sphere comes with a base spell (which is almost always free, so you can cast it as much as you like) that you then modify with the talents to get additional functionality from it. F.ex. the Destruction base spell is Destructive Blast, which is a simple melee/close range attack spell that does 1d6 at level 1 and scales up to 10d6 at level 19. You can spend a spell point to give it a significant boost in damage (+1d6 per casting level). You can then add a blast shape and a blast type talent to modify the spell. Type is usually an exotic damage type + additional effect, f.ex. acid deals additional damage the next turn, while air deals non-lethal + does a bull rush. Shape changes how it works, f.ex. blast trap lets you make short (1-min) duration magical traps, energy wall creates a wall of the appropriate type, etc.

Anyhow, Alteration is all about shapeshifting. The base spell is simply "you shapeshift the target, duration concentration (1 min per caster level is spell point is spent), 1 spell point + save if cast on unwilling target", with some additional verbiage on appearance, disguise checks and so on. The way this works is you grant a specific Form + additional Traits, 1 + 1 per 5 CL. You get included in the base package a Blank Form, which doesn't change the basic makeup of the target, it just lets you add the various traits. Traits are f.ex. Darkvision, natural attacks, different move speeds etc. Talents are either related groupings of new traits, or a new Form with assorted benefits (f.ex. Avian makes you a bird, Aquan makes you a fish) as well as some traits you can add independently (f.ex. Aquan gives traits that let you breathe water, swim speed, underwater blindsense).

So instead of cherry picking which NPCs you want to transform into, you just pick from your list of forms and traits, which seems like it would avoid some of the traditional shapeshifting issues.

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