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 21 
 on: April 14, 2014, 11:30:39 AM 
Started by prototype00 - Last post by Morgenstern
I think we have a slightly better special FX budget, but the comparison doesn't seem awful. Stargate has a similar mobility at the speed of plot vibe.

 22 
 on: April 14, 2014, 11:22:12 AM 
Started by Morgenstern - Last post by Morgenstern
Rounded out the Missiles list.

I just need to get some anti-missile systems on the gear list and we should be ready to do a little structured strider-building competition, starting with Registering Your Company Smiley.

 23 
 on: April 14, 2014, 10:55:40 AM 
Started by foproy - Last post by Mister Andersen
CCP Games Cancels Development of World of Darkness MMO

 24 
 on: April 14, 2014, 10:43:29 AM 
Started by prototype00 - Last post by Mister Andersen
A blast from the retro future past that this discussion suddenly reminded me of

 25 
 on: April 14, 2014, 10:19:43 AM 
Started by prototype00 - Last post by Morgenstern
I would approve that artifact is the right level of power for allowing return trips.

The Sun-pools are designed to act as chapter breaks rather than bus line - a way for players and GM to work together in saying "we've played this area out, lets throw ourselves of the mercy of a benevolent deity to put us in the next cool space to play in."

Its also interesting that Sun-pool manipulating spells could be found in several disciplines. While divination for probing/predicting a naturally occurring link is fairly obvious, the disciplines of Compass, Energy, and Glory all have grounds for interaction.

 26 
 on: April 14, 2014, 09:40:53 AM 
Started by Slashes-With-Claws - Last post by Slashes-With-Claws
Page 69: Skill Descriptions
As mentioned before every Skill has a Key Attribute, that is in parentheses next to its name and also shown on that table a few pages back.  That is the default Attribute that applies its modifiers to the Skill, but as stated before, if you can logic up a reason to use a different one, then feel free to.  The Skill description text also gives you some ideas of Knowledge Synergy that this Skill might apply to.  And finally it gives you a list of common Checks that can be done with the Skill and how they work.

Now, on to the Skills.

Page 69-70 Acrobatics (DEX)
Jumping, tumbling, flipping, twirling, rolling, etc.  This is all about agile movement and as such your Dexterity is the default modifier.

Knowledge: How to dodge and weave through combat as well as ways to get through unusual and treacherous terrain as the suggested uses.

Balance (1 Half Action)
You can use a half action, the same time it takes for a Standard Move, to attempt to cross a difficult surface.  You move at half speed while doing this.  You roll your Acrobatics vs the check DC, which I will get to in a bit, and with success you move, with failure you stay put and just spend the time steadying yourself but do not fall off.  With a Critical Success you can just zip across at full speed.  A Critical Failure is what you have to worry about as that can result in either you panicking and freezing in place or falling off.  The panic thing can be really bad if you do not have Resolve trained as you have to make a Resolve Check equal to the DC that you Critically Failed the Acrobatics Check with.  For someone like my character, a Burglar with high Acrobatics but no Resolve that could be a serious problem if he managed a Critical Failure, be better to just fall off and make a Break Fall Check to land safely.

Table 2.4 lists the DC for various checks, and I have some questions about this.  Is an "Uneven floor" a floor that is covered with bumps and holes, like broken terrain, or a pile of wreckage where the angles listed are local variation?  Or is it a floor that is sloped like a ship listing to the side?  The first I could understand, trying to keep your balance while walking through a junk heap, while the second seems a bit ridiculous when you see that a greater than sixty degree angle is listed; at that point I would think it would be a Climb Check.  Maybe the greater than sixty degree angle is for wall running?

While the uneven floor feels a bit extreme the narrow walkway does not feel extreme enough.  It is a DC 10 to walk along something that is twelve inches wide, which to me feels like it should be a DC 5 at most; as kids in PE class we had to walk along a balance beam half that wide.  I just feel that the widths should be halved for the Narrow Walkway so they run 5-6 inches is DC 10, 3-4 inches is DC 15, and 2 or less is DC 25.  And also add in a scale for size, a giant or drake will have more trouble with a six inch walkway than a pech.  Like increase those widths by 50% for Large and double for Huge, and drop them by a third for Small characters.  I guess the GM can always decide what the DC is so change it to what fits his ideas or the group better.

Break Fall (1 Free Action)
You take less damage from falls and the DC is always 20.  If you succeed you take half damage and end on your feet, if you fail you face plant and the result is the same as if you had not tried.  With a Critical Success you take only one quarter damage, to a minimum of 1 per ten feet, and can end up in a different square.  The more AD you spend the farther you get to move.  If you Critically Fail you land wrong and take more damage.  An untrained character obviously cannot succeed at this since they can only get a 15 and the DC is 20.

Is there a way for a flying character to right themselves and avoid the landing all together?  Or to make a controlled power dive?  Not written no, but if you ask the GM they might say yes, after all, FC encourages you to come up with different ways to use the Skills.  In our game just a week ago I was using my alt character, a Human with Devilish Legacy and needed to land quickly so asked the GM if she could just fold her wings and fall as a Free Action and use them to catch herself as she landed, basically make a Power Dive.  He said yes and the wings would give me a bonus to the check.  I failed the check, but still, it was nice to be allowed to try.  A nice little personal "Your way" right there.

Jump (1 Half Action)
A Half Action seems a bit odd to me.  Personally I would consider a jump a free action as part of a Standard Move or Run.  Because as written you could not make a Run action with a Jump, you would have to Run or Standard Move up to the edge, then take a Half Action to make your Jump check.  And a jump as part of a move is kind of how Jump is written as you have to move at least ten feet to make a running jump.  I guess the Half Action is for a standing jump while otherwise you can jump as part of your move?  Thoughts on that?

Well, anyway, Jump has no DC, the result of the Check plus five just tells you how far you jump.  You cannot jump while encumbered with a Heavy Load or in Full Armor.  The farthest you can jump is your height times six.  Um... did the races list their standard heights?  Is there a table listing that somewhere?  How tall is a giant or a pech?  Also, faster characters jump farther.  Does this affect the maximum distance as well?

Getting a Critical Success you clear your maximum distance.  With a Critical Failure you still clear the resulting distance but you face plant on landing.  Obviously if your result is shorter than the span of the gap then you fall.

Tumble (1 Half Action)
FC does not have Attacks of Opportunity.  You simply cannot move past enemies unless you Tumble.  Since Tumble takes a Half Action and says you can go up to your Speed in distance I am guessing you cannot Tumble as part of a Run?  The DC is relative to how many enemies are involved and if you are moving past them or through their square.  If you are just going past it is ten plus five per enemy, so to Tumble past a single foe is just DC 15.  To go through an occupied square starts with a DC 20 + 5 per enemy you go through or past.  If you fail you stop next to the first enemy and are Flat-Footed.  If you Critically Succeed you can make an attack!  You can attack one enemy per AD you spend, but you can only attack any individual once as part of this Check.  And if you Critically Fail you face plant and the enemies get to attack you.  Interestingly, the attacks against you for a Critical Failure are explicitly listed as Free Attacks, which cannot chain, but the ones you can make for a Critical Success are not.  Can you Cleave from this?

 27 
 on: April 14, 2014, 08:29:16 AM 
Started by prototype00 - Last post by Slashes-With-Claws
I had considered the spells thing myself for a Sunchasers game I was thinking of running.  I had considered a third or fourth level spell to redirect an existing Sun Pool and a higher level one to create a directed Sun Pool.

The current game I am in our group has an artifact where you can take a sample of water from one pool and pour it in another to link the second to the first.  It is basically a quick way to return back to our home after the Adventure is over since, as I said, you need to use the magic vial to get a sample from your destination so it has to be a place you can already get to.

 28 
 on: April 14, 2014, 08:11:26 AM 
Started by prototype00 - Last post by Morgenstern
Lets see if I can rough these in.
Quote
Though on the whole Sun-pools seem to function randomly, is there a larger pattern at work such as the location of other celestial bodies within the solar system that people haven't seen simply because they haven't been looking / don't have a big enough data sample to recognize it?

The paths connecting pools are believed to be the direct intervention/choosing of the Sun-god Avva. Thus sunchasers are treated a being guided by divine providence and their arrival has a hint of destiny to it. Avva may make these decision based on other celestial phenomena, but as you say, no causal link is currently known to mortals.

Quote
What exactly are moon-pools and how are they related to sun-pools?

Unlike most cosmologies that are Sun-centered, Sunchaser has a Moon-centered larger universe. There are 5 worlds plus the Underheart in the larger system and while each world has its own Sun, it is the same moon that shines down on all of them. Moon-pools act largely like Sun-pools but connect different worlds (and at one time the Underheart) in the same way as the Sun-pools connect places under a single sun. They are considerably rarer, and open much less frequently.

Quote
What does it take to break or destroy a sun- or moon-pool, and are they self-repairing? What would it take to create one? What effect would either action have on the larger system?

Filling one in or dredging one (too deep and they don't open either) could disrupt one. They are self repairing only in that the forces that generate a natural pool are difficult to restrain over long periods of time. Ponds an other bodies without an active outflow generally do not serve as sunpools, so you need a lot of running water to qualify.

Quote
How does the travel between them work once you're "lost in the glare"? Is space folded pool-to-pool, or is there some sort of hyperspace-like movement involved once the link as been established between pools?

Generally you just walk forward until you come out of the glare (which some believers claim is the direct gaze of Avva upon you - though he's not chatty). Trying to circumvent the pools as two way-travel with things like tying together with ropes generally results in you not entering the glare at all (unless the entire linked packet is small enough to fit into the gleaming region in the midst of the pool). The total distance walked is usually slightly larger than either pool could encompass, so a "hyperspace-like" middle region is probably the more accurate model.

Quote
Do the pools of either sort exist outside the Valley?
Yes. Both versions are available as explanations for why the GM might introduce characters outside of the normal spread for the setting. Sunpools could draw in resident of other parts of the world while moonpools could provide for cross-campaign visitors.

I anticipate the existence of spells (possibly prayers considering the mechanism at work Wink) That can set the destination of a pool about to open (6th level?), divine where a pool is going to lead to (4th level?), and open a random pool outside of the normal window (3rd level?). Snowblade arguably enacted a spell that locked a moonpool at the cost of her own life, so lesser version of that effect might also be possible.

The sun-pool "network" is a capricious thing - its not been pressed into service as a trade corridor because of its extreme unreliability in destination. It also has a strong reputation for "there's no going back". Its very rare outside of the use of powerful spell/prayers that a sun-pool jaunt will ever take you back to a place you've already emerged from once even in a lifetime of travel. It may be possible that people essentially carry an internal register of all their previous jaunts and that register is used as an exclusion list when a pool cycles open...

 29 
 on: April 14, 2014, 07:26:49 AM 
Started by Crafty_Pat - Last post by Slashes-With-Claws
It is three separate hits of, in your example, 1d6+3 each.  Meaning that each individual hit is subject to damage reduction and resistances and is three separate Damage Saves for Standard Characters.  Also when inflicting Subdual damage, such as using Multi-Shot with Bird Arrows against a Special Character that is three saves vs the subdual damage.

At least, that is how our group plays it.

Run through is just straight up double damage as one hit.

To me, the wording is what separates it.  Blade Flurry says "you inflict the knife’s damage an additional time." while Run Through says "You also inflict double your spear damage."  To me, "An additional time" says it is a separate instance while "Double" says it is one instance.

 30 
 on: April 14, 2014, 03:40:28 AM 
Started by Crafty_Pat - Last post by paddyfool
I've always ruled b).

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