Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
August 20, 2014, 03:30:51 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Recent Posts
Pages: 1 2 3 [4] 5 6 ... 10

 31 
 on: August 19, 2014, 03:43:50 PM 
Started by TheTSKoala - Last post by TheTSKoala
You know... I'm not sure if we're the only ones guilty of "Oh!  Another Edition is coming out, let's put off playing Spycraft until we get 3.0!", but that was definitely our mentality.  And while we're still eager to see what the Crafty put out for 3.0, we just went full hog back into 2.0 while Ramrodding FantasyCraft into it.  

For those of us who haven't played SC2 lately, she's a good ship.  She belongs on the water.  She misses you.  lol.  We're using all supplements, and.. I literally forgot how crazy SC2 can get.  We've already got one guy who's Paranoid of Holiday Characters.  Easter Bunny, Santa, etc etc.  Terrified.

 32 
 on: August 19, 2014, 03:32:39 PM 
Started by foproy - Last post by Valentina
Oh wait, it just hit me: here's where the real "Need to STOP" sign was.

Raijin and Fujin in FF8.
They are the point at which the character designers tacitly admitted "we just don't know what the FRACK we're doing, so let's add some Japanese folk legends!" They were out of creative ideas, and threw back out of panic.

I didn't finish FF9, which is sadly about all I need to know on that topic. Whatever it's retro charm was supposed to be I just didn't get it. Apparently I needed to unlock Fran. Tongue
FWIW people I respect fell completely in love with it, and especially Vivi's subplot, so rock on.

FF10 had Auron, who was kinda badass, but again was a cultural throwback. He was the Elder Samurai Authority Figure Badass in a setting that didn't have Japan. Pandering, ahoy.

After that it was all "youth designs" and carefully feathered haircuts, the twin hellions of The Pit.

 33 
 on: August 19, 2014, 03:22:14 PM 
Started by foproy - Last post by Valentina
* Sigh.

He's right about their interpretation of the sales numbers.

The rest is drivel.

XIII had it's failings (pacing of the first act/tutorial mostly) but XIII-2 and Lightning Returns were strong games.

If you don't believe me, you can go buy it on PSN or Steam or from Square and play it again. Do so completely objectively. The writing's just as (actually more) muddled. The characters are pretty flat. Combat's boring and gets tedious fast. Etc. Heck, the characters in VII are better written in the tiny snippets they have in the Kingdom Hearts games then they are in FFVII.

Hmm.
I agree somewhat. FF7 was the harbinger of the end. It had atmosphere to spare, but it was also the start of the giant word salad story concepts. I could tell you the general themes (if not the specific plot) without references* as that's not so complex, but I couldn't define what the origin of Cloud's schizophrenia was without some research^. Imo it was favored somewhat by it's obscurity -I remember the impact of everything becoming clear still, if a little distantly.

FF6 was my own fave. The vast but interesting cast, the globe-trotting scenes, the major late-plot twist, the villains, the rescues, the despair, the triumphs, the pacing, the everything. Even Gau, who wasn't exactly amazing, was still alright.

Also, the Squeenix Batman didn't rustle your jimmies even a little? I thought that metaphor was pretty directly illustrative in at least being a problem in that 40k's The Night Haunter way in that no matter what the price tag says being a large figure festooned in spiky gewgaws and hard angles just doesn't say "stealth predator."

FF7 Characters, in one sentence -with some hyphen abuse and no research.
Cloud's a moody dick because he can't face his own lies.
Tifa's an atrocity survivor who's buried it all deep.
Aeris knows she's going to die and is trying to enjoy life while she can.
Barret is angry at being powerless to protect his family and town despite being a tough guy.
Red 13 is a teenager -messed up but trying too hard to be angry at his father.
Cid is pissed at the abandonment of the space program and what he sees as a resulting general spinelessness.
Yuffie is ...kinda shallow, and I never got farther than that -Wutai doesn't really fit well in the rest of the game imo.
Vincent is emo -he and Barret are polar opposite reactions to similar traumas, but whereas Barret was always blustery and macho Vincent was a handsome posturing git who learned a very hard lesson about just how wrong things could go.
Whatisname the stuffed animal thing was one of the exceptions to the setting -a normal, faceless Shinra bureaucrat propelled by outrage to do something.
Zack is the other as pretty damn normal city kid too basically moral to be corrupted (small surprise he's Aeris's former beau).
Sephiroth was a self-important psychopath manipulated by Shinra (it occurs to me his dialogue could have be deliberately flowery and grandiose as a means of showing that off) who's world implodes when he discovers that his grossly inflated self-image is in fact a cultivated deception.
Hojo, Heidegger, Rufus and Scarlet are all various psychopaths.
The Turks are all my first exposure to the Evil Adventuring Party trope, but in suits.

The importance of the character designs was at least that I understood them clearly, as I think I demonstrated.
I'm not sure Cloud's clothes scream out "soldier!" (and his name makes little damn sense in any context), but I really don't know what Lightning is dressed to be. Or Snow -he's dressed like a street kid, but he's got a motorcycle that doubles as two gynoids? Hope is ...a little kid? With a boomerang? Fang's pretty clearly an inked-up badass; the gender flip did that idea no damage at least.

Or take the background characters. Consider whether all the disposable goons actually look like soldiers/cops/thugs and not extras from the courtly scenes of Eyes Wide Shut. Or maybe Carnivale.
It's true that coloration and military frippery vary from era to era, but there's a certain uniform (ho ho) necessity for functionality. Clothing has to be functional, if not protective. I haven't gone looking, but I'll wager (nothing, in candor) that they fail basic scrutiny in this regard.

Tanget: White Wolf licensed from Capcom the Street Fighter setting. They did a pretty uniformly crappy job, but they did have at least one good concept: run from guns. One goon, or maybe 3, with Uzis weren't super deadly, but more then that and it was run-or-die time. About the time the FF series started to strut out in front of potential volleys of fire like it was Dragon Ball Z I think they were losing their grip. FF7 had random encounters involving underwhelming firepower, but I remember FF10 featured Tidus and co interrupting whatsername's forced wedding (and presumed later ritualized rape) by cable-surfing through explosions and fire like they were hilariously aware that they were in fact in no danger from, y'know, weapons.

Cloud gets his ass kicked by falling, by random debris, and chapter one ends with Avalanche fleeing Midgar in disgrace. One of those clips showed Snow pimp-walking out in front of an armed, responsive squad of troopers and totally disinterested in the apparent possibility of an imminent ballistic perforation. Or that maybe other people will get shot. Or, anything. I'm sure I'm missing details that are probably important, but I also know that whatever was supposed to be happening there it was apparently as dangerous as Eldar cosplayers armed with broken Supersoackers.

My agreement with Jim Sterling is anything but blind, yet he is right about Square and graphic investment. They did actually have a trailer for that graphics engine, they have spent tons making the Final Fantasy series flashier and flashier and I agree that their general descent into gibbering decorative excess probably is to blame for finding worse ways to tell less coherent plots.

In closing I think FF8 was the real beginning of the end and of the new Square era when the rails got jumped on wanting to militarize children a bit too much -FF7's themes included adolescence, but in FF8 that was superseded by having half the actual entire cast that need to grow up, and it's been all downhill from there.

(Well, FF10 wasn't bad except for the whole "that reality devouring THING is my dad" And some of the costumes -"asymmetry is the new black", though I respect the drive of anyone who actually learned to speak whatsits Rikku's folk language).


*the world is dying because a) Shinra is removing and devouring Mako, it's life essence, and because b) Jenova is Giant Space Cancer that's been pursuing the Cetra, it's antithesis, with the purpose of finally exterminating them. It wins, except that Aeris is in fact a distant relative of Obi One Kenobi and death does make her more powerful then anyone could imagine.
The overall theme was the death of hope owing to blind industrialization. This wasn't exactly well concluded, what with the ending being infamously shite.

^Gene therapy using Jenova as a basis as an attempt to recreate Sephiroth except that Zack is just "too awesome" to be taken out by it? I think?

 34 
 on: August 19, 2014, 01:01:56 PM 
Started by Fedifensor - Last post by Fedifensor
There's the Elendel Daily article from the novel, but I can't think of anything else.
http://inkthinker.deviantart.com/art/Alloy-of-Law-Elendel-Daily-Original-268216914
That helps.  It appears Handerwym is a Duralumin Ferring, from the text.

 35 
 on: August 19, 2014, 12:15:59 PM 
Started by foproy - Last post by foproy
* Sigh.

He's right about their interpretation of the sales numbers.

The rest is drivel.

XIII had it's failings (pacing of the first act/tutorial mostly) but XIII-2 and Lightning Returns were strong games.

Also, I'm sure this is going to drive some to apoplexy, but people need to be told it so it can sink in and hopefully take root and grow to make them the better people they can be.

Here it is.

Get ready...

Final Fantasy VII is not as good a game as you remember.

There. Let that sink in. Consider it.

If you don't believe me, you can go buy it on PSN or Steam or from Square and play it again. Do so completely objectively. The writing's just as (actually more) muddled. The characters are pretty flat. Combat's boring and gets tedious fast. Etc. Heck, the characters in VII are better written in the tiny snippets they have in the Kingdom Hearts games then they are in FFVII.
i have always held that belief. VI was my favorite.

 36 
 on: August 19, 2014, 11:49:18 AM 
Started by foproy - Last post by RusVal
Y'seen this?
Jimquisition on Squeenix being kinda batshit crazy.
This is good, and not just because I agree, but because perhaps like you I really want to love Final Fantasy again, and I just can't.

I stopped watching that show after the episode where he waved a fake dragon d*** around to the tune of the 8-bit Ducktales theme.  Sort of capped the distaste I gained when he pretend f***ed a Sonic doll for a cheap laugh.

 37 
 on: August 19, 2014, 10:27:02 AM 
Started by Slashes-With-Claws - Last post by Slashes-With-Claws
Page 202: Chapter 5: Combat
Now we get to see how all those fun things we have been talking about, Tricks, Feats, DR, Resistance, AP, etc interact in battle!

The book says, "The Fantasy Craft combat system is streamlined to keep the focus on the characters and their enemies..." And yes, I agree.  Combat in FC is both simple and complex at the same time.  It is simple in that, as we will see going forward, you basically have two actions (Or one big action) and can do anything with either action in any order.  Yet it is complex in the variety of things you can do with your actions.  As the book says, "No character is without something to do..."  So even the Courtier with their rather small BAB can still be effective if played right.  Let us dive in and see more.

Page 202: Setting Up
There are three things the GM always needs to know for ANY fight.  First, the GM needs to know where everyone is; if you use a battle mat or Map Tool or something like that this is much easier, especially if you let the player's position their own pieces.  Next the GM needs to know what everyone is carrying, especially important is whether their weapons are drawn or sheathed.  If the party is expecting trouble, like going into a goblin infested cave, they likely have weapons out, but a sudden bar fight, they probably do not.  And finally, the GM needs to figure out who can see who.  If some characters are hidden, or out of sight, or simply do not know a battle is going on, they may not be involved in the combat immediately or there may even be a surprise round.  There are probably other things, but they are situational: light levels, terrain, noise, weather, etc.

Page 203: Order of Combat
When combat starts, these are the steps that you always go through to take you into proper combat.

Page 203: Step 1: Flat Footedness
When combat starts everyone is Flat-Footed (Unless you have something that prevents that, like a Level 20 Burglar).  It gives an explanation of the condition here, but you can also find it under Conditions further on.  Basically, your defense is probably lower as you lose any positive Dex Bonus to defense and any Dodge Bonus to Defense.  Also, some special situational abilities only apply to Flat-Footed enemies.  The condition goes away when you are hit (Apparently a miss against you does not remove the condition, only a hit) or take any Half or Full Action.

Page 203: Step 2: Initiative
Roll 1d20 + Init and that is your Initiative Count.  You cannot roll a Threat or Error with Init.  The GM rolls for NPCs as they think best, either all as one roll, or broken into groups.  Our GM just rolls by type, so all Goblin Archers, regardless of how many there are, would share the same result.  I could see breaking large numbers into two rolls to maybe spread them out a little.

Page 203: Step 3: Surprise Round
If anyone does not know what is going on, they get Surprised and a Surprise Round happens where they cannot act, but anyone who does know what is going on, can.  Often happens with a successful Ambush Check.  In a Surprise Round you can take ONE Action of any type (Free, Half, or Full), but only one.  So if you took a five foot step, that would be your Action.  And no, you cannot get around it by saying you are talking a Full Action and doing two Half Actions to make a Full, you can only do one of those Half Actions.  How much you can do with your one action all depends on your character and circumstances; someone with Charge Mastery and Mobility Basics can run around and make two attacks for a single Full Action and start off with a bang.  Also, you could probably activate abilities that are not considered actions, like an archer could activate Angry Hornet, which is not considered an action, not even a Free Action, then use their Half-Action to fire twice, using the active ability.  Or a melee fighter could activate All-Out Attack for the damage bonus.

Page 203: Step 4: Combat
Now normal Combat Rounds begin.  Each is six seconds.  Characters act from highest to lowest Initiative Counts with ties going to who has the highest bonus, and further ties decided randomly. 

On your turn you get either two Half Actions or one Full Action, your choice.  You may also have other abilities from Feats and Class Abilities that do not count as an Action to use, such as activating a Feat like All-Out Attack.

If you do not take any Movement Actions you can take a five foot step at any point in your turn as a Free Action... wait... it does not actually say that it is a Free Action, just that it is a Bonus Five Foot Step.  Huh, I never noticed that.  Okay, need some clarification from the community, is the Bonus Step considered a Free Action or does it not count as an Action?  If it does not count, then disregard what I said earlier about it take up your action in a Surprise Round.

Moving on, in addition to your two Half or one Full Action(s) you can take any number of Free Actions, though the GM may limit you in tight situations.  Free Actions are quick, trivial things, dropping something is a Free Action for example.

Further, there are some general rules that apply.  Skill Checks may occur across multiple rounds, such as someone trying to pick a lock.  You can combine Half Actions into Full Actions, like Surge of Speed (Which gives a Movement Half Action) can be used with one Half Action to run (A Full Action) followed by using your remaining Half Action for whatever you need.  If a rule makes something take less time, then no matter how many such rules can apply, only the best does.

Page 203: What's Different
An important sidebar here.  Very important.  Basically it says, anything from other games, like TOG, that are not covered in this book, do not exist.  No Attacks of Opportunity, no Iterative Attacks, etc.  Two of the biggest I should mention and remind people of.  There is no auto-fail on a Natural 1 meaning it is possible to have a situation where an attackers Attack Bonus is so high that they cannot miss.  Likewise, there is no auto-hit on a Natural 20 meaning you can have a situation, though rare, where it is impossible for one character to hit another.

Page 204: Movement
If you take a Standard Move, which is a Half Action, you can move up to your speed.  And yes, you can do that with both your Half Actions to cover twice that distance.  For simplicity all movement is in five foot increments with the squares on the map being five by five.  If you do not take any Movement Actions you can take the aforementioned five foot step in any direction.  You can do the step at any point in your turn, before your actions, between them, or at the end.  Again though, it does not call this a Free Action, so I am not sure it counts as one.

You can move through squares occupied by friendlies, but enemies block movement with some special rules.

If two characters are five feet apart, then they are adjacent.  In other words, with a Medium Size character, the eight squares around them would be the adjacent ones.  Obviously larger enemies have different footprints to consider.

If you move Adjacent to an enemy you have to stop.  Exception!  If the enemy if Flat-Foot you can move past.  Also if they are unable to attack, such as being unconscious, paralyzed, pinned, etc, you can move past.

If you are Adjacent to an enemy and want to move away you can only do so by taking a Bonus Step, Tumbling, or making a Standard Move that takes you into the clear immediately.

Terrain can modify speed as per the GM discretion.  He does this by making squares cost more than five feet to move through.  Such as trying to move through a pile of rubble costing fifteen feet or movement per square.

You do not need a battle mat to play, but personally, I would recommend it to avoid arguments over position.

Page 204: Diagonal Movement (The "5/10 Rule")
For determining distance and moving along a diagonal FC has a nice rule.  Every alternate square counts as ten feet.  So, moving on a diagonal line costs 5 for the first, 10 for the second (Total 15), 5 for the third (20 total), 10 for the fourth (30 in total) and so on.  This is used for both movement and determining range.  This has the nice added result of turning ranges and areas into rough circles instead of squares.

Page 204: Stances
Remember all those Stances given by the various Basics Feats?  You can enter one by taking a Half Action to do so.  Obviously you can only be in one Stance at a time.  When not using one of your special Stances you are considered to be in Normal Stance, which has no modifiers.  Unlike other Stances, changing to Normal Stance as a Free Action.  Also, getting knocked on your butt returns you to Normal Stance.

Off to a nice start here with our intro to combat, next time, Attacks!

 38 
 on: August 19, 2014, 10:15:05 AM 
Started by Crafty_Pat - Last post by OverNinja
Helsinki Intl Film Festival 2014 trailer: Mannerheim finds out ENGLISH SUBS

 39 
 on: August 19, 2014, 10:05:30 AM 
Started by Fedifensor - Last post by Kurkistan_
There's the Elendel Daily article from the novel, but I can't think of anything else.
http://inkthinker.deviantart.com/art/Alloy-of-Law-Elendel-Daily-Original-268216914

 40 
 on: August 19, 2014, 09:37:04 AM 
Started by foproy - Last post by Krensky
* Sigh.

He's right about their interpretation of the sales numbers.

The rest is drivel.

XIII had it's failings (pacing of the first act/tutorial mostly) but XIII-2 and Lightning Returns were strong games.

Also, I'm sure this is going to drive some to apoplexy, but people need to be told it so it can sink in and hopefully take root and grow to make them the better people they can be.

Here it is.

Get ready...

Final Fantasy VII is not as good a game as you remember.

There. Let that sink in. Consider it.

If you don't believe me, you can go buy it on PSN or Steam or from Square and play it again. Do so completely objectively. The writing's just as (actually more) muddled. The characters are pretty flat. Combat's boring and gets tedious fast. Etc. Heck, the characters in VII are better written in the tiny snippets they have in the Kingdom Hearts games then they are in FFVII.

Pages: 1 2 3 [4] 5 6 ... 10


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!