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31
Fantasy Craft / Re: Questions
« Last post by Bill Whitmore on November 22, 2017, 03:16:14 AM »
I just realized I may have been ruling this wrong. Does Sneak Attack Damage become the type of damage that it's dealing? That seems to make sense for things like subdual damage because dealing 15 subdual damage and 15 lethal sneak attack damage seems like it wouldn't make a lot of sense and would be a really bad idea for taking someone alive. But for something like fire damage if I deal 15 fire damage and 15 sneak attack damage do they then make a save, DC 30 or catch fire for 30 damage?

Page 209: Each attack or injury may inflict only one type of damage. When more than one damage type applies to an attack (e.g. a flaming sword, which can inflict for either lethal or fre damage), the attacker decides which to apply. Sneak attack damage is the one exception to this rule, as itís a special damage type that augments another.

Page 211: When a character possesses 1 or more dice of sneak attack damage, he may use them to augment the damage of any Standard Attack or Coup de Grace made against a flatfooted, flanked, or helpless target.

So Sneak Attack damage is itself not typed. it increases the damage of the base attack. By the rules as written, you can add sneak attack damage to increase the amount of fire damage caused by the flaming sword in the example above.
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License to Improvise / Re: Spheres of Power: FC conversion [thanks to Deral]
« Last post by TheVastator on November 22, 2017, 02:39:45 AM »
Thanks, Silver can you place this in the first post as well please?
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Fantasy Craft / Re: Questions
« Last post by Nuaurpy on November 22, 2017, 02:09:40 AM »
I just realized I may have been ruling this wrong. Does Sneak Attack Damage become the type of damage that it's dealing? That seems to make sense for things like subdual damage because dealing 15 subdual damage and 15 lethal sneak attack damage seems like it wouldn't make a lot of sense and would be a really bad idea for taking someone alive. But for something like fire damage if I deal 15 fire damage and 15 sneak attack damage do they then make a save, DC 30 or catch fire for 30 damage?
34
License to Improvise / Re: New Feats!
« Last post by Nuaurpy on November 22, 2017, 01:10:21 AM »
Okay, so just to be supppeeerrrrrrrrrrrr clear, I have a lot of concerns. This has the potential to be crazy broken. A Keeper with a 1-Level-Dip into Sage could take this following a pickup of Fortunate to go absolutely insane with it on top of their innate skill-handiness/craftiness. The fact that this feat is a Skill Feat means that you lose by taking it as well. The concept is super fun, but I've got a ton of misgivings about potential abuses. Have you thought about trying to work out some balance off of similar boosting effects, like Cultist and the like? (This is also with the caveat that I think Cultist is broken as heck too).

I don't view that as that broken. That's just a keeper grabbing skill feats to boost chance feats instead of chance feats. The Keeper gets feats at the same rate the Priest does so the priest can currently already just get a bunch of chance feats and do the same thing but with better synergy by going path of curses and getting things like fortune favors the bold and Lady Lucks Smile as their class feats. and that's without passing up their excellent priest abilities and support functionality. That all is compounded by the fact that Cultist is perfect for a Priest so at the end of the day, a Keeper being able to use Chance feats less effectively than a priest isn't something I'm worried about.

The area that this might be worrisome is that a spell caster can pick up and tie it to casting feats to boost their DCs. However I don't think that causes too many problems because that means that our mage is getting feats like Basic skill mastery and boosting his DCs, this means he doesn't have to worry about putting all his feats into spellcasting feats. The alternative is a mage that can still just stick to spellcasting feats and that will actually make him MORE powerful because then the feat not only boosts their save DCs but are also custom built to make his spells easier/better/plentiful/diverse/etc. It'll need some playtesting to be sure, but I don't foresee this breaking anything.

After making the Combat Medic class, I'm a huge fan of Bandage Buffs, and Triage is a really neat one. Like that. If you wanted to go up a third level with the potential chain, you could grab something out of there for ideas, if you wanted. ;)

I'm glad you like this one.

With Crossbow basics... What are you balancing this one off of? I mean, it seems like you're setting it up off of Knife Basics, but the way you've written it makes it astronomically better (which is why it's a WIP, I know). +3d6 Sneak Attack on Ranged means that a Captain with Quickdraw is going to go a little nuts, especially with his loyal patsy designed to help. I'm also guessing that you mean the first ranged Crossbow attack, right? Because if it's just a ranged attack, I'll happily take this as a regular archer and go quite crazy.

To be honest, I'd really like to see a bunch of Crossbow combat tricks instead of a feat tree, since the Bow Chain works with both regular bows and crossbows, and I'm assuming that you don't want these to work with regular bows (which might be an incorrect assumption).

Crossbow basics is currently balanced off of Knife Basics. It has the increased potency of 3D6 on a ranged attack, however it's only on 1 attack per round (regardless of number of crossbows if you have a 6 armed tree with 6 hand crossbows or a repeater or a bow or whatever) while Knives could get into flanking and just unload 4 sneak attacks for 8d6 plus whatever the knife damage is.

It is just the first ranged attack (Stances don't tend to be picky) but if you take that over the Bow Basics stance for bows I feel like you're knee capping yourself.
Spoiler: "Some Bow Math" • show

On a 1 feat investment you lose the AP 2 from bow basics as well as +2 accuracy and +2 damage. If you're using "not-a-longbow" that AP is pretty important. A lot of things are going to have AP 2 or 4 depending on your arrows. If we take a soldier at level 10 (assuming for the best possible attack bonus), give him a 16 dex for arguments sake and a forte he now has +14 to hit, +16 with BB. Given an enemy with Defense 20 and DR 4 BB will give you 16 hits out of 20 (the numbers just worked out this nicely it wasn't intentional) and 14 with CB. This means CB deals 94.5, BB deals 88. That's over 10 rounds so on a 1 feat dip CB deals about an extra 0.65 damage per round. Of course different situations will produce different results and different luck will skew things different ways as well. Additionally on top of all of that BB lets you move CB doesn't for whatever that's worth.

If you're going crazy with bows (Bow B/M/S, Angry Hornet/Blackened Sky, Bullseye) +2 attack is great for offsetting angry Hornet/Blackened Sky Penalties as well as bullseye penalties. the +2 damage on 4 attacks that could turn into 12 hits quickly outpaces 3d6 sneak per round (10.5 on average means that you need to get 6 hits a round to out damage Crossbow Basics without any other factors, so just angry hornet and bow basics by itself is likely to outpace it) and if you miss even a single attack by 2 or less you've completely negated the bonus damage. (1 bow shot with superior, bow basics and bullseye is 10.5 damage on average) and that's also not factoring the cost of needing to take an additional feat because you still need Bow B/M/S to go truly crazy. That's a 7 feat investment to be... likely less effective

All that being said, it's still being worked on so who knows, maybe I'll drop it to 2D6 or something else. Where this is likely to actually have a problem is Hurled basics where you lose nothing and gain 3d6. I did try something like "The first ranged attack that you make each round inflicts 2 additional dice of sneak attack damage, if you make only 1 attack this round it instead inflicts 3 additional dice of sneak attack damage." but that's really clunky. 2D6 by itself feels like it would be too weak, it just becomes bad-knife-basics.

Edit: Ah fuck it, changed it to 2D6 to be safe. the AD boost will help with the power anyway.


Part of the concept here is I want Basics to be good, maybe a little above average for a basics feat. This is partly because we're trying to bring a crossbow up from a place of relative weakness and because I know people have said is that Crossbows should be good for a generalist. So I wanted a one feat dip to give crossbows the power to be a good weapon without needing a major investment. This is going to separate Bows and Crossbows so Bow B/M/S will not affect crossbows, I really want to try to give crossbows their own identity. I'm trying to think of some tricks that really sell that identity.
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Play-by-Post / Re: Recruiting: Chasing Ghosts (Spycraft 2.0)
« Last post by Valentina on November 22, 2017, 12:17:06 AM »
Actually nah, nevermind. Don't have the energy for it.
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License to Improvise / Re: New Feats!
« Last post by DW on November 21, 2017, 11:05:50 PM »
SKILL FEATS
ARMCHAIR EXPERT
Hours of study may not always translate into skill, but they don't hurt either
Benefit: Choose one feat tree from which you know at least one feat, You gain one interest related to that feat tree, additionally you may treat Skill feats as that type of feat for any ability based on the number that type of feat you have.

Okay, so just to be supppeeerrrrrrrrrrrr clear, I have a lot of concerns. This has the potential to be crazy broken. A Keeper with a 1-Level-Dip into Sage could take this following a pickup of Fortunate to go absolutely insane with it on top of their innate skill-handiness/craftiness. The fact that this feat is a Skill Feat means that you lose by taking it as well. The concept is super fun, but I've got a ton of misgivings about potential abuses. Have you thought about trying to work out some balance off of similar boosting effects, like Cultist and the like? (This is also with the caveat that I think Cultist is broken as heck too).

After making the Combat Medic class, I'm a huge fan of Bandage Buffs, and Triage is a really neat one. Like that. If you wanted to go up a third level with the potential chain, you could grab something out of there for ideas, if you wanted. ;)

With Crossbow basics... What are you balancing this one off of? I mean, it seems like you're setting it up off of Knife Basics, but the way you've written it makes it astronomically better (which is why it's a WIP, I know). +3d6 Sneak Attack on Ranged means that a Captain with Quickdraw is going to go a little nuts, especially with his loyal patsy designed to help. I'm also guessing that you mean the first ranged Crossbow attack, right? Because if it's just a ranged attack, I'll happily take this as a regular archer and go quite crazy.

To be honest, I'd really like to see a bunch of Crossbow combat tricks instead of a feat tree, since the Bow Chain works with both regular bows and crossbows, and I'm assuming that you don't want these to work with regular bows (which might be an incorrect assumption). 
37
Off-Topic / Re: Reaper Watch 2017
« Last post by Wolverine on November 21, 2017, 09:59:10 PM »
38
Fantasy Craft / Re: Questions
« Last post by Simus on November 21, 2017, 04:39:17 PM »
The Bard Specialty with the Sage Class is a great combo and does not necessarily require the Drake Species. An Educated Human Talent works wonders too.

Maybe, but that does of course mean that this character would no longer be a Drake.

And what possible reason would I have to make that decision?
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Off-Topic / Re: Reaper Watch 2017
« Last post by OverNinja on November 21, 2017, 12:28:47 PM »
40
License to Improvise / Re: New Feats!
« Last post by paddyfool on November 20, 2017, 10:40:18 PM »
Armchair expert feels like it could give you a little more. Perhaps one or two free interests relevant to that feat tree?

EDIT: Probably just one, as two could get silly.  "So I take an interest in styles of armour, and... styles of charging people?"
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