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 41 
 on: April 22, 2014, 01:01:42 PM 
Started by taej - Last post by paddyfool
I think I'll have to concede that point.

There isn't much from any googlable material that I can find which supports any other general bonuses, but maybe Inquisitive mind might fit (thinking of their sense of wanderlust and the fact that it's among the bonuses that Drakes get).

 42 
 on: April 22, 2014, 12:35:43 PM 
Started by TheAuldGrump - Last post by Agent 333
It turns out there is still an upgrade available to axes, if you want to use them for chopping wood.  I'm not sure if the new design would be any good for armor.

From reading the description I imagine it'd be quite bad against armor. The point of armor is to deflect and absorb impact, and what makes this work on wood would make it more likely to deflect off of armor. Of course, empiricism trumps speculation, and I'd have to see it in action to get a better idea of what it would do to a metal plate. I suspect "scratch the finish" would be the result, but alas, I cannot afford one of these absurdly expensive axes to test this hypothesis.

 43 
 on: April 22, 2014, 11:24:40 AM 
Started by taej - Last post by Mister Andersen
The point to the Gift is that it's highly customisable visavis how the player would like their character having a bit of arcane inheritance to play out.  There's no direct parallel with the stuff granted in the original, certainly (the nearest thing to a direct parallel would be the Night Fighting feat, of all things, since it grants a bonus to fighting invisible opponents), but things like Read Magic would fit the fluff well.  (Also, it's even a handy feat for casters, since it boosts their save DC besides granting them some additional low-level spells known).

If they want auto-succ cantrips, they can spend one their feat slot or specialty on it; there's not the slightest indication that even amongst the chosen manifesting a bunch of random 0-level powers is even remotely common, let alone enough to justify the entire species getting the feat.

Quote
Also, I happen to dislike Favoured Class, and even if you went for it, Explorer might fit better than Burglar, but that's a whole other debate.

My primary source.

I'm actually inclined to agree that Explorer should be one of the Favoured classes.

 44 
 on: April 22, 2014, 11:05:57 AM 
Started by spinningdice - Last post by Mister Andersen

Action Dice: 3
"That then is your answer, great and mighty Sakkarot," sums up the knot's answer. "A mix of enlightened self-interest, virulent hatred, and indifference to the pain and suffering of others. And ultimately there's the guilt-assuaging fact that even if your horde is to slay every last human in Talingarde, the rest of the world is so teeming with them that those amongst us whom identify as such know that the species itself will suffer little enduring harm and might even be improved by the slaughter we scheme to unleash."

The murderous plant offers a reassuring smile. "Have no fear. Your savage minions will be free to unleash all their dark urges and bathe in the lifeblood of those beyond the wall soon enough."


 45 
 on: April 22, 2014, 10:50:01 AM 
Started by taej - Last post by paddyfool
There's no point to The Gift -- it doesn't grant access to Detect Magic or any ability mentioned in the fluff, and has been surplaced by the stance. Spell Power -- which fits the source material -- is on its own is a hideous mistake that makes the race grossly underpowered for any option but mage, but works fine as part of Favoured Class.

The point to the Gift is that it's highly customisable visavis how the player would like their character having a bit of arcane inheritance to play out.  There's no direct parallel with the stuff granted in the original, certainly (the nearest thing to a direct parallel would be the Night Fighting feat, of all things, since it grants a bonus to fighting invisible opponents), but things like Read Magic would fit the fluff well.  (Also, it's even a handy feat for casters, since it boosts their save DC besides granting them some additional low-level spells known).

Spell power is useful to Mages, Specialist Casters, Alchemists, Priests who want access to Spell Conversion feats, and Sages / magic item users accessing Mage abilities via Cross-class training.

Also, I happen to dislike Favoured Class, and even if you went for it, Explorer might fit better than Burglar, but that's a whole other debate.

 46 
 on: April 22, 2014, 10:16:48 AM 
Started by TheAuldGrump - Last post by Krensky
Splitting rounds, not necessarily the same as chopping.

It would probably suck at limbing and bucking. Felling might be a wash, but I still think it wouldn't be that good there either.

 47 
 on: April 22, 2014, 10:02:52 AM 
Started by Kadrok - Last post by Grayv
I would want to be a Bronze Compounder, this would make me a good "hunter" but that depends on if i can burn the metalmind and a regular bronze for both wakefulness and seeking. Chromium Compounders would make great "Saboteurs" in a fight, compounding luck to help them in sticky situations while trying to leech enemy allomancers.

 48 
 on: April 22, 2014, 09:36:09 AM 
Started by carisbourg - Last post by lord Claincy Ffnord
You played my version of Shelldry! *Grins happily*

Sorry I didn't reply to this sooner, I had a couple of major assignments due and then was away over Easter. Now that I am back...

I'm glad you had some fun with it, I am aware that the probabilities don't match up perfectly with the order of value and this was mostly caused by the conflict between trying to make it fit well canonically and trying to make it balanced. Trying to get that right was perhaps the hardest part of making it. Gold and Atium seem to be functioning as intended, in some ways it isn't ideal that they are more likely than the higher combinations but the disadvantages of holding on to either balance this out to some degree and, more importantly, as the gold/atium pair ends the game it was important for this to happen at a reasonable probability so that the average game didn't go for several hours or on the flipside only 10 minutes or so. I think the probability of getting the pair currently is about right in terms of how long the game goes for.

I have actually updated and changed the rules since I posted them here but never got around to updating it here. The thread was a couple of pages back into the board and I half forgot about it....oops, sorry. Anyway, the current rules along with a blog post talking about the design process and some thoughts on strategy is available here: http://www.17thshard.com/forum/blog/51/entry-459-shelldry/

I think the changes there improve the weaker areas of the game, especially in regards to bluffing mechanics. This project got delayed far too many times (due in part to Uni and Health issues) as I started working on it over a year ago now  Embarrassed But hopefully I will get the final design of the cards done shortly and get a print and play version available.

Thanks for the feedback Smiley

 49 
 on: April 22, 2014, 08:27:19 AM 
Started by Crafty_Pat - Last post by Krensky
Drake crafted weapons or a Specialty with Nothing Up My Sleeve.
A shame that lovely elf lady illustrating the mage entry has neither of those  Tongue

(Mostly I'm just amused by the fact that the iconic character has a build that seems really cool in theory, but in actual execution is super clunky.)

Note the iconics are First Printing characters.

EDIT: I realized that this wasn't as clear as I hoped, lets expand it a little:

Note the iconics are first printing characters and predate Drake-crafted weapons  and Nothing Up My Sleeve.

 50 
 on: April 22, 2014, 08:04:46 AM 
Started by Mister Andersen - Last post by Mister Andersen
Grave is an open-world, surrealist survival horror experience where light is your only weapon in a constantly changing reality.

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