Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
May 27, 2015, 03:07:47 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 ... 3 4 [5] 6 7 ... 10

 41 
 on: May 21, 2015, 01:56:50 PM 
Started by Aldus Vertten - Last post by Aldus Vertten
So far there are 5 books published... probably we will have more coming... European albums have a very different rhythm... 4 years passed between the 4th and fifth album, which was ¨blished last year...

 42 
 on: May 21, 2015, 11:12:29 AM 
Started by Crafty_Pat - Last post by Mister Andersen
Kendo swordsmen face off with Lightsabers

 43 
 on: May 21, 2015, 10:03:43 AM 
Started by Mutt - Last post by TKDB
I second Paddyfool's assessment of the Con-to-maneuvers, and I think the "become enraged to gain DR" has some potential.

I like the idea of an ability to enable using oversized weapons, but that probably should be a Brutalities option, not a fixed class ability, since it wouldn't be of use to unarmed Feral Hearts or those who would rather use normal-sized weapons.

Anyway, a friend came up with a good level 8 replacement, since it's roughly equal to the 10/20 slot on a Base Class:
Brute-Force Breakthrough: "At level 8, your your Constitution score rises by 1. Also, when you or a hero who can see and hear you makes a Fortitude save and the result is less than your Constitution score, the result becomes equal to your Constitution score."
The intention is for, if a base class had this ability, it would also affect Will saves at level 20.
Not a fan of this. A Saved! reskin certainly fits the power level of the slot, but it doesn't really seem to click with the theme of this class to me at all.

 44 
 on: May 21, 2015, 09:28:10 AM 
Started by Slashes-With-Claws - Last post by Slashes-With-Claws
Page 335: Scenes
Every scene has some important questions that need to be asked.

Page 335: Is it standard or dramatic?
And we finally get a detailed explanation as to what a Dramatic Scene is.  They have been mentioned since the first chapter, but now we get the details.

Standard Scenes are just like the name suggests.  The rules are normal.  The players chances are fairly good, depending on Menace.  And if one of them dies, they can try to Cheat Death; those rules are the last thing in the book, so it will be a bit till we get there.  Most Scenes are going to be Standard.  Be it sitting in the tavern questioning people about something, fighting a group of bandits, or poking around an old ruin, Standard Scenes cover a lot of situations.

Dramatic Scenes are where things get serious.  The rules now play against the players.  While normally anyone can only spend a single AD to boost a roll (Unless they have an ability that says otherwise), now the GM can spend as many AD as he wants, as long as he has them to spend.  Normally Standard Characters, the generic enemies, cannot activate Threats unless they have the Treacherous Quality; now they can do so without that Quality.  And finally, if a player dies in a Dramatic Scene, they stay dead (Unless they can get a resurrection spell cast at the cost of Reputation).  Dramatic Scenes tend to be less common than Standard Scenes, unless the Menace is really high.  These scenes tend to be the big moments, like the boss comes rocking out of the shadows and makes a big speech, or the players are assaulting the gates of Mordor.

Remember that a higher Menace means more Dramatic Scenes, so plan accordingly.

Page 335: What are the clues?
We talked about Clues and Hints already.  These are important as they tell the players where to go to continue the story.  The book suggest three or four for every path the players can take to change Scene.  This fits the Three Clue Rule I posted about.

Page 335-336: What are the objectives?
The party needs Objectives.  They need some set of goals to accomplish.  Objectives can be broad or clearly defined, whichever fits the Adventure.  Objectives can include things like "Learn where the kidnapped princess is being held", "Break into the dungeon.", "Steal plot item #36", etc.  The book gives further advice on Objectives.

1. One Accomplishment per Objective: Do not lump multiple things together into one Objective.  "Break into the dungeon, find the princess, and rescue her." is wrong, that is three things and should be treated as three Objectives.

2. Be Specific: Being too broad can lead to confusion and misunderstanding.  "Talk to Mr. Plotington" is kind of vague.  "Get the location of the MacGuffin from Mr. Plotington" is more specific and understandable.  But, also do not be too specific.  "Ask Mr. Plotington about MacGuffin" limits the players to only talking to him.  What if the players decide not to talk to him, but instead try things like eavesdrop on a conversation he has, or break into his place to steal his notes, or something else.

3. Turn Negatives into Positives
Punishing the players is wrong, do not do it.  Taking away XP for failing an Objective is not the right way to do it.  Obviously they do not get the XP they could have earned by accomplishing that Objective, but do not deduct XP from what they have already earned.  Likewise, make the Objectives positive, not negative; what it means is, the Objective should be something to do, not something to not do.  "Do not let MacGuffin get stollen" is a negative, "Prevent the MacGuffin's theft" is a positive.

4. Always Leverage Risk
Objectives must have risk and consequence for failure.  If it does not, then it is not an Objective.  Objective grant XP, so they should require some work to get.  If the Objective is "Enter the house" then there better be guards, traps, or something else that makes entering the house a problem.  If they just have to walk in the door, then that is not worthy of being an Objective.

Page 336-337: Objective Chains
You can give what is basically Graded Objectives.  The better the players do and the more they accomplish the more XP they get.  For example, you might have an Objective where the players need to rescue hostages.  If there are 5 hostages you could have varying XP rewards depending how many they rescue with rescuing all 10 giving a very large reward, rescuing eight or nine a fairly large reward, rescuing six or seven a moderate reward but rescuing five or less giving a very small reward.

Page 337: Objective Rewards
Objectives should be worth an amount of XP relative to their importance or difficulty.  A low value might be as little as 25 XP.  But a more important one could be 100 XP.  And a truly epic or major ot the plot Objective can be two or three hundred.  A rule of thumb is that the total XP of Objectives and enemies, assuming the players earn the maximum, is between 750 and 1000, though more than 1000 for major plot stuff is possible.

Using the Hostages example I talked about above, you might end up with something like this:

A. Rescue 1-5 Hostages: 25 XP
B. Rescue 6-7 Hostages: 50 XP
C. Rescue 8-9 Hostages: 100 XP
D. Rescue all 10 Hostages: 150 XP

From this we can see that rescuing only half or less of the hostages is barely an accomplishment.  The GM might expect the players to fail to rescue one or two of the hostages, but if they somehow get all ten, then they deserve quite the reward.

Next time, deciding what characters the players will face.

 45 
 on: May 21, 2015, 06:25:42 AM 
Started by Antilles - Last post by Ares
I fear TheVastator is again swamped by work.

So I'd vote we continue  Smiley

 46 
 on: May 21, 2015, 06:23:31 AM 
Started by Morgenstern - Last post by Wolverine

 47 
 on: May 21, 2015, 02:14:16 AM 
Started by Krensky - Last post by Valentina
It also conveniently ignores both the dual ferry bombs morality test, and the hostages disguised as goons who would have been killed by the police.


Oh, and using the various mentally ill homeless men as improvised suicide bombers to facilitate his escape.

 48 
 on: May 21, 2015, 01:52:52 AM 
Started by paddyfool - Last post by Azure Gothic
As to which tricks to offer, I was thinking that the tricks which lower the level of the spell would not be as as fitting an option as those which add extra effects.

How high should the complexity increase be for such a modification, however?  Equal to the spell point cost of the spell conversion trick?  More?  Less?  Also, do any seem particularly problematic?  (Quicken Spell seems weird to me, especially for a potion, although I can imagine one-word scrolls might work).

I don't think I'd go with feats for this sort of thing - as others have pointed out, crafting is already impossibly feat intensive and time restrictive - and would simply encode it as options available as part of the normal creation process. If you've spent a feat on a spell conversion feat, I think you should be able to extend the expertise that represents into your creations as well as your casting.

Based on the progressions featured in the Alchemy and Scribing feats, I would guess that 3 appears to be the magic number you're looking for.


 49 
 on: May 21, 2015, 01:13:43 AM 
Started by Morgenstern - Last post by Azure Gothic
Bump?

 50 
 on: May 21, 2015, 01:10:12 AM 
Started by TheAuldGrump - Last post by Azure Gothic
Outsider, a story about a boy's first contact with blue-skinned space babe elves.

Seems to be suffering major schedule slip, though.  And apparently ground battles just aren't a thing in this universe, which is sad.  I likes me some ground-pounding.

It appears that the story has started updating again.

Junior Citizens is worth reading. It's a charming sort of retro-scifi piece that needs more love.

Star Wars Destinies is another Tumblr-based comic, set after season 5 of the The Clone Wars and focusing on Ahsoka's adventures after jumping ship.


Pages: 1 ... 3 4 [5] 6 7 ... 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!