Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
October 13, 2015, 06:01:08 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 ... 8 9 [10]

 on: October 08, 2015, 12:36:49 PM 
Started by Morgenstern - Last post by Mutt
-Spheres of Power stuff-

Hey, I'm working on the Expansion for that! Check within the next year for the Weather expansion.  Wink

 on: October 08, 2015, 12:31:16 PM 
Started by spinningdice - Last post by Ares
Noticing the alarms, Creamor thought: 'Well it certainly has begun, time to tell the others.'
Instead of flying straight on, he curved towards the tower and swooped down to a height where he estimated his whisper invocation could reach the dwarven vault.

"Attack begun, to the keep."

Than he caught the updraft and flew closer to the gate house.
He had noticed the threat of the crossbow men, but his faith into the veil of darkness was strong enough to keep him going without hesitation. He noticed the frantic orders of the captain, but he obviously had not anticipated the little detour, making him scramble to mount his men's defenses.

 on: October 08, 2015, 12:17:54 PM 
Started by Antilles - Last post by Ares
I'd have had the owl (singular) hover above the keep and wait for Lars and Timeon to finish the guard to transport them over to the gate house.

By the way: Timeon is an NPC so he should be able to use the trebuchet, shouldn't he?  Evil
Some (un)friendly fire on the gatehouse would be fun.

So, actions Round 3:

Simple action: Move to AT/58
Free action: Whisper (Auto success) hopefully reaching Aiden, Drin or Grumblejack in the dwarven vault.
Simple action: Move to BF 57
(I really need to pick up Fast Flyer or learn to use Haste)

(click to show/hide)

 on: October 08, 2015, 12:12:05 PM 
Started by Slashes-With-Claws - Last post by TKDB
Also, you can have poisons that are harder to detect, which raises the question as to what the base DC to detect a poison is; I assume a Notice Check, but what would the DC be?

When in doubt, I tend to assume that the DC for checks relating to an item in and of itself is that item's Complexity.

 on: October 08, 2015, 11:56:56 AM 
Started by Morgenstern - Last post by TKDB
Personally, I've always felt the Dragon Lord's gamebreaker is woefully underpowered.

Best case scenario for a non-drake, you gain flight and Large size with Reach 2, but you don't get the increased wounds (which are easily one of the biggest benefits of Large size), and you gain the Beast type. It's a net gain, but not by much; the size and reach are a wash with the Beast type (actually a bit negative, since you're not getting the full benefit of Large size), so all you're really gaining is winged flight 40 ft, which is 2 or 2.5 points (depending on whether you want to use the pricing for a Beast or non-Beast). And if you opted for wings from Draconic Legacy, it's overall a wash at best. Worst case scenario, you're a giant who opted to gain flight from Draconic Legacy, in which case you gain...the Beast type and a slightly longer footprint, pretty much straight negatives aside from the purely aesthetic cool factor of turning into a dragon. Throw in the cumbersome transformation process and hassles of armor getting trashed, and it's a really unappealing gamebreaker.

Even for drakes, it's a bit underwhelming. Being able to go places and do things a Large (2x3) Beast can't is quite useful, but the long and vulnerable transformation essentially relegating it to non-crisis scenarios only is a pretty major drawback.

The transformations in these seed classes are definitely a lot more appealing than the Dragon Lord's gamebreaker, but I'd say the fault lies squarely with the Dragon Lord in this case. It's right up there with Explorer for "gamebreakers not worthy of that name".

 on: October 08, 2015, 11:53:56 AM 
Started by Antilles - Last post by Mister Andersen
Round 2:

Character   Initiative   Action
Keep (ground) Guards   24   Search for targets: 1d20+3=13. Ready Weapons.
Keep (roof) Guards   23   s19 (Mott's man) Reposition. Ready Weapon
Barden   23   Open door & enter landing. Peer upstairs: sneak 23 vs guards Notice 28, fail
Honour Guards   21   Notice alarm: fail.
Janus   20   Follow out onto landing (mace ready). Peer downstairs: sneak 9 vs notice 17, fail
Golem   20   Follow Janus out onto landing
Courtyard Gate Guards   18   Search for targets: 1d20+3=19. Move to secure courtyard gate.
Captain Barhold   14   Outmaneuver check vs Creamor: 1d20+3=6
Anticipate Creamor: 1d20+10=21 vs DC 13, success.
Lars   13   Full Action: Attempt to move stone -> fail
Creamor   10   Full action: Move towards gatehouse
Owls   10   Follow Creamor
Gatehouse (roof) Guards   6   Ready weapons. Threaten Creamor/owls (as only a group of crossbow wielders can): 1d20+3=21 vs 1d20+10=28 -> fail.
Bridge Guards   6   Search for targets (creamor/owls): 1d20+3=15 -> success. Ready weapons
Havelyn's Guards   6   Notice alarm: 1d20+10-2=20 -> success. Move to investigate
Timeon   5   Draw sword. Move adjacent to S19
Tunnel Door guards   5   Move to investigate

GM AD: 10 (as of last combat) = 10

Also Ares, what's the statline for the owls and what are they doing?

 on: October 08, 2015, 11:35:04 AM 
Started by Jaracove - Last post by Bill Whitmore
Positioning doesn't matter too much vs the Ravagers.

Wolf Pack Mastery gives them flanking so long as any other ally is adjacent. If you play them with even a modicum of intelligence, they get their sneak attack die more often than not.

The Ravagers are a tough critter but . . .
(click to show/hide)

 on: October 08, 2015, 11:02:43 AM 
Started by Jaracove - Last post by Nuaurpy
  Even if the others had doctor's bags they would need rolls (without spending AD) such as, 17,14, 18, 18, 15, 16 to hit DC 20.
   The problem isn't even during combat (albeit, only one character can stop the bleeding). Rather, it's been after combat, especially, when the character with the faux doctor's bag is trying to stop her own bleeding condition.

   It turns into, fail check, then 1d4 lethal, fail check, then 1d4 lethal, fail check, then 1d4 lethal, etc. all while trying to roll that 13-16;

A couple questions about your predicament.

Why does no one else borrow her doctors bag? if someone can get it on a 14 then have them borrow the doctors bag to patch up your medic. Also it seems oddly low that your medic only has +4 to medicine.

Also bleed is DC damage dealt after DR and resistances are applied. assuming that most of your group has DR 1-2 or so we're talking about a DC of up to 8 ish most of the time, how are so many people gaining bleed in these fights? unlucky rolls? very low fort saves in your group? are the Raveners getting a lot of sneak attack in from people out of position (I don't know for sure if Sneak adds to the bleed DC though)?

 on: October 08, 2015, 10:51:25 AM 
Started by Krensky - Last post by RusVal
So, The Martian... It's good, go see it.

 on: October 08, 2015, 09:51:15 AM 
Started by Slashes-With-Claws - Last post by SilvercatMoonpaw
The spice must flow indeed.
I can't even begin to tell you how much history is due to the spice trade.

History is either based on useless junk for rich people or on who's god has a bigger d!*%.

Pages: 1 ... 8 9 [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!