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91
Fantasy Craft / Re: Questions
« Last post by TheVastator on May 20, 2017, 02:14:34 PM »
There are no penalties (you have to get some REALLY special talents to have that opportunity) besides not being able to move more than 1,5 m in that round, and you can distribute the attacks the way you want.
If you're going toe to toe with a 7 headed dragon you're really asking for a beating :P
92
Fantasy Craft / Re: Questions
« Last post by Simus on May 20, 2017, 02:03:09 PM »
I searched for it and I found some answers to it, but I find that the previous posts on the subject haven't clearly explained this issue;

With regards to PCs who possess multiple natural attacks (example, a drake hydra with Bite III and Claw I) how does flurry work?

Or am I reading this all wrong and PCs do NOT have access to flurry. Because that would make things easier for me. In which case.

How does flurry work for NPC attacks?

A Flurry uses 1 full action to make an attack once with each of their Natural Attacks. (p.235)
This means the Hydra on page 271 makes 7 different Bite attacks as part of a Flurry.

I do not see any difference for PCs vs NPCs here. The rules for the Flurry are just listed in the NPCs Chapter of the book.

How are the attacks distributed? One target, or can they hit multiple targets?

Does the character engaging in a flurry action take penalties to his attack roll for flurrying? It doesn't say so but I'd at least slip in a -2 in there or something, otherwise I'm not sure I see the downside beyond not being able to do any other actions or combat tricks.
93
License to Improvise / Re: New Expert Class: The Wastrel
« Last post by Big_Jim on May 20, 2017, 01:38:48 PM »
Not a fan of Remittance Man, but I was amazed at the use of the word wastrel on that page.
94
Fantasy Craft / Re: Questions
« Last post by Big_Jim on May 20, 2017, 11:58:36 AM »
I searched for it and I found some answers to it, but I find that the previous posts on the subject haven't clearly explained this issue;

With regards to PCs who possess multiple natural attacks (example, a drake hydra with Bite III and Claw I) how does flurry work?

Or am I reading this all wrong and PCs do NOT have access to flurry. Because that would make things easier for me. In which case.

How does flurry work for NPC attacks?

A Flurry uses 1 full action to make an attack once with each of their Natural Attacks. (p.235)
This means the Hydra on page 271 makes 7 different Bite attacks as part of a Flurry.

I do not see any difference for PCs vs NPCs here. The rules for the Flurry are just listed in the NPCs Chapter of the book.

As Pat told me at GenCon many years ago, "PCs that qualify for options can use them, like flurry or wing buffet. PCs are cool like that - the only thing that NPCs can do that PCs can't are GM tools - like GM Action Dice mechanics or being built a la carte"* This followed me cornering him and insisting he explain how a standard character's damage save mechanic and abilities like Harsh Beating interact. "The intention was that the Fort save becomes a damage save for the standard, and by the transitive property it should be affected by Harsh Beating. We thought we were saving a little space by not noting that in specific."*

*not actual Pat quotes, but paraphrasing what he said, like, four years ago. Maybe five.
95
Fantasy Craft / Re: Questions
« Last post by Desertpuma on May 20, 2017, 11:28:21 AM »
I searched for it and I found some answers to it, but I find that the previous posts on the subject haven't clearly explained this issue;

With regards to PCs who possess multiple natural attacks (example, a drake hydra with Bite III and Claw I) how does flurry work?

Or am I reading this all wrong and PCs do NOT have access to flurry. Because that would make things easier for me. In which case.

How does flurry work for NPC attacks?

A Flurry uses 1 full action to make an attack once with each of their Natural Attacks. (p.235)
This means the Hydra on page 271 makes 7 different Bite attacks as part of a Flurry.

I do not see any difference for PCs vs NPCs here. The rules for the Flurry are just listed in the NPCs Chapter of the book.


96
Fantasy Craft / Re: Questions
« Last post by Simus on May 20, 2017, 10:43:02 AM »
I searched for it and I found some answers to it, but I find that the previous posts on the subject haven't clearly explained this issue;

With regards to PCs who possess multiple natural attacks (example, a drake hydra with Bite III and Claw I) how does flurry work?

Or am I reading this all wrong and PCs do NOT have access to flurry. Because that would make things easier for me. In which case.

How does flurry work for NPC attacks?
97
Off-Topic / Re: Computer Gaming 2017
« Last post by RusVal on May 20, 2017, 06:41:57 AM »
Tiny Metal gameplay

Featuring the cutest sounding Humvee in video game history. ;D
98
License to Improvise / Re: New Expert Class: The Wastrel
« Last post by paddyfool on May 19, 2017, 07:21:56 PM »
Leaning back towards the original Wastrel. But see also Remittance Man: http://tvtropes.org/pmwiki/pmwiki.php/Main/RemittanceMan
99
Off-Topic / Re: Going to the Movies 2017
« Last post by Mister Andersen 2.0 on May 19, 2017, 05:52:18 PM »
What the return of Ridley Scott to the franchise feels like is very much like akin to the Star Wars prequels: sub-par story telling ruining what other people have made of the setting we were originally given. Extending the metaphor, Alien Resurrection is The Force Awakens, the AVP films are analogous to the two Ewok movies, and Blomkamp's could potentially be Rogue One
100
Fantasy Craft / Re: Questions
« Last post by Eldazare on May 19, 2017, 12:35:57 PM »
Thanks again, TKDB!

Next, continuing on magic items, is there any guidelines/examples of negative effects on magic items? Like a cursed blade/bow that forces it's user (failing Will save) to do something with his/her half action or a "magnificent" ring that actually spies for the main adversary, with the negative effects (for example) being hidden behind a higher DC Identify check than the normal effects (given that they don't visibly activate, which they can)?

I'm also thinking of subplot related artifact level equipment that evolve from major nuisance to mostly a boon to the greatest thing the party has encountered, given they'll stick with it.

Is this all just homebrew territory and if so, how to keep the homebrew effects from becoming convoluted? I'm just wondering how this system would handle these cases.


EDIT: I don't think my question regarding vision and hearing got answered, or should I just assume that my assumption was correct?
Quote
3. Visual, hearing and smelling
Awareness and Perception checks suffer -2 per visual/hearing increment. Is there other penalties for partial vision/hearing (not blindness/deafness related)? Not counting range increments for ranged attack.
Just to make sure I understood this as a concept...
Each character has 10 visual increments, each is WisScore * 10ft usually so WIS 10 normal dude has 100ft increments and thus can see up to 1000ft. But if trying to "search" something at his last increment (901-1000ft) he has -8 penalty to the skill check, correct? And in faint light his last increment is at 561-600ft, right?
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