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Author Topic: Your Fantasy Craft Wish List  (Read 27902 times)
Crafty_Pat
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« on: April 05, 2008, 03:52:37 AM »

I'm starting to comb over sections of the book to make sure we haven't missed anything and since more brainpower almost always helps with these things, I have a question. What would you folks like to see in your own private Fantasy Craft product?

I'm not looking for specific mechanics — just a list of the stuff you would need to build the fantasy game(s) of your preference. Auld Grump's naval (mass) combat is a great example. It's not something that's obvious (of course we're including orcs!) and it's broad enough that it would be useful to most players.

Fair warning: We won't necessarily be answering every post in this thread, nor do we guarantee that any suggestion will make it in. However, all suggestions will be considered and if a suggestion hits on something we think is a great addition and we have the space and time to tackle it, you might just be responsible for improving the final product!

Give us your best shot, and have fun! Smiley
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« Reply #1 on: April 05, 2008, 05:31:14 AM »

Monster & Spell conversion rules.
Since most of us have other games (and, *gasp * even 3.0/3.5 D&D) and/or supplements it would be nice to have some mileage out of them, instead of them just taking up bookshelf/storage/disk space.
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« Reply #2 on: April 05, 2008, 05:45:04 AM »

similiar to the feats like in the origin line, i'd like to see feats and maybe integrated class options that make a dwarfen warrior something different than a human, elf... warrior without having to take and use many of the extra feats at 1st, 3rd and ongoing lvls.

what i mean is 10th lvl dwarf fighter should be different from a 10th lvl human ftr because of his racial abilities, but that should not go on cost of his fighting capabilities or fighting styles!
 
i have not read through the whole core yet so i don't  know if i missed that: spring atk.( move before and after atack) i do so love hit and run! Smiley

by the way you guys created my very best super fafourite astronomical good game system! and for price that is just awsome  in relation to the quality and quantity of the content!
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« Reply #3 on: April 05, 2008, 06:47:12 AM »

i'd like to see some sort of system for allegiances to various nations, factions, and what have you, similar to WoF. it might even be neeto keen to let players have the option to design faction based stuff based on their adventuring group!

dragons, dragons, and more dragons. gimme a dragon that scares the pants off my players. when i plunk down a dragon mini, jaws should drop (and maybe things south of the border, too =p).

show me the classic monster. no monkey bees, or floomps. gimme dragons, demons, and beholders. maybe a dash of giths and ilithids, thrown in for good measure.

and that's all i have to say about that...
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« Reply #4 on: April 05, 2008, 07:40:30 AM »

I know its been mentioned before as going in, but I wanna make sure -
Mass combat dramatic conflicts - at large army level.  I'm also eagerly anticipating the naval combat dramatic conflict.

Playable Ogres, Trolls, or other fodder I can pinch for my upcomming shadowrun game will also be appreciated.

Second on some sorta easy spell conversion.

The biggest thing I want from a fantasy tool kit is, ironically, technology: Ships, cannon, flintlocks, and I'll take anything steam powered you deign to fit in [I do likes me some steampunk].  Also some setting specific tech [or even suggestions on how to handwave it] - magic powered engines, bound spirits powering devices, elves that are severely alergic to iron, etc.
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« Reply #5 on: April 05, 2008, 11:54:08 AM »

More accurate, or even just sane, weights for melee weapons.
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« Reply #6 on: April 05, 2008, 05:03:32 PM »

a halfling ranger riding a boar and shooting arrows with his horsebow! Wink
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« Reply #7 on: April 05, 2008, 05:49:19 PM »

Creation of Magic Items.  Yes I know we can handwave and say Gadget but I want something I can show my players with a more Fantasy flavour.

Also one shot magic items, scrolls and potions, and how to 'recharge' magic items.

I've been playing with my own guidelines on how to do, (Programming = Scroll Making, and a new skill for brewing potions related to chemistry/pharmacology), but I'd love to see your 'offical' ruling Smiley
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« Reply #8 on: April 05, 2008, 06:17:12 PM »

I really like the idea of mass combat, and I think Naval combat is a great idea.  I would like to see it incorporate the use of defensible locales (be they castles or underground dwarven bunkers) and incorporate the possibility of utilizing siege weaponry.  Also, I would like to see a system for player's to build these fortifications that we can then tear down in mass combat.  In addition all the things that go with mass combat, troop acquisition, training, outfitting (even in the most basic of terms like archer, heavy infantry, light infantry, cavalry, and the like).

Speaking of seiges, I would like mass combat to include sieges that may last weeks, or even months, of game time.

(in case you haven't guessed yet, mass combat is the part I am most looking forward to)

On the magical front, designing artifacts, including awesome powers and coinciding detrimental effects for their use.

I think it was talked about before, but I can't find the post, so I also want to say a method to be able to use monsters (or even NPCs) beyond the normal threat level.  If a level 1 group decides to venture into a dragon's lair that they were warned as belonging to a Great Wyrm, I'd rather have a system in place that handles using something besides TL 1 stats.

Maybe a system like organizations, but on a national level.  If they were lords they could raise their nation's fortification, troops, or infrastructure ratings (some of which would be used in mass combat).

*   *   *

I have spent a lot of time looking at Birthright lately and I think that can be seen reflected in my ideas above. Tongue
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« Reply #9 on: April 05, 2008, 06:40:18 PM »

I just saw in the other thread, that some of what I am looking for (fantasy fiefdoms) will be in 10k Bullets.  Something else to look forward to.
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« Reply #10 on: April 05, 2008, 10:20:45 PM »

More accurate, or even just sane, weights for melee weapons.

I want melee and hurled wepons fed into the algorithm used for firearms damage. Or at the very least, bows that live up their cinematic counterparts that can take down mooks far more quickly thsn current d20 versions of the weapon operate,
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« Reply #11 on: April 05, 2008, 10:23:47 PM »

Also, a dueling dramcon would be nice (especially if it can be used for non combat confrontations such as battles of the bands)
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« Reply #12 on: April 06, 2008, 03:12:41 PM »

Really would rather not see demons, though dragons, beholders, golems, all fit.  The tieflings (half-demon) in character classes are one of the primary reasons i'm not buying D&D 4e.

Hmm, as far as requests go,  extending the chase rules to aerial mounts might be interesting.
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« Reply #13 on: April 06, 2008, 04:45:21 PM »

I think it was talked about before, but I can't find the post, so I also want to say a method to be able to use monsters (or even NPCs) beyond the normal threat level.  If a level 1 group decides to venture into a dragon's lair that they were warned as belonging to a Great Wyrm, I'd rather have a system in place that handles using something besides TL 1 stats.

I wonder if this is as simple as an NPC quality like

Minimum Threat Level (#):  This NPC simply shouldn't be engaged by low-powered Heroes.  When consulting the NPC charts for specific stats, determine this NPC's specific stats at the minimum threat level listed in parenthesis or the actual threat level, whichever is higher. 

I have no idea what sort of xp modifer that'd carry, though.  Just throwing it out there.
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« Reply #14 on: April 06, 2008, 05:17:04 PM »

Mister Anderson wrote:
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I want melee and hurled wepons fed into the algorithm used for firearms damage. Or at the very least, bows that live up their cinematic counterparts that can take down mooks far more quickly thsn current d20 versions of the weapon operate,

well, i can say that the current bows in the 2.0 book ARE quite capable of taking down enemies. in the fantasy SC game i'm running right now, our new player decided to make a archer sniper. he's hella effective, especially considering the fact that he's teamed with a character who uses a whip (man, does that suck for my mooks!)

as for the inclusion of demons, i think that they're useful for the whole "corruption of the innocent/magic has a price" aspect of fantasy: summoning powerful creatures might get you power in the short term, but in the long term, it's SOOOO bad (demons don't forget, after all).
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