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Author Topic: Toolkits - So, What Do You Want to See?  (Read 9070 times)
gaghiel42
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« Reply #45 on: March 18, 2009, 04:11:45 PM »

Oh, I'm sure there will be plenty in the FC book already (and hopefully ways to convert other d20 products) but, I'm just saying that small PDF monster compendiums as they themselves come up with more (or creative people, etc) would be cool.  If they had new systems like Fragile minds to toss in with it, all the better.  But, new things/ideas and etc that the game is sure to spawn needs a good PDF or 5 to fill that can eventually become a 'monster book' of some sort for us to pick up in print form.

Another thing would be a system for hit location and a critical hit chart that could be added to the game for extra fun.  Maybe some happy middle ground between Hackmaster and Dark Heresy.
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« Reply #46 on: March 18, 2009, 04:26:22 PM »

Fantasy Craft will include full NPC creation and conversion rules and a healthy bestiary/rogue's gallery. Additional NPC/monster PDFs are something we're looking at but plans have yet to firm up.

As for critical hit tables... maybe, as part of some PDF at some point. The big issue whether they'd have any mechanical effect. If they do, then people start to try and game them, which is counter-productive.
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« Reply #47 on: March 18, 2009, 04:31:41 PM »

I think the biggest benefit you'd get out of a hit location chart would be deciding how well armored you are at certain spots.  For instance, Dark heresy has 5 hit locations and those same 5 spots are the various areas that armor can cover.  As far as a critical hit chart, it would be purely for effect, although you could add things in like temporary negatives, like shooting someone in the arm might give him a -1 to attack for the next attack or some such.  Plus, it gives you more fun tweaking rules if you want, you can take em or leave em.  How else is someone gonna lose an arm otherwise?  Smiley

The same could be said for the Fragile minds and the slowly drive you crazy rules.  The critical hit chart could easily just make for a more crunchy/bloody combat if people are into that sorta stuff.
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« Reply #48 on: March 19, 2009, 12:01:05 AM »

How else is someone gonna lose an arm otherwise?  Smiley

That's what the Table of Ouch if for.
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« Reply #49 on: March 19, 2009, 01:08:54 AM »

That celebrated Table of Ouch!
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« Reply #50 on: March 19, 2009, 02:09:34 AM »

Will it be making a comeback in FC?
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« Reply #51 on: March 19, 2009, 08:20:28 AM »

It's appearing for sure. We like it too much Smiley
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« Reply #52 on: March 24, 2009, 05:57:18 PM »

Heh - I would like to see scavenging rules that actually work. Tongue (Currently tearing the Frankenstein that I created into its component corpses....)

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« Reply #53 on: March 24, 2009, 06:08:45 PM »

Heh - I would like to see scavenging rules that actually work. Tongue (Currently tearing the Frankenstein that I created into its component corpses....)

Hopefully Fantasy Craft will hook you up. It's got scavenging rules (as part of treasure and separately), though they're necessarily a bit abstract.
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« Reply #54 on: April 09, 2009, 09:01:50 PM »

Cool!

I am so very much looking forward to Fantasy Craft. Smiley

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« Reply #55 on: April 26, 2009, 08:28:04 PM »

Expanded rules for contagions, including radiation, cumulative poisons, and disease. Planning out Fallout makes the rad rules something that I need to work on, the core rules seem to assume a uniform dose, rather than accumulation over time, not to mention things like Rad-X that reduces the level of contagion. (Not to mention feats/perks that require a certain level of radiation poisoning. Ghoulification comes to mind.)

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« Reply #56 on: April 26, 2009, 09:14:37 PM »

Yeah, that would help me out for my godzilla campaign too.  I need rules for radiation damage.
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« Reply #57 on: June 29, 2009, 07:29:10 PM »

Hmmm, something that would be handy for anything from steampunk engineers to FantasyCraft gnomish Tinkers to Thomas Swift style pulp to post apocalyptic scavengers cobbling together scraps and springs to create vehicles - rules for MAD SCIENCE!

Most likely tied to the rules for complex tasks, with the possibility of things going wrong, but still leaving the item being created functional. Just, quirky (and sometimes dangerous). The current rules can be used, but result in devices that are somewhat... tame. Smiley

The Auld Grump, mad engineering actually... putting science (and pseudoscience) to use in new and interesting ways.
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« Reply #58 on: June 30, 2009, 09:29:19 AM »

Most likely tied to the rules for complex tasks, with the possibility of things going wrong, but still leaving the item being created functional. Just, quirky (and sometimes dangerous).
What about functioning in a way the creator did not intend.  Trying to build an espresso machine and getting a bomb, for example.  Or what should be a mobile saw with scythes on the outside for driving through the ranks of enemy infantry ending up a merry-go-round.
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« Reply #59 on: June 30, 2009, 08:47:21 PM »

Most likely tied to the rules for complex tasks, with the possibility of things going wrong, but still leaving the item being created functional. Just, quirky (and sometimes dangerous).
What about functioning in a way the creator did not intend.  Trying to build an espresso machine and getting a bomb, for example.  Or what should be a mobile saw with scythes on the outside for driving through the ranks of enemy infantry ending up a merry-go-round.
Hmmm, has anyone seen either Leonard of Quirm or Bergholt Stuttley Johnson around here lately?

Yes, the unexpected aspect of mad science is what is missing. The best rules that I have seen for such was in the old Deadlands game (and is why I am so very, very disappointed with Savage Worlds - mad science is just another form of magic.  Undecided ) OGL Steampunk had neat rules too.

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