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Author Topic: Fantasy Craft Q&A Thread!  (Read 136839 times)
pawsplay
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« Reply #1635 on: March 27, 2010, 11:24:33 AM »

I just checked. OGC Small eagles have Str 10.
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delroland
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« Reply #1636 on: March 27, 2010, 11:44:46 AM »

Not really a question per se, but I wanted to suggest a change to the number of spells known by arcane casters in Fantasy Craft. Namely, I think the Wisdom score + Spellcasting ranks value should be the maximum number of spells the character can know, but that the character should start with their Wisdom modifier plus Spellcasting ranks of spells already known, chosen or randomly generated (per individual campaign rules) from spell levels that they can cast. This allows players to grow their repertoire as their Wisdom score and ranks in Spellcasting increase but without overwhelming the player with building a spellbook to last through level 20 right out of the gate. Of course, the Mage class would still grant the four bonus chosen 0th-level spells, so, for example, a level one Mage with max ranks in Spellcasting and a Wisdom of 14 would start with ten 0th-level spells (much more manageable than the 22 of any level they start with now).

Then you simply add a Reputation cost to learn new spells during downtime, like (level + 1)x5 or (level)x10 min5 Reputation with a requirement of (Renown) equal to the level of spell desired. These would be randomly generated, whereas the Spell Library feat would allow you to cherry pick which two spells you wanted.
« Last Edit: March 27, 2010, 11:49:34 AM by delroland » Logged
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« Reply #1637 on: March 27, 2010, 12:14:59 PM »

This section is one of the parts of FC that's in the most need of clarification. The way arcane casters learn spells is in a big burst (when they gain first rank in Spellcasting, they learn a number of spells equal to ranks in Spellcasting + Wisdom score), then gradually (+1 for each increase in Wisdom or Spellcasting, plus any from feats, class abilities, etc.). Many people have missed the second part of this equation from the existing text, and we WILL be cleaning that up in the upcoming errata.

The concept of spending Rep to learn new spells is something I like (I actually added it as part of the Vancian Magic campaign quality I built on the boards a few weeks back), and we also have a campaign quality for Lost Magic which will let you do something similar. We can continue to explore this idea in Spellbound, as well.

Thanks for the suggestion!
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aegis
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« Reply #1638 on: March 27, 2010, 01:09:01 PM »

The concept of spending Rep to learn new spells is something I like (I actually added it as part of the Vancian Magic campaign quality I built on the boards a few weeks back), and we also have a campaign quality for Lost Magic which will let you do something similar. We can continue to explore this idea in Spellbound, as well.
That would be nice. I really hope Spellbound will come along with a handful of interesting Sorcery qualities that not only affect they way magic works, but also how spells are learned, cast, spell points regained, etc. Smiley
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« Reply #1639 on: March 27, 2010, 04:13:44 PM »

The concept of spending Rep to learn new spells is something I like (I actually added it as part of the Vancian Magic campaign quality I built on the boards a few weeks back

Since I missed this campaign quality, and it's a pretty neat option, anyone who, like me, saw this and thought "What? Where?" here's a link to the post: http://www.crafty-games.com/forum/index.php?topic=3650.msg61492#msg61492

That being said, I know it's not the place for it, but this is the sort of thing I'd really like to see in Spellbound (along with all the other cool stuff I already know is going to be in there, including, I guess, suggestions of exactly this kind of thing).
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« Reply #1640 on: March 27, 2010, 04:41:59 PM »

Well, one request for the magic system at some point would be a verb-noun magic system ala Ars Magica.
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« Reply #1641 on: March 27, 2010, 04:59:04 PM »

Well, one request for the magic system at some point would be a verb-noun magic system ala Ars Magica.

We've batted an idea like that around (Pat and I are both a HUGE fans of effects-based systems; Mage 2nd Ed is still in my top 3 RPGs of all time), but such a system is not going to be part of Spellbound, as it would require a deprogramming of the entire system. If/when we get around to something more fluid, it'll be something seperated from what we've currently got.
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« Reply #1642 on: March 27, 2010, 05:04:13 PM »

Well, one request for the magic system at some point would be a verb-noun magic system ala Ars Magica.

This would be brilliant as well, maybe we could organize a forums effort and get something fan made put together (also, Alex, Mage is fantastic, still makes a couple of my player's eyes cross though)
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« Reply #1643 on: March 27, 2010, 05:35:20 PM »

Well, one request for the magic system at some point would be a verb-noun magic system ala Ars Magica.

This would be brilliant as well, maybe we could organize a forums effort and get something fan made put together (also, Alex, Mage is fantastic, still makes a couple of my player's eyes cross though)

The easiest, both in terms of work and balancing, might be to take Elements of Magic, use the Spells Known from FC for Spell Lists known, the Spllcasting check to cast, the Circle of Power abilities to limit the SP expenditure. Sticking point would be the potintial need to change the SP progression to match the MP progression in EoM to account for the differences in FC spells vs EoM spell lists.
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« Reply #1644 on: March 28, 2010, 04:46:44 AM »

If/when we get around to something more fluid, it'll be something seperated from what we've currently got.
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« Reply #1645 on: March 28, 2010, 11:36:45 PM »

In regards to player races that grant natural attacks (drake, giant, rootwalker): are natural attacks covered under the unarmed proficiency? If not, do these characters start with proficiency in their natural attacks, and can one spend a proficiency on a "natural attack forte"?

Drake breath weapon: does this ability require an attack roll on targets in the line (or cone/sphere with feats)? Or is it more like spells, where the effect always hits but targets get saving throws? I would suggest the latter, as forcing an attack roll (using the race's worst stat) then allowing saving throws makes the ability kind of worthless.

Interests: I'd suggest adding a sidebar in the second printing including a list of "generic" example Studies just to give players (and new GM's) a guideline to which they can compare the relative power of their own home-brewed Studies. Also, no examples of languages are given; is this intentional? Is there a default of some sort, i.e. racial versus regional languages, or is this left wholly to the purview of the GM?

Drake equipment: I assume drakes can't use weapons or armor unless they have the "Drake" quality? What about regular equipment? This information should be noted in the race's writeup. Some art of a drake using equipment would be nice as well, just to help with visuals.

Armored mages: does armor have any sort of negative impact on spellcasting? I couldn't find anything saying it does, but I wanted to make sure I haven't missed anything.

XP value of monsters: am I right in assuming a 50XP NPC is worth 50XP regardless of Threat Level, thus meaning players level up more slowly at high levels? I have nothing against this, but I wanted to make sure I was reading it right. Also, I really like the generic NPC stats and their inherent scalability. The idea that I can run any Fantasy Craft adventure at any level is very appealing.

Priests and alignment Paths: can a level one Priest with the Blessed feat start with two steps in a single Path, or must they choose the first step in two different Paths?
« Last Edit: March 28, 2010, 11:50:36 PM by delroland » Logged
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« Reply #1646 on: March 29, 2010, 12:16:51 AM »

In regards to player races that grant natural attacks (drake, giant, rootwalker): are natural attacks covered under the unarmed proficiency? If not, do these characters start with proficiency in their natural attacks, and can one spend a proficiency on a "natural attack forte"?

Natural attacks are a subset of unarmed attacks.

Drake breath weapon: does this ability require an attack roll on targets in the line (or cone/sphere with feats)? Or is it more like spells, where the effect always hits but targets get saving throws? I would suggest the latter, as forcing an attack roll (using the race's worst stat) then allowing saving throws makes the ability kind of worthless.

It's a balancing thing. Roll one attack versus those in the line. Then they save for half. It's weakish versus Specials, but powerful against Standards/

Interests: I'd suggest adding a sidebar in the second printing including a list of "generic" example Studies just to give players (and new GM's) a guideline to which they can compare the relative power of their own home-brewed Studies. Also, no examples of languages are given; is this intentional? Is there a default of some sort, i.e. racial versus regional languages, or is this left wholly to the purview of the GM?

Linguistics are setting specific. There's a semi-default of racial languages and common in the iconics.

Drake equipment: I assume drakes can't use weapons or armor unless they have the "Drake" quality? What about regular equipment? This information should be noted in the race's writeup. Some art of a drake using equipment would be nice as well, just to help with visuals.

No, they need special gear all the time. Part of not having thumbs.

Armored mages: does armor have any sort of negative impact on spellcasting? I couldn't find anything saying it does, but I wanted to make sure I haven't missed anything.

Nope. Armored cast away. If you don't like it, add Spellcasting to the list of skills affected by ACP.

XP value of monsters: am I right in assuming a 50XP NPC is worth 50XP regardless of Threat Level, thus meaning players level up more slowly at high levels? I have nothing against this, but I wanted to make sure I was reading it right. Also, I really like the generic NPC stats and their inherent scalability. The idea that I can run any Fantasy Craft adventure at any level is very appealing.

You forgot to multiply it by the TL. Using your 50XP example:

Standard NPC: (50 / Number of players) * number of NPCs * Threat Level.
Special NPC: 50 * number of NPCs * Threat Level

Priests and alignment Paths: can a level one Priest with the Blessed feat start with two steps in a single Path, or must they choose the first step in two different Paths?

Acolyte and Blessed both say the first step. So first step in two different paths.
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« Reply #1647 on: March 29, 2010, 12:19:26 AM »

Drake equipment: I assume drakes can't use weapons or armor unless they have the "Drake" quality? What about regular equipment? This information should be noted in the race's writeup. Some art of a drake using equipment would be nice as well, just to help with visuals.

The writeup states that Drakes are "Large (2×3) quadruped beast", and the description of beasts on page 226 imposes the equipment limit.

XP value of monsters: am I right in assuming a 50XP NPC is worth 50XP regardless of Threat Level, thus meaning players level up more slowly at high levels?

No. See Applying XP on page 342.
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« Reply #1648 on: March 29, 2010, 05:57:22 AM »

Drake breath weapon: does this ability require an attack roll on targets in the line (or cone/sphere with feats)? Or is it more like spells, where the effect always hits but targets get saving throws? I would suggest the latter, as forcing an attack roll (using the race's worst stat) then allowing saving throws makes the ability kind of worthless.

It's a balancing thing. Roll one attack versus those in the line. Then they save for half. It's weakish versus Specials, but powerful against Standards.

Yeah, but as a ranged attack, the drake will not hit very often considering their low dex. It just seems kind of dumb to have a cool racial ability tied to the race's worst stat. Plus from a descriptive standpoint, when the attack hits, say, all but the second of four target in the line, that doesn't make much sense: does the line jump over the second guy? And if we consider a drake with the improved area breath weapon feat, the situation becomes even more ridiculous.  I really think eliminating the attack roll is the best way to go here.

I mean, there really isn't any other example in Fantasy Craft of an area attack using an attack roll, except maybe to determine whether or not the attack scatters. And even then, there's no attack roll against targets after ground zero has been determined.

Drake equipment: I assume drakes can't use weapons or armor unless they have the "Drake" quality? What about regular equipment? This information should be noted in the race's writeup. Some art of a drake using equipment would be nice as well, just to help with visuals.

No, they need special gear all the time. Part of not having thumbs.

You can't buy the "drake" quality for mundane gear, though. Does that mean drakes flat-out can't use kits? That pretty much gimps them for Crafting, Medicine, and Spellcasting (among others).
« Last Edit: March 29, 2010, 06:05:58 AM by delroland » Logged
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« Reply #1649 on: March 29, 2010, 06:00:56 AM »

You can't buy the "drake" quality for mundane gear, though. Does that mean drakes flat-out can't use kits? That pretty much gimps them for Crafting, Medicine, and Spellcasting (among others).

If we leave spellcasting aside for the moment — you try giving first aid or putting together an Ikea flat pack without the benefit of opposable thumbs!
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