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Author Topic: Fantasy Craft Q&A Thread!  (Read 135990 times)
Crafty_Alex
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« Reply #900 on: October 19, 2009, 04:57:27 PM »

Proficiency only affects damage when you're making the base attack on page 206. In most if not all other cases, damage will be fixed by the character option granting the attack.

The answer is, there IS no example. A natural attack's damage is not affected by lack of a proficiency.
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« Reply #901 on: October 19, 2009, 05:00:52 PM »

So if I have a natural attack as a PC character option, I need the unarmed proficiency to be proficient with that attack. I think you missed what happens in terms of damage if I use my natural attack without the unarmed proficiency -- is it replaced in all cases (slam, bite, etc) with the standard 1d3 subdual damage?

Nope. You missed my answer... Wink

I'm not seeing it I'm afraid.  Sad Maybe an example of Slam (essentially analogous to an unarmed attack) versus bite or gore (not so much) might be useful please?
My take, is that natural attacks suffer a -4 penalty (if you don't have the unarmed prof) but are other wise unaffected by the unarmed proficiency damage calculation, instead doing damage based off the type listed on table 6.4(page 237)
I would also rule that you could not apply tricks to natural attacks with out the unarmed proficiency as a penalty, instead of the -4 to hit.
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Crafty_Pat
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« Reply #902 on: October 19, 2009, 09:14:11 PM »

My take, is that natural attacks suffer a -4 penalty (if you don't have the unarmed prof)

Plus error range increasing by 2, but yes. Smiley
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« Reply #903 on: October 20, 2009, 10:25:36 PM »

that seems kinda strange that players playing as say Saurians would be unproficent with their jaws or tail
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Bill Whitmore
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« Reply #904 on: October 20, 2009, 10:41:57 PM »

that seems kinda strange that players playing as say Saurians would be unproficent with their jaws or tail

Doesn't seem any more strange than most people not knowing how to fight with their hands and feet.
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« Reply #905 on: October 20, 2009, 10:45:42 PM »

Can Level 1 feats with the

"drop 2 off an attribute to gain another level 1 feat"

be taken multiple times? (lots of arms)
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« Reply #906 on: October 20, 2009, 10:51:22 PM »

Feats can only be taken once unless they specifically say otherwise.
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« Reply #907 on: October 20, 2009, 10:54:34 PM »

Unless a feat says otherwise, you can only take each feat once (so no multi-multi-multi-armed unborn, for instance). As long as they are different feats, you can stack up on them (so you can make a floating, multi-legged, multi-armed special construction unborn for only -6 attributes).
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« Reply #908 on: October 21, 2009, 08:32:53 AM »

I don't think I've seen this asked anywhere, but how does Beastmaster interact with someone who has more than one Animal Partner, and how does should it interact with someone with the Lancer core ability? 

There are only two ways I can see to get more than one animal partner (Lifetime Companion, Path of Beasts), but it seems in the right campaign you can do both and have 3- and that would be a pretty fearsome set of opponents after some Beastmaster levels.
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Crafty_Pat
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« Reply #909 on: October 21, 2009, 01:20:42 PM »

that seems kinda strange that players playing as say Saurians would be unproficent with their jaws or tail

Doesn't seem any more strange than most people not knowing how to fight with their hands and feet.

Exactly. There are clumsy humans - I know, I'm one of them. Wink Why should Saurians and other critters with natural attacks dodge that universal constant?
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« Reply #910 on: October 21, 2009, 02:50:04 PM »

that seems kinda strange that players playing as say Saurians would be unproficent with their jaws or tail

Doesn't seem any more strange than most people not knowing how to fight with their hands and feet.

Exactly. There are clumsy humans - I know, I'm one of them. Wink Why should Saurians and other critters with natural attacks dodge that universal constant?

A Saurian outside of the norm (not tribal) may or may not be proficient.  It's a great proficiency in terms of returns, but I could see Saurian Keepers and Courtiers defaulting to ranged weapons or black powder instead.

Since I'm here, I might as well ask something.  When Keepers get Bright Idea, should they be allowed to use the re-roll during a mid-session downtime? 
The Downtime rules say "During this period, characters may not use abilities or other character options with a limited number of uses per scene, adventure, or session." but I wonder if the re-rolls from Bright Idea were meant to be used for some of the advanced Medicine uses for downtime or mainly for other skills.  I would like input as to when this would come in most handy otherwise.
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Crafty_Pat
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« Reply #911 on: October 21, 2009, 03:24:28 PM »

Since I'm here, I might as well ask something.  When Keepers get Bright Idea, should they be allowed to use the re-roll during a mid-session downtime? 

I don't see why not.
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« Reply #912 on: October 21, 2009, 07:24:01 PM »

NEAT!  Also, something about Scouts:  Does their Keen Senses ability only increase their total sense range by 20, or does it increase the increment? p. 49

Also for Ambush Basics, you can set up an Ambush in two rounds, but Ambush Supremacy allows you to take 10 minutes to increase the Threat range by four.  Isn't this benefit negated since the Ambush Basics allows a character to now take 20 on an ambush in 20 x 2 rounds = 4 minutes?
« Last Edit: October 21, 2009, 07:32:14 PM by Daedalus » Logged
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« Reply #913 on: October 21, 2009, 08:43:28 PM »

NEAT!  Also, something about Scouts:  Does their Keen Senses ability only increase their total sense range by 20, or does it increase the increment? p. 49

I'd say the increments.

Also for Ambush Basics, you can set up an Ambush in two rounds, but Ambush Supremacy allows you to take 10 minutes to increase the Threat range by four.  Isn't this benefit negated since the Ambush Basics allows a character to now take 20 on an ambush in 20 x 2 rounds = 4 minutes?

I'd rather have a threat or critical on an Ambush check over taking 20.
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Daedalus
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« Reply #914 on: October 21, 2009, 11:01:54 PM »

Also for Ambush Basics, you can set up an Ambush in two rounds, but Ambush Supremacy allows you to take 10 minutes to increase the Threat range by four.  Isn't this benefit negated since the Ambush Basics allows a character to now take 20 on an ambush in 20 x 2 rounds = 4 minutes?

I'd rather have a threat or critical on an Ambush check over taking 20.

According to the rules, taking 20 is the same as a rolled natural, from p. 65: "As with taking 10 there is no roll; the result is calculated as if he’d rolled a natural 20."

Although I may misunderstand and they can't be activated...
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