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Author Topic: Fantasy Craft Q&A Thread!  (Read 135946 times)
Njall
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« Reply #735 on: October 07, 2009, 11:39:54 AM »

Isn't grappling an Athletics(str) check? Furthermore, either a -1 to reflex saves makes your character pretty much unplayable, or I'd say that a +2/+3 to your attack and damage(because focusing on 1 stat is way easier than trying to keep 2 on par ) and a +4/+5 defense is a pretty good deal for a slightly lower reflex save if you are a melee focused guy, especially considering that, to my knowledge, there are no save or die that require a reflex save.
Anyway, I asked my question and got my answer, let's not derail this thread any further...

My error, I meant tripping, but that does not change that you can't dump any stat to play 'optimization' games. The game tends to punish such attempts, especially at low levels.


IMHO, any game that gives you a significant number of options lets you optimize. For example, in this case I'd just take Strong as a talent ( +1 size when resisting a  trip or bullrush, offsetting that -1 dex pretty easily ), and grab that +2 str in the process (+1 attack, damage, defense and Initiative).

@Desertpuma:
Yeah, but dumping a single stat ( Dex in this case ) is not "overspecializing", IMO...it's just...dumping a stat. Dex is not that useful in a social context; it's useful in combat, when making reflex saves and for balance/acrobatics checks. Either anyone that's not trained in Acrobatics/Balance is screwed by the time he's 4/5th level, or he can survive with a low dexterity. This leaves us with just a low reflex save.
The problem with the feat ( IMHO, of course ) is just that it bypasses the problem you're describing, and it allows you to overspecialize without paying a cost.
Furthermore, what you're describing has more to do with the tone and scope of the campaign than with game rules: if you're playing, say, an investigative campaign, obviously your social skills will be pretty important. If you're just in for a dungeon crawl, not so much Smiley

Anyway, I feel I've threadjacked enough for tonight...if you want to discuss the issue any further elsewhere, I'll gladly partecipate, but I'd rather not risk a warning or a ban with just 5 posts Tongue
Otherwise, we can just agree to disagree and move on Smiley
« Last Edit: October 07, 2009, 11:41:29 AM by Njall » Logged
MugMug
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« Reply #736 on: October 07, 2009, 09:50:34 PM »

Anyway, I feel I've threadjacked enough for tonight...if you want to discuss the issue any further elsewhere, I'll gladly partecipate, but I'd rather not risk a warning or a ban with just 5 posts Tongue
Otherwise, we can just agree to disagree and move on Smiley

Things are pretty relaxed around here; I wouldn't worry about warnings/bans for this kind of discussion.

That being said, it would be more pertinent in another thread. Tongue

Walter
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Daedalus
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« Reply #737 on: October 08, 2009, 12:53:38 AM »

That being said, it would be more pertinent in another thread. Tongue

Walter

I created a thread called "Martial Arts" to handle the discussion.  How do you insert URL's?  I'm going to try to figure it out, particularly the way where you put the address in but the http isn't shown, just a select word/words like "Martial Arts Thread".

Martial Arts Thread

Success!  Learning is fun!
« Last Edit: October 08, 2009, 12:56:41 AM by Daedalus » Logged
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« Reply #738 on: October 08, 2009, 02:18:45 AM »

The book mentions that ranged attack spells are subject to deviation. Deviation is dependent on the number of range increments and while I can find that for Ranged/Hurled weapons, I'm at a loss for spells.

My instinct is to say that for the purposes of deviation each attack spell range increment is equal to 1/10 of the spell's maximum Distance (rounded up).
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« Reply #739 on: October 08, 2009, 03:49:55 AM »

Quick questions on Attribute increases:

If a character increases its Con so that the modifier increases, does that retroactively apply to the total Vitality? i.e. Con modifier increases from +2 to +3 at level 4, does that add an additional 3 Vitality on top of the x+Con mod for 4th level?

On a similar note, does that apply to skill points retroactively if the character's Int modifier is increased through Arcane Might or standard level increases?
« Last Edit: October 08, 2009, 03:52:39 AM by Arakor » Logged

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« Reply #740 on: October 08, 2009, 03:52:20 AM »

Lifestyle

Been generating a Mage character for a friend of mine.
At 5th level, she's has a Lifestyle of +4 which she's split into +2 Panache and +2 Prudence. Her Wizard speciality gives her Thrifty which increases her Prudence by +2 so does that affect her overall Lifestyle to +6?
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Mister Andersen
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« Reply #741 on: October 08, 2009, 04:38:19 AM »

Quick questions on Attribute increases:

If a character increases its Con so that the modifier increases, does that retroactively apply to the total Vitality? i.e. Con modifier increases from +2 to +3 at level 4, does that add an additional 3 Vitality on top of the x+Con mod for 4th level?

On a similar note, does that apply to skill points retroactively if the character's Int modifier is increased through Arcane Might or standard level increases?

Yes. However this also means that if your Int Mod drops, you also retroactively lose skill ranks
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« Reply #742 on: October 08, 2009, 07:02:13 AM »

Yes. However this also means that if your Int Mod drops, you also retroactively lose skill ranks

Okay ... but that's only if it's a permanent reduction according the Impairment paragraph on pg. 9, am I correct?
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« Reply #743 on: October 08, 2009, 07:23:48 AM »

Lifestyle

Been generating a Mage character for a friend of mine.
At 5th level, she's has a Lifestyle of +4 which she's split into +2 Panache and +2 Prudence. Her Wizard speciality gives her Thrifty which increases her Prudence by +2 so does that affect her overall Lifestyle to +6?

One of the Crafty games said "yes" to this, if only as a means of simplifying bookkeeping and whatnot.  It might be in this very thread, but I can't seem to find it.
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Mister Andersen
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« Reply #744 on: October 08, 2009, 07:37:21 AM »

Yes. However this also means that if your Int Mod drops, you also retroactively lose skill ranks

Okay ... but that's only if it's a permanent reduction according the Impairment paragraph on pg. 9, am I correct?

Any permanent alteration to your stats retroactively affects all dependent values, for good or ill.
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Crafty_Alex
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« Reply #745 on: October 08, 2009, 08:14:21 AM »

Yes. However this also means that if your Int Mod drops, you also retroactively lose skill ranks

Okay ... but that's only if it's a permanent reduction according the Impairment paragraph on pg. 9, am I correct?

Yes.
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Crafty_Alex
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« Reply #746 on: October 08, 2009, 08:15:08 AM »

Lifestyle

Been generating a Mage character for a friend of mine.
At 5th level, she's has a Lifestyle of +4 which she's split into +2 Panache and +2 Prudence. Her Wizard speciality gives her Thrifty which increases her Prudence by +2 so does that affect her overall Lifestyle to +6?

Yes - it's just too hard to go back and have to review all the places you may get a boost then reverse engineer - easier to simply look at your overall lifestyle and call it good.
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Sletchman
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« Reply #747 on: October 08, 2009, 09:52:01 AM »

Can the Monster Slayer target folk? Or do they do so by sup-species? [Dwarf, Elf, etc?]
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Crafty_Pat
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« Reply #748 on: October 08, 2009, 10:11:56 AM »

Can the Monster Slayer target folk? Or do they do so by sup-species? [Dwarf, Elf, etc?]

Go read the sidebar. Smiley
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Crafty_Alex
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« Reply #749 on: October 08, 2009, 11:41:44 AM »

Can the Monster Slayer target folk? Or do they do so by sup-species? [Dwarf, Elf, etc?]

What Pat said. Here's our opinion: we advise GMs against allowing targeting of Types (beasts, horrors, etc) as that becomes pretty dang broad. If you choose a Folk species - and you can - you are not making the most some of your core abilities, which rely on the target to have natural/extraordinary attacks.
« Last Edit: October 08, 2009, 11:44:25 AM by Crafty_Alex » Logged

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