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Author Topic: Fantasy Craft Q&A Thread!  (Read 135989 times)
Krensky
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« Reply #915 on: October 21, 2009, 11:29:02 PM »

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...

Next paragraph:

Quote from: Fantasy Craft, page 65
In both cases there was no roll, so the character may not spend an action die to boost the result. Also, a character taking 10 or 20 may not score a threat nor be activated as a critical success (see right).
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« Reply #916 on: October 21, 2009, 11:50:26 PM »

I've got a question about team checks.
The number of characters in a team makes no difference to the chance of success? Especially in the case of only one character needing to succeed?  Isnt it more likely that a group of 6 characters is going to spot an ambush more regularly than if there was only one of them?
What about attribute tests?  If  two characters try to push open a door together do they have no more chance of succeeding than if only the strongest of the two tried solo?
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spinningdice
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« Reply #917 on: October 22, 2009, 06:12:51 AM »

That's really up to the GM running the game, for Notice checks, the person with the highest skill rolls, it is assumed he's the best at spotting and if he doesn't see it no-one else has a chance.
For opening a door, I'd probably a bonus for assistance.
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Sletchman
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« Reply #918 on: October 22, 2009, 06:25:17 AM »

Above team checks is cooperative checks, use that in suitations that seem appropiate [such as the forcing a door open, or a whole team scanning the horizon, or really whatever the GC feels like].
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« Reply #919 on: October 22, 2009, 08:12:58 AM »

That's really up to the GM running the game, for Notice checks, the person with the highest skill rolls, it is assumed he's the best at spotting and if he doesn't see it no-one else has a chance.
The only problem I see with this is that you are leaving the entire situation to a single player's die roll. If you have 6 people that would normally be 6 chances for success. The PC with a +10 to the skill could still roll worse than the lucky roller with a +2 to the skill. That just overly penalizes poor luck IMO.
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« Reply #920 on: October 22, 2009, 08:15:04 AM »

That's part of the point of a team check.
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« Reply #921 on: October 22, 2009, 08:32:10 AM »

The only problem I see with this is that you are leaving the entire situation to a single player's die roll. If you have 6 people that would normally be 6 chances for success. The PC with a +10 to the skill could still roll worse than the lucky roller with a +2 to the skill. That just overly penalizes poor luck IMO.

Just as a point of note, I generally let all my players roll [because I agree with you], justified as:

PC1: I'm an expert at this, let me look at it.
PC2: *walks up and casually succeeds* "Oh it works like this".
PC1: Lucky guess. *pouts*

If its a team check they all roll, and the highest result has bonuses added to it, as if the most skilled / lucky took over at some point in the check, or pointed out the others errors / gave advice.  I also limit the number of people who can roll based on the suitation.

But thats just me...
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Crafty_Alex
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« Reply #922 on: October 22, 2009, 09:58:21 AM »

The only problem I see with this is that you are leaving the entire situation to a single player's die roll. If you have 6 people that would normally be 6 chances for success. The PC with a +10 to the skill could still roll worse than the lucky roller with a +2 to the skill. That just overly penalizes poor luck IMO.

Just as a point of note, I generally let all my players roll [because I agree with you], justified as:

PC1: I'm an expert at this, let me look at it.
PC2: *walks up and casually succeeds* "Oh it works like this".
PC1: Lucky guess. *pouts*

If its a team check they all roll, and the highest result has bonuses added to it, as if the most skilled / lucky took over at some point in the check, or pointed out the others errors / gave advice.  I also limit the number of people who can roll based on the suitation.

But thats just me...

That's just a cooperative check without a defined leader. You really are easy on your players, Turnip Smiley
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Desertpuma
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« Reply #923 on: October 22, 2009, 10:01:23 AM »

I would not really call it a team check ...
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« Reply #924 on: October 22, 2009, 10:08:11 AM »

You really are easy on your players, Turnip Smiley

I've got to link this post to my players, they'd find it hilarious.

In an on topic note: Is it possible for someone to gain Fatigued II or Shaken II without gaining the first iterations? I'm asking because I'm going to convert the Goliath, and he's immune to the first variants.
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Crafty_Alex
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« Reply #925 on: October 22, 2009, 10:24:52 AM »

In an on topic note: Is it possible for someone to gain Fatigued II or Shaken II without gaining the first iterations? I'm asking because I'm going to convert the Goliath, and he's immune to the first variants.

Nope. You might just have them ignore the first instance they suffer per combat (which has approx. the same effect in play).
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Sletchman
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« Reply #926 on: October 22, 2009, 10:28:35 AM »

Thanks.

How does Divine Favour work?

It says: Effect: You gain a +1 magic bonus with attack and damage rolls equal to 1/3 your Casting Level (rounded up).

Duration is 1 minute.  So if I'm 9th level, do i gain +1 magic bonus, or +3?
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Crafty_Alex
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« Reply #927 on: October 22, 2009, 11:16:24 AM »

Thanks.

How does Divine Favour work?

It says: Effect: You gain a +1 magic bonus with attack and damage rolls equal to 1/3 your Casting Level (rounded up).

Duration is 1 minute.  So if I'm 9th level, do i gain +1 magic bonus, or +3?

Depends on your Caster Level! Presuming you've got Caster Level 9, it's +3. What is confusing you about how it works?
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Sletchman
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« Reply #928 on: October 22, 2009, 12:22:49 PM »

Thanks.

How does Divine Favour work?

It says: Effect: You gain a +1 magic bonus with attack and damage rolls equal to 1/3 your Casting Level (rounded up).

Duration is 1 minute.  So if I'm 9th level, do i gain +1 magic bonus, or +3?

Depends on your Caster Level! Presuming you've got Caster Level 9, it's +3. What is confusing you about how it works?

Mainly the wording seems like it says two things at the same time [+1, and yet also equal to 1/3 your casting level].  With the "rounded up" bit, the +1 just led me astray.  Probably just the way I'm parsing it.
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Crafty_Pat
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« Reply #929 on: October 22, 2009, 06:48:47 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

Increment
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