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trechriron
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« on: December 17, 2009, 04:13:05 PM »

I don't know if this covered anywhere, but I would love to see guidelines and/or rules for creating a base class, expert class, and master class.  Are there rules in Spy Craft?  I want to covert Eberron to Fantasy Craft and these guidelines would help.

Thanks,
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Trentin C Bergeron (TreChriron)
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« Reply #1 on: December 17, 2009, 04:32:39 PM »

Mister Andersen did a tremendous job here : http://www.crafty-games.com/forum/index.php?topic=3175.0

Concerning Eberron, I'd swear I posted that somewhere but I can't find it anymore. Maybe I just dreamt. Anyway, I attempted to convert the Artificer as a base class, because the magic item specialist "slot" was not used in FC yet. Here it is, and in English for once:
http://www.le-scriptorium.com/uploads/file/Regles_optionnelles/Mastercraft/Classes/artificer.pdf
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MilitiaJim
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« Reply #2 on: December 17, 2009, 05:11:07 PM »

Holy crow you guys did a SWEET job.  Doesn't look broken, doesn't look lame.  Going from here to Rune Knight looks hella nice too.
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« Reply #3 on: December 17, 2009, 05:26:03 PM »

Seconding MilitiaJim's sentiment here.  I like the abilities that a Artificer can choose on the 6, 9, etc... more than the Keepers abilities at 5, 9, etc... even though they're more oriented towards item crafting.  I would like to see something like Homonculus on the Keeper actually, just because they have so little to do during combat anyway.

I just noticed that Museum of strange allows them to keep an extra prize, but its placement being identical to the Courtier's advancement makes it acceptable to be an additional 2 prizes, actually.  Alternatively, if it needs to fit the concept more, one could restate it as "You can keep an additional two magic items beyond your prize limit." which is technically less powerful than the Courtier's ability, but not by much.  Abilities on the 6, 9, etc... advancement tend to be more powerful than feats.
« Last Edit: December 17, 2009, 05:33:47 PM by Daedalus » Logged
trechriron
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« Reply #4 on: December 17, 2009, 06:19:23 PM »

Thank you!  That thread is perfect!
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Trentin C Bergeron (TreChriron)
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« Reply #5 on: December 17, 2009, 07:46:34 PM »

Concerning Eberron, I'd swear I posted that somewhere but I can't find it anymore. Maybe I just dreamt. Anyway, I attempted to convert the Artificer as a base class, because the magic item specialist "slot" was not used in FC yet.

Very nice Smiley. A couple of coments.
Core ability is vastly overpowered when used to pay rep for magic items. I would remove Legend from the equation, as legend is already giving you Rep each adventure. Even then it makes me cringe. Making each point of rep cost 25 silver might also help.

Because Genius Tinker is greatly inferior to a "flawless" ability (single skill, takes time, limited uses), with one decent upside (can be used on an error) I'd probably remove the restriction on number of uses.

Arcane Library relies on having feats which you might not have.

Arcane Experiement should probably give you a number of choices you can scribe, rather than unlimited choices. Infinite = busted.

Museum of the strange should probably mirror the Courtier ability as others have described.

Be aware that Attune magic Item can be hideously abused by creating magic items, and then giving them away for rep you can use for anything.

And god made... So, I can shapechange a bank into a pocketwatch, stick it in my pocket and walk away with it? Would give serious consideration to keeping the same size, and possibly additional safeguards on this.
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« Reply #6 on: December 18, 2009, 05:10:46 AM »

Very nice Smiley. A couple of coments.
Thank you. Smiley
Core ability is vastly overpowered when used to pay rep for magic items. I would remove Legend from the equation, as legend is already giving you Rep each adventure. Even then it makes me cringe. Making each point of rep cost 25 silver might also help.
1 Rep = 25s seems good to me. One of my big questions was actually concerning this equation.
Because Genius Tinker is greatly inferior to a "flawless" ability (single skill, takes time, limited uses), with one decent upside (can be used on an error) I'd probably remove the restriction on number of uses.
I don't know. I actually based its mechanics on the Wheelman's ability. It might seem weaker than "flawless" abilities at first, but the number of skills concerned increases at levels 11 and 19.
Arcane Library relies on having feats which you might not have.
That's precisely why it's a "choice" ability. If you don't have the feats, you don't take it.
Arcane Experiement should probably give you a number of choices you can scribe, rather than unlimited choices. Infinite = busted.
Definitely.
Museum of the strange should probably mirror the Courtier ability as others have described.
Indeed, I completely missed Hoard.
Be aware that Attune magic Item can be hideously abused by creating magic items, and then giving them away for rep you can use for anything.
Yop, I didn't even consider that characters could earn Reputation by selling items. Would it be unfair to forbid such an attempt? Or maybe I could mention that selling items for Rep is much less effective than one could expect (after all you're actively selling), with maybe a 1/5 ratio?
And god made... So, I can shapechange a bank into a pocketwatch, stick it in my pocket and walk away with it? Would give serious consideration to keeping the same size, and possibly additional safeguards on this.
Well, changing something into a pocket watch was the exact idea. But indeed, it might prove too much a gamebreaker. Keeping the Size might solve this issue, true. I'll add this restriction for now and look at how it works on a playtest.

As soon as I can, I add these remarks to the class and update the file. Thanks a lot to you all.
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« Reply #7 on: December 18, 2009, 06:38:55 AM »

@ OP,

You should also have a look at this thread for some possible rules for Eberron conversions.
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