Author Topic: Iron Kingdoms for Fantasy Craft?  (Read 23239 times)

cbooth

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #120 on: August 17, 2011, 08:33:57 AM »
What's in the Adventure Companion that the IK setting would benefit from?  I don't have that book yet, but am interested in getting it.

aegis

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #121 on: August 17, 2011, 08:45:36 AM »
If you're planning on urban intrigues, the Emissary is the perfect base class for investigators types. The Gallant is also a great choice for courtiers or erudites who also can fight with a light blade. Finally the Regent is an excellent master class for PCs who would gain an important social status. Plus there are many many interesting feats, including a host of splinter-race feats that emulate various classical fantasy variants, some of them looking strangely like IK's species. Crunch-wise, excellent. And I'm not even talking about the three settings that come first.

Coyote0273

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #122 on: August 17, 2011, 02:01:19 PM »
What's in the Adventure Companion that the IK setting would benefit from?  I don't have that book yet, but am interested in getting it.

The AC has some new classes that might be of use, and all of the already released Call to Arms classes (except the arcane ones) that have been released. Plus, it has a whole buttload of new feats, tricks, and other options as well as 3 settings.

As far as IK goes, the racial feats like aegis suggested fit real well, there's even a sidebar that suggests a bunch of feats to create races in well known books/games, Iron Kingdom races being some of them (gobbers and Nyss elves for instance). It doesn't do much to advance to the Industry age well, but it covers lots of other options that might be of use.

Krensky

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #123 on: August 17, 2011, 02:50:58 PM »
It also expands the equipment list, give rules for cyphers and codes, and adds a bunch of new materials.

Most of the gear may need reskinning for use outside it's setting, but I used the materials in the AC to represent 'Cold Iron', Mithril, Adamantine, etc.
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cbooth

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #124 on: August 17, 2011, 02:56:52 PM »
Awesome, thanks for the heads up!
I appreciate any and all advice and tips for IK to FC.  Lots of stuff to go over, trying to cram it all in and maintain the unique feel of the genre.  Anyone else run this with favorable results?

100Rabbits

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #125 on: August 19, 2011, 11:15:39 PM »
If you made any changes, what were they?  Did your players enjoy the conversion, or are they more loyal to the original rules (3.5)?
We (my current group) hadn't ever played the game in 3.5. I believe the players liked the conversion. They had reservations about Fantasy Craft though, but we worked these out.

What reservations are you talking about? I'm scheduling my own group to a 3.5 IK --> FC IK conversions... and, let's just say that the tides are running high...

And, for the guy asking for a for a english version of Aegis amazing document. I'm currently translating it, but it might take a while. Just reached B, and I'm working from my High School level french lessons and google translate here.

aegis

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #126 on: August 20, 2011, 02:12:33 AM »
We (my current group) hadn't ever played the game in 3.5. I believe the players liked the conversion. They had reservations about Fantasy Craft though, but we worked these out.
What reservations are you talking about? I'm scheduling my own group to a 3.5 IK --> FC IK conversions... and, let's just say that the tides are running high...
Oh, little things.
We started the Witchfire campaign at Level 3 and the Mage complained he didn't have Scorching Rays and Invisibility and powerful spells like that. But it went better when he discovered he had quite a lot of skills he could use and also cool non-offensive spells.
They didn't like fighting undeads, at all. I must say it's also frustrating for the GM to play dummy skeletons after a few hours. Their favorite fight of the first scenario was when the assassins ambushed them at Fort Rhyker! Hopefully, there are much less undeads in the rest of the campaign.
One of them played a non-social-at-all trollkin brawler. Oh, he was quite invincible in close quarters but he got sick of his character after the first scenario. I told him not to min-max his guy and try to be a little bit more flexible. His next character was much more interesting to play.
And, for the guy asking for a for a english version of Aegis amazing document. I'm currently translating it, but it might take a while. Just reached B, and I'm working from my High School level french lessons and google translate here.
The bestiary, right? Because the conversion guide is already available in English. I believe it's an even more recent version than the French one...  :p

100Rabbits

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #127 on: August 20, 2011, 02:35:00 AM »
Bestiary ofc.  ;D

And concerning the Witchfire.
After Part 1, it's a more diverse pack of enemies you get.
A Fool's Errand is filled with gangers and a Thrullg
Shadows of the Exile gives you such exciting opponents as Cyriss Cultists, Gatorfolk and Inquisitors, not to mention Skorne.
The Umbral  Spiral is still the forces of Vinter, and a single Umbral Reaver.
And the Legion of Lost Souls give you some more undeads, and Part II & III is going to be played in my group tonight.
« Last Edit: August 20, 2011, 02:40:21 AM by 100Rabbits »

cbooth

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #128 on: August 22, 2011, 08:07:11 AM »
I have a question regarding the Warcaster Master Class in the IK conversion.  At 2nd level, the Warcaster gains Circle of Power I, granting the ability to cast level 1 spells or lower.  What if you are playing a Mage and already have access to this ability?  This occurs again with Circle of Power II at 4th level.  What happens when you're character has an ability and another class grants the same, redundant ability?

Bill Whitmore

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #129 on: August 22, 2011, 09:32:33 AM »
Abilities with Roman Numerals are referred to as Legacy abilities.  Circle of Power, Dark Vision and Evasion are some examples of Legacy abilities.

When you have a legacy class ability from more than 1 source, you sum the roman numerals up to a maximum of what is available for any of the classes that is giving you the legacy ability.

So if you have Circle of Power III from Mage and Circle of Power II from Warcaster, you would be treated as having Circle of Power V.
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aegis

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #130 on: August 22, 2011, 10:01:39 AM »
Like he said.

Spellbound should clarify that specific ability a bit more, but Bill's point is worth for all legacy abilities.

cbooth

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Re: Iron Kingdoms for Fantasy Craft?
« Reply #131 on: August 22, 2011, 08:00:34 PM »
Thanks for the clarification!
My group has started up an IK game using the FC conversion rules and so far it's been good.  There has been some doubt, especially from one player that really loved the original 3.5 rules and IK books.  Lots of back and forth as to which system is "better" for IK and whatnot.