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Author Topic: New to FantasyCraft  (Read 2133 times)
Stacie_GmrGrl
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« on: February 10, 2010, 04:16:36 AM »

Hi everybody, I'm new to FantasyCraft  Grin and so far this game is wicked cool.  Way better than 3.5/Pathfinder any day of the week. 

So.... as a new person to this awesome looking game, I was wondering if any of you have any advice to give about the game, like what are common pitfalls to look for to avoid, or anything at all really???

One question in specific is, how easy or hard is it to create a new Race?  And why don't Giants have any Attribute bonuses?  And why do Unborn get shafted with Racial Traits, and if they don't, then please somebody give me the lowdown on why anybody would play one beyond a conceptual reason?  And, just to understand, whenever somebody plays a spellcaster, they pick all their spells they know during character creation from among all the levels, and that's all they know, right?

Ok, more than one question, but I'll leave it at that for now.

My first post here, and it won't be my last.  Smiley 

I already have a campaign setting in mind using this beast of a game, I've already made my alignments and set up my Campaign Qualities, and sort of came up with a couple new ones for this specific campaign idea, but I'll post all those on another day.
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« Reply #1 on: February 10, 2010, 04:43:26 AM »

Welcome to the forums, Stacie!

One question in specific is, how easy or hard is it to create a new Race?

On the surface it's actually pretty straight-forward. There's a system for making Races, Talents, and Specialities, with some pretty good guidelines available on the Wiki. Basically, you purchase abilities up to a total of 7. Some abilities cost more points than others, and the ones that hinder the race (like the Orc's light sensitivity) give you a few more points to play with.

The real trick with making new races is coming up with something that is balanced, while still fun for a player to use, and staying true to the fluff of the race.

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And why do Unborn get shafted with Racial Traits, and if they don't, then please somebody give me the lowdown on why anybody would play one beyond a conceptual reason?

A lot of the goodness of playing an Unborn is in being a construct. There are some definate bonuses that come with that. Plus, playing an Unborn allows you to take a number of very fun Species feats (like Floater and Special Construction).

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And, just to understand, whenever somebody plays a spellcaster, they pick all their spells they know during character creation from among all the levels, and that's all they know, right?

Not quite. You are able to pick more spells as you progress in level (via Class Abilities, Feats, etc). You get a lot at 1st level, but that's not all you'll ever get.

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My first post here, and it won't be my last.  Smiley

Always good to hear Smiley
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« Reply #2 on: February 10, 2010, 04:49:51 AM »

Hi everybody, I'm new to FantasyCraft  Grin and so far this game is wicked cool.  Way better than 3.5/Pathfinder any day of the week. 

So.... as a new person to this awesome looking game, I was wondering if any of you have any advice to give about the game, like what are common pitfalls to look for to avoid, or anything at all really???

Read the book a couple of times, and also the QnA thread [or just check the Masterlist thread, for any questions you come up with].

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One question in specific is, how easy or hard is it to create a new Race?  And why don't Giants have any Attribute bonuses?  And why do Unborn get shafted with Racial Traits, and if they don't, then please somebody give me the lowdown on why anybody would play one beyond a conceptual reason?

Its pretty easy to make new races, just try to avoid the pitfall of making a race just because you want to paly it.  Also feel free to post your creations up here for advice / evaluation.

Giants don't get Attribute bonuses because they don't need them.  They don't need Constitution, because they get 1.5x Con for wounds, making them super hard to kill, they don't need Strength, because they can already lift a small sedan as a light load, and I don't know about you, but I dont' see Giants as needing to have higher mental attributes then all the other races, or being super dexterous.  I thought the same way you did at first, but I'm playing a giant now, and absolutely loving it.

Unborn get the short end of the stick because they have the mother of all racial traits, the Construct type.  Check the type's out on page 226.  Construct is a beast.  So they get a handful of penalties to offset the benefits of being a construct.  I played one before my giant in the same campaign, and he was a monster.

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And, just to understand, whenever somebody plays a spellcaster, they pick all their spells they know during character creation from among all the levels, and that's all they know, right?

The rule is: Its up to the GM [you could rule that if you find a scroll you can scribe it, or every time they get more wisdom or spellcasting ranks they get more spells known].  The general way most people that I know of run it is you get more known as the contributing factors increase. [Usually 1 spell known per level, so it benefits the caster to pick up a few higher level spells from the outset].

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My first post here, and it won't be my last.  Smiley 

I already have a campaign setting in mind using this beast of a game, I've already made my alignments and set up my Campaign Qualities, and sort of came up with a couple new ones for this specific campaign idea, but I'll post all those on another day.

Welcome aboard.  Like I said check the FAQ mega-thread, and read the book a couple times, it takes a little getting used to but well worth any extra effort.
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« Reply #3 on: February 10, 2010, 07:37:52 AM »

Hi everybody, I'm new to FantasyCraft  Grin and so far this game is wicked cool.  Way better than 3.5/Pathfinder any day of the week.

Welcome. Smiley 

So.... as a new person to this awesome looking game, I was wondering if any of you have any advice to give about the game, like what are common pitfalls to look for to avoid, or anything at all really???

Well, the most common one is probably approaching the game as another D&D variant. There are a lot of similarities, but Fantasy Craft's family tree split off of D&D back in the early days of 3.0. Things work different and often have different base assumptions. So when you run across something that doesn't make sense or seems out of whack, try forgetting D&D for a second and reading it again. Smiley

Also, FC requires you to GM, so dig the viking hat out. Wink There will be places the rules are fuzzy or silent compared to 3.X, and a systems potentially open to abuse unless you keep a tight watch on them, and some that would be fine for some players and not for others. The primary example is anything that gives the players access to the NPC system. Nothing, including Animal Partners or Personal Lieutenants enters the game without GM approval. The biggest thing to watch for is probably anything that grants incorporeal when the player will think nothing of sacrificing the NPC.

One question in specific is, how easy or hard is it to create a new Race?

Pretty easy, the point values are in the wiki, and Morgenstern (aka Scott Gearin) posted a better attribute list.

And why don't Giants have any Attribute bonuses?

They have the highest land speed, increased carrying and lifting ability and more wounds (from being large), a natural attack, resistances to being pushed around and critical injuries, and a further boost to carrying ability. They're also 2x2 and have a reach of 2. These work slightly differently in FC then D&D, but they're not to be sneered at.

And why do Unborn get shafted with Racial Traits, and if they don't, then please somebody give me the lowdown on why anybody would play one beyond a conceptual reason?

Do you need another? That said, read the Construct type on page 226. That should explain where all their design points went. Smiley Also, check out the Fey type while you're there since Elves are different here. Smiley Same with Beast since it's one of the balance points for Drakes that they don't have hands.

And, just to understand, whenever somebody plays a spellcaster, they pick all their spells they know during character creation from among all the levels, and that's all they know, right?

Their known spells are equal to Wisdom + Spellcasting Ranks. It doesn't matter when you're determining it. If their Wisdom permanently increases, they learn new spells. If they gain ranks in Spellcasting they learn new spells. The Spell Library feat works the same, it changes the above equation to Wisdom + Ranks + Lifestyle. When lifestyle goes up, so does the number of know spells.

Ok, more than one question, but I'll leave it at that for now.

My first post here, and it won't be my last.  Smiley 

I already have a campaign setting in mind using this beast of a game, I've already made my alignments and set up my Campaign Qualities, and sort of came up with a couple new ones for this specific campaign idea, but I'll post all those on another day.

No sweat, welcome aboard, looking forward to it, etc, etc, yadda yadda. Smiley
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« Reply #4 on: February 10, 2010, 09:05:15 AM »

.....just try to avoid the pitfall of making a race just because you want to paly it.
But then what's the point of having all that power?

*shifty eyes*

MWAHAHAHAHAHAHAHA!!!!

Okay, sorry, I like being silly.  But I really don't consider wanting to play the race a bad reason to create it: if you personally like the idea then maybe others will like the idea for the same or similar reasons.  Plus if you like something chances are it won't feel as awkward to use in world creation.
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« Reply #5 on: February 10, 2010, 09:26:11 AM »

Okay, sorry, I like being silly.  But I really don't consider wanting to play the race a bad reason to create it: if you personally like the idea then maybe others will like the idea for the same or similar reasons.  Plus if you like something chances are it won't feel as awkward to use in world creation.

Probably should have put the emphasis on the word "just".  Making a catgirl race because you think it would fit your game, great idea.  Changing elves to better suit your world, also great.  Making a race that is just a list of your favourite benefits, with no real regard for fluff, in my opinion, bad idea.
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« Reply #6 on: February 10, 2010, 10:13:31 AM »

Making a race that is just a list of your favourite benefits, with no real regard for fluff, in my opinion, bad idea.
But who doesn't want to be a Space Pirate Amazon Ninja Catgirl?  (And what is wrong with those people?)  Cheesy
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Stacie_GmrGrl
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« Reply #7 on: February 10, 2010, 05:37:16 PM »

Making a race that is just a list of your favourite benefits, with no real regard for fluff, in my opinion, bad idea.
But who doesn't want to be a Space Pirate Amazon Ninja Catgirl?  (And what is wrong with those people?)  Cheesy

I want to bbe a Space Pirate Amazon Ninja Catgirl  Wink  That'd be so fun... Anime style of course.

Thanks for the answers...the kind of race i want to make is a ratling race, sort of like skaven from warhammer, only more accepted in some of the 12 nations of my world.  I already changed Elves to Dex+2, Wis+2, Con-2 because the elves in my world are pretty nimble and lithe.  I think the Unborn will be the machine like mechanical constructs of the world, maybe rename them Iron Forged or something...and I will check out page 226 for the Construct type. 

Thanks again for welcoming me.  I will be posting more.  I'm going to try to create the rat race now that I have those links, see what I can come up with and then let you all rip it apart... I mean, give me constructive feedback   Grin
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« Reply #8 on: February 10, 2010, 06:40:00 PM »

Making a race that is just a list of your favourite benefits, with no real regard for fluff, in my opinion, bad idea.
But who doesn't want to be a Space Pirate Amazon Ninja Catgirl?  (And what is wrong with those people?)  Cheesy

Thats the opposite of what I meant though, thats a great concept, getting given mechanics.  Not a great set of mechanics being forced into a concept.
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« Reply #9 on: February 11, 2010, 09:07:10 AM »

Welcome to the boards Stacie! I am AKA Sangrolu on RPGnet.

Thanks for the answers...the kind of race i want to make is a ratling race, sort of like skaven from warhammer, only more accepted in some of the 12 nations of my world.  I already changed Elves to Dex+2, Wis+2, Con-2 because the elves in my world are pretty nimble and lithe.  I think the Unborn will be the machine like mechanical constructs of the world, maybe rename them Iron Forged or something...and I will check out page 226 for the Construct type.

Before you tweak elves too hastily, one thing to consider is that Fantasy Craft tried to make your first level feat an extension of the "purchase price" for races, and one elf species feat (Hart Nation? I think) is a "wood elf" which already has +2 dex.

But if +2 dex for all elves fits your game, then go for it. I think the Crafty gang designed many races with +4's (or potential for +4) to make it a bit more than what you could expect out of a human talent, which generally maxes out at +2 to a stat.

As for construct, the short story is that they are immune to a whole bunch of stuff.
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« Reply #10 on: February 11, 2010, 11:32:23 AM »

Space = Campaign setting
Pirate = Corsair talent
Amazon = Base class (Scout or Soldier will likely do)
Ninja = Expert class
Catgirl = Custom species

Grin
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« Reply #11 on: February 11, 2010, 11:38:28 AM »

Space = Campaign setting


And when is Farthest Star coming then.....  *ducks and runs*
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« Reply #12 on: February 11, 2010, 11:57:20 AM »

I could tease mercilessly, since I am still visibly working on it (check over in the License to improvse area, several related discussios going on), but fact of the matter is without a publisher, I'm mostly just refining what I have. When I can connect the dots in a way that allows the project to pay my rent for at least a month or two, you may hear a bit more on the subject.
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« Reply #13 on: February 11, 2010, 05:51:15 PM »

Is it not going to run through Crafty? Or does it not fit well in the MasterCraft ideal?
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Stacie_GmrGrl
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« Reply #14 on: February 11, 2010, 06:23:28 PM »

Ok I won't tweak any of the races in the book except replace the Unborn in my setting with the Ratling race I am developing...

So, in my setting there are 12 Nations, each named after one of the 12 signs of the Zodiac, and there are 12 Races in the book, but for this setting the Unborn are not going to fit, so I am replacing them... with Ratlings.

Ratlings are scavengers.  They prowl the streets, live in secrets, basically disliked by everybody else, even Goblins look down on them.  But Ratlings really don't care, they do their own thing, and they tend to go where nobody else wants to go, so in a way they are a necessary blight that, while the other races might not want them or even like them, members of the other races sort of depend on the Ratlings.

So, they are the ultimate scavengers.  They go everywhere, hear things, and learn things that nobody else wants them to know.  Sewers are just as good for them as the five star inn down the road. 

Despite all this, as one of the 12 chosen intelligent races of the Zodiac, they have their place in the world.

Side note: I love the alignment system in FC, it allowed me to create a Alignment Path structure for each of the 12 Zodiac signs.  Smiley  It's so awesome.

Here's my preliminary stats for the Ratlings -- feel free to give advice and what not on what could be a better possible fit for an ability or whatever... especially for Attributes.  Point Cost in brackets.

Ratlings
Attributes: - +2 Con, -2 Cha [1.5]
Size: Small [1.5]
Base Speed: 30ft
Iconic Classes [-1]: Burglar or Scout (I could see Explorer instead of Scout here)
Iconic Specialties [-1]: Adventurer, Criminal, Fighter, Miner, Rogue, Shaman, Swindler, Tribesman, Vanguard, Warden (I could see a couple changing)
Reviled -10 [-1,5]
Achilles Heal (Flash Damage) [-.5]
Enlightened Survival [1]
Enlightened Crafting [1]
Iron Gut [1]
If I Recall....  or Thick Hide [2]
Natural Attack I (Bite) [0.5]
Darkvision II [1.5]

The reason for If I Recall... ability is because Ratlings go everywhere, and hear things, and just gain random bits of knowledge, which is why a lot of people tend to go to them for information, despite the fact that no one wants to really go to them.  But I could also see them having some kind of thick hide, but I think the Knowledge boost from If I recall.... is neat Smiley

The one area where I am really not sure about for them is their Attributes.  I gave them the lowered Charisma, but then I'm not sure if they should because they are Reviled also.  But it does fit.  I wasn't sure about Constitution or maybe Wisdom for the bonus +2.

And....I was wondering if perhaps I can work in them having a natural ability to run on all 4's instead of just two legs.  I wouldn't know how many points an ability like that would be.  Would that just be saying they have a normal 30ft speed, but when on all four's they move at 40ft? 

I gave them Crafting for more uniqueness, as I figure since they are scavengers they tend to tinker a lot, get their muzzles into things, and figure out how things work...but I could also see Stealth being a skill, but that's too obvious, and Crafting sort of sets them apart. 

Advice please?  Smiley  Its my first race, so be nice, but firm. 
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