*EDIT* All of this is why I am posting this in the 'Mixed Feelings' thread, not starting a new thread titled 'Grrr... I hate Fantasy Craft, The Forge, Everyone and Everything! Die, Die, Die!*' tempting though it may be when trying to hammer the rules to fit a setting that I had really hoped that it could handle on its own.
* Die, Die, Die, DIE!
Seriously man, back away slowly. I can virtually guarantee you won't be satisfied with Mastercraft, even after Gear for the Ages, and I'd rather not feel responsible for a burst blood vessel. It's not worth this level of anxiety - it's a game, and if you're not enjoying it you shouldn't be playing.
The 'Die, Die, Die, DIE!
' was intended humorously, or as close to humorously as I could achieve after four hours of trying to hammer automatic weapons fire to fit Fantasy Craft. I kept running into the fact that the prices in FC have no bearing on any period of history - so while I know how much a Gatling gun cost in the real world (less than $870 in 1870 dollars - a bargain!) trying to do so for FC was an exercise in futility. The real world does not always tie price to effectiveness, but FC, for the most part, does try to do so.
Doing an identical conversion for Spycraft took less than half an hour, in large part because I could just use real world cost. Having the automatic fire rules already present, and not needing to try to match prices makes a huge difference. I just matched rate of fire, caliber, and added a few qualities (would you believe that a Gatling is inaccurate? Who knew?
) and had working numbers.
Add to this the fact that I wanted those rules and prices for the game either this coming Saturday or the next and it became very irritating indeed. There was a cap on how much time I could spend messing with this.
The game is being postponed for a week in any event - not because of the rules problems, but because I am running sound at a concert. I almost forgot about it, but had actually told everyone about it over a month ago. I could have avoided the dyspepsia and at least some of the frustration just by looking at the calendar. I will run the kids' game, then head off to Roll & Go at the Irish Heritage Center.
One problem is that FC does not go into enough detail to extrapolate from. As an example, what is the poundage of a heavy cannon in FC? With a 200 lb. listed carriage weight the thing can't be firing anything larger than a 3 lb. ball, not exactly a siege cannon, closer to a deck gun, though not the same kind listed as deck gun in the rules.... (Not really a fault this time - a deck gun was any gun that set upon the deck. So a swivel gun does count.) Any small cannon could fit the description, but it sure as heckfire ain't a heavy cannon. (A demi-cannon, firing a 12 lb. ball weighed in at 4,000 lbs....)
pretty much decided to skip MC, at least so far as any steampunk games go - this last discussion just annoyed the heck out of me, since it does not seem to need a mind reader to tell that when I said that I wanted enough information to run an Industrial game what I really meant was that I wanted enough information to run an Industrial game.
You don't need to 'live in my head' to tell that there just plain is not enough info to run an Industrial game. Given how little there was I should not have even tried to do so. And no, you did not promise the ability to do so, but I still wonder why even mention it if you aren't going to cover it?
The problem is that I really want to run modern/post modern fantasy games, and I like the FC rules for many of the components. I wanted the Gargoyles to be 'plug 'n' play' for multiple settings. There are many parts that I like enough that I don't want to give up on the game. The choking point is always that one chapter, and not even all of that chapter. But the rules in that chapter are so integrated that trying to pull one piece free causes problems in others.
On the poisons, once I decided to just completely redo the toxin rules a good deal of annoyance went away - I am breaking down poisons in a completely different fashion, and will try to make it semi compatible withSC2/MC/D20.* Prices will be closer to those of SC, simply because it is pretty easy just to look the real world prices up. (All too often 'free' would be the real world price. Sodium Azide is disturbingly easy to acquire, and is more lethal than cyanide.
A professional poisoner will charge for cyanide by effectiveness, but a home crafter may find that the stuff just grows on trees... but try not to fumble the crafting rolls. In the 1800s (and into the 1940s), cyanide could be purchased as an insecticide, you just had to sign for it in the Poisons book.
Even for the 1600s game, it suits my purposes better to be able to describe real world effects
The Auld Grump, tired enough to be approaching semi coherence....
*Tentative format -
Toxin (name of the poison), Effect/Damage and Symptoms (what it does to you, and the game effects thereof), Onset (how long until symptoms appear), Potence (save DC), duration (how long between saves), Severity (Maximum number of saves until the poison runs its course), Notes (just general stuff, ya know?). Default rule is that three successful saves in a row means that it ran its course early.
Deadly Nightshade: Dizziness and Paralysis, 1/2 hour onset, Fort. save 12, 1 hour duration, maximum of 12 saves. Note: succeeding on the initial save indicates that the victim begins vomiting, sickened
for 10 minutes, but gaining +2 to subsequent saves against the effects of the poisoning. A critically failed initial save doubles the duration of the poison. A victim can drift in and out of paralysis multiple times. Price: A walk in the woods....
*EDIT* Snipped to reduce size.