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Author Topic: Two questions on Fantasy Craft....  (Read 3228 times)
Krensky
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« Reply #45 on: July 07, 2010, 06:02:37 AM »

That's just keeping it nice and consensual, things can get so much worse from here. 

That poor dragon!

Talk about uncomfortable back story.
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Doublebond
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« Reply #46 on: July 07, 2010, 06:05:45 AM »

That's just keeping it nice and consensual, things can get so much worse from here. 

That poor dragon!

Talk about uncomfortable back story.

The logistics are what make it so mind boggling.
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MilitiaJim
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« Reply #47 on: July 07, 2010, 06:10:49 AM »

D
That's just keeping it nice and consensual, things can get so much worse from here. 
That poor dragon!
Talk about uncomfortable back story.
The logistics are what make it so mind boggling.
No more mind boggling, and much less comfortable, than Anglic and Devilish Heritage.
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Doublebond
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« Reply #48 on: July 07, 2010, 06:12:22 AM »

That's just keeping it nice and consensual, things can get so much worse from here.  
That poor dragon!
Talk about uncomfortable back story.
The logistics are what make it so mind boggling.
No more mind boggling, and much less comfortable, than Anglic and Devilish Heritage.

Of course, one has to wonder who the...eh..."aggressive party" was in that union.
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Cherrypie
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« Reply #49 on: July 07, 2010, 06:32:57 AM »

That's just keeping it nice and consensual, things can get so much worse from here.  
That poor dragon!
Talk about uncomfortable back story.
The logistics are what make it so mind boggling.
No more mind boggling, and much less comfortable, than Anglic and Devilish Heritage.
Of course, one has to wonder who the...eh..."aggressive party" was in that union.
It clearly was the angel; otherwise, we'd have to rate this board Mature.
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Morfedel
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« Reply #50 on: July 07, 2010, 12:20:22 PM »

Happiness!

Of course, that's the wagon before the horse. I'll have to actually GET FC first. Don't quite have the cash yet, and since my wife is struggling with finding a job and we are adopting 3 kids, it might be a few months. Luckily, since my game group dissolved  Sad and the second printing isn't out yet, I suppose I'm not in a terrible rush.

My beneficence is as limited as it is fickle, Morfedel, but you have earned it. When you are ready for the book, it's on me.

That's... If that is a serious offer, I am left somewhat speachless.

I do want this book, rather badly; but I am not one to take gifts like this from strangersd lightly, nor do I wish to take advantage of the good will of others.

If you are serious, and it isn't some major effort for you (such as you are very well off or have extra copies not being used) I'm half inclined to accept; I was eyeballing waiting for the second printing, but if this is an extra copy you don't need, well, I certainly won't be choosy.

But only if you are sure, and only if it is a trivial expenditure on your part. If so, then please accept my most sincere thanks - or rather, thank you either way regardless.

Quote
On topic, several good points have already been made regarding the various ways that origin and class satisfy the character concept. Talents and Specialties provide the distinction between simply saying "burglar" for example rather than "expert treasure hunter", Bilbo likely being an Explorer notwithstanding. Each combination will produce a different play experience; the only "optimal" choice being whatever best duplicates the character you have envisioned.

As mentioned earlier by Militia Jim, Sorceror is nearly the sole avenue for taking two species feats at first level, allowing full progression in a Heritage/Legacy chain or other fun combinations. It is also one of just two specialties granting Terrifying Look.

Wizard, I'll admit seemed tailor made for the mage and its Spellbound brethren. Still, it does grant three nifty perks not bundled in any other specialty and provides additional utility to some Sages and certain expert classes if you can take the long view.  The charlatan angle has been presented but many more possibilities appear when you file down the serial numbers and ignore the fluff.



Yeah, I'm beginning to see how wrong I was hehe!
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Blankbeard
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« Reply #51 on: July 07, 2010, 01:10:37 PM »

A while back I had more disposable income than I do now and I bought several effects based magic systems then promptly forgot about them.  True Sorcery was one of them so time permitting I wouldn't mind trying to hack on it. I'll start a thread in the License to Improvise section after I have a chance to look through it. 

I can see some easily convertible parts, but the use of really high DC's (and correspondingly high bonuses) seems arbitrary.  Then again, I haven't looked through everything yet.
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Morfedel
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« Reply #52 on: July 07, 2010, 01:33:17 PM »

A while back I had more disposable income than I do now and I bought several effects based magic systems then promptly forgot about them.  True Sorcery was one of them so time permitting I wouldn't mind trying to hack on it. I'll start a thread in the License to Improvise section after I have a chance to look through it. 

I can see some easily convertible parts, but the use of really high DC's (and correspondingly high bonuses) seems arbitrary.  Then again, I haven't looked through everything yet.

I had not heard of Elements of Magic: Mythic Earth until today, so I'm tempted to investigate it and compare it to TS.

I'll be happy to assist in the thread you start.

As for the high DCs, it was for a reason; it was molded off of how the Black Company's magic was portrayed; that powerful magic was invredibly hard to cast unless you took a lot of extra time or you were very high level.

In other words, weaker spellcasters could, eventually, accomplish what more powerful ones could - with a high expenditure in time and resources.

Meanwhile, weaker spells that took moderate effort and a bit extra time at lower levels would become increasingly trivial at higher levels.

To use an example, a 5th level caster in this system has a very dufficult time casting a fireball with all the auto attributes that a standard 3.5 wizard can do easily.

However, a 1st level wizard can cast some semblance of a fireball too - with a great deal of effort and a very very long casting time.

Furthermore, they can fuse spells together for weird combo effects.

So, yes, the high DCs are intentional. It also helps balance out their much greater flexibility.
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Morfedel
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« Reply #53 on: July 07, 2010, 10:28:44 PM »

uhm.... got a chance to thumb through the book a bit more from my acquaintance at the game store...

how do casters learn new spells? I can't seem to find the rule for it. Spellbooks like 3.x D&D? Gaining more by increased ranks in Spellcasting? Something else?

In fact, ARE there spellbooks? I get it that they don't have to memorize spells, but still...

Anyway, thanks in advance!
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Crafty_Pat
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« Reply #54 on: July 07, 2010, 10:44:46 PM »

how do casters learn new spells? I can't seem to find the rule for it. Spellbooks like 3.x D&D? Gaining more by increased ranks in Spellcasting? Something else?

In fact, ARE there spellbooks? I get it that they don't have to memorize spells, but still...

Both of these questions are left to the GM to decide, as they depend wildly on your world and story. Additional clarification and guidance is provided in the Second Printing and Spellbound.

(Before anyone asks, I only just finished bookmarking the Second Printing 20 minutes ago - seems like everyone on earth needed something from me in the last 48 hours - and I still have to finalize the sheets, upgraded preview, and iconics. More than likely, we're looking at early to mid-tomorrow. Thanks for your patience.)
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« Reply #55 on: July 08, 2010, 01:23:03 AM »

uhm.... got a chance to thumb through the book a bit more from my acquaintance at the game store...

how do casters learn new spells? I can't seem to find the rule for it. Spellbooks like 3.x D&D? Gaining more by increased ranks in Spellcasting? Something else?

In fact, ARE there spellbooks? I get it that they don't have to memorize spells, but still...

Anyway, thanks in advance!

The default way is that you begin with a number of spells equal to your Wisdom Modifier + Ranks in Spellcasting (+ Lifestyle if you take the Spell Library feat). These spells can be of any level, not just what you can cast (future investments/prior knowledge/ect). When any of those factors in the equasion go up, so do your number of spells. The how's and why's, as Pat said, are in the GM's hands. Scrolls, research, spellbook copying, absorbing energy from fallen opponents... whatever you want.
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Crafty_Pat
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« Reply #56 on: July 08, 2010, 02:55:01 AM »

The default way is that you begin with a number of spells equal to your Wisdom Modifier + Ranks in Spellcasting (+ Lifestyle if you take the Spell Library feat). These spells can be of any level, not just what you can cast (future investments/prior knowledge/ect). When any of those factors in the equasion go up, so do your number of spells. The how's and why's, as Pat said, are in the GM's hands. Scrolls, research, spellbook copying, absorbing energy from fallen opponents... whatever you want.

My apologies, if that was your question and I missed the intent.
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Mister Andersen
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« Reply #57 on: July 08, 2010, 03:36:09 AM »

uhm.... got a chance to thumb through the book a bit more from my acquaintance at the game store...

how do casters learn new spells? I can't seem to find the rule for it. Spellbooks like 3.x D&D? Gaining more by increased ranks in Spellcasting? Something else?

In fact, ARE there spellbooks? I get it that they don't have to memorize spells, but still...

Pat and Alex have said previously that these answers will be answered in detail in upcoming Spellbound releases.
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Morfedel
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« Reply #58 on: July 08, 2010, 07:14:38 AM »

The default way is that you begin with a number of spells equal to your Wisdom Modifier + Ranks in Spellcasting (+ Lifestyle if you take the Spell Library feat). These spells can be of any level, not just what you can cast (future investments/prior knowledge/ect). When any of those factors in the equasion go up, so do your number of spells. The how's and why's, as Pat said, are in the GM's hands. Scrolls, research, spellbook copying, absorbing energy from fallen opponents... whatever you want.

My apologies, if that was your question and I missed the intent.

Yeah, that was it. I didn't see anywhere where it said "Whenever your spellcasting ranks or wisdom goes up, so do your number of spells."  Then again, like I said, I don't have regular access to the book.

No big deal though. Thanks for being so quick to respond!

So where does it say that, for further reference? Or was that something that was accidentally left out of the 1st printing and is being added in the 2nd printing?
« Last Edit: July 08, 2010, 07:17:51 AM by Morfedel » Logged
Morfedel
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« Reply #59 on: July 08, 2010, 07:16:36 AM »

uhm.... got a chance to thumb through the book a bit more from my acquaintance at the game store...

how do casters learn new spells? I can't seem to find the rule for it. Spellbooks like 3.x D&D? Gaining more by increased ranks in Spellcasting? Something else?

In fact, ARE there spellbooks? I get it that they don't have to memorize spells, but still...

Pat and Alex have said previously that these answers will be answered in detail in upcoming Spellbound releases.

I know they were addressing a wide variety of issues with Spellbound; I'm new to the forums though, and if they answered it here, I missed it.

Aside from that, telling me the issue will be answered in the future doesn't help me if I plan on running a game now.  If I can get my hands on a copy, I may start a game online or something.
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