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Author Topic: Fantasy Craft Second Printing Q&A Thread  (Read 81717 times)
Kerebrus
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« Reply #750 on: May 10, 2011, 10:22:39 AM »

As we prepare for a new batch of characters and a new campaign, plenty of new ideas are popping up.  And with them come questions.

Tire, Trip, Threaten, and similar half actions.  Can they be done with various feats and gimmicks that provide free attacks? (Contempt, Charging basics, Combat Instincts, etc)

(hinged on the above answer) If you have a human talent that provides you the ability to target multiple foes with a special attack action, can you generate those multiple targeting attacks with free attacks?

has there been an official answer to the question of Martial Arts applying to natural attacks?

I am sure more will come up - that is the nature of our group
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« Reply #751 on: May 10, 2011, 11:01:18 AM »

Page 205, Second Printing: A free attack is a free-action Standard Attack.
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« Reply #752 on: May 10, 2011, 11:05:51 AM »

Reading for the win.  thank you good sir.

Mr. two shields of doom is going to have to settle for only 2 tire actions per round.
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« Reply #753 on: May 12, 2011, 07:55:03 PM »

As written, Expertise (I'm reading courtier's power play version, but applies to other classes) seems to be nearly useless for some skills like Bluff and Sense Motive that seem to be used almost exclusively in an opposed roll mode, and you can't take 10 in an opposed roll.

I think I'd add the ability to use take 10 in opposed rolls as an additional benefit of expertise.
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« Reply #754 on: May 13, 2011, 12:04:01 AM »

I've always done that too. Smiley
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« Reply #755 on: May 13, 2011, 12:43:54 AM »

"You may always take 10 with this skill"

I remember that phrase from 2.0, but searching the text for it uttery fails to find it
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« Reply #756 on: May 13, 2011, 12:50:29 AM »

"You may always take 10 with this skill"

I remember that phrase from 2.0, but searching the text for it uttery fails to find it

I'm not positive I remember it in 2.0, but I know for sure I remember it in 1.5.
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« Reply #757 on: May 13, 2011, 11:24:48 AM »

In SC2.0, it was always part of the 5th or 6th level class ability under Skill Mastery except for the Advocate who allowed it under their 4th level ability as well.
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« Reply #758 on: May 13, 2011, 05:15:24 PM »

Actually, Skill Mastery in 2.0 just lowered error range and the time it took to take 10
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« Reply #759 on: May 18, 2011, 04:27:59 AM »

Since Blindsight is essentially superior to both Darkvision I and II, does possessing it count as meeting the requirements for character options that require some form of Darkvision?
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« Reply #760 on: May 19, 2011, 05:00:19 AM »

Since Blindsight is essentially superior to both Darkvision I and II, does possessing it count as meeting the requirements for character options that require some form of Darkvision?

Not specifically, though I could see a GM making that call at his table.
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« Reply #761 on: May 20, 2011, 02:47:47 PM »

Pondering my next feat choice, and came up with a question.

Fortune's Fool (Chance Feat)
Each time you suffer a critical failure you gain a bonus d4 action die.  You may use this ability a number of times per session eaul to the number of Chance Feats you have.

Does this mean that I only gain the bonus action die when the GM activates my critical failure?  (Until he does it is merely an error)

The GM might not be so inclined to activate the failures of a fully kitted out Priest of Fortune (Action die rolls +8 for the win!) ... of course, that might be a reason to take the feat as well... sort of like critical failure protection through intimidation.
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« Reply #762 on: May 20, 2011, 03:34:01 PM »

Pondering my next feat choice, and came up with a question.

Fortune's Fool (Chance Feat)
Each time you suffer a critical failure you gain a bonus d4 action die.  You may use this ability a number of times per session eaul to the number of Chance Feats you have.

Does this mean that I only gain the bonus action die when the GM activates my critical failure?  (Until he does it is merely an error)

The GM might not be so inclined to activate the failures of a fully kitted out Priest of Fortune (Action die rolls +8 for the win!) ... of course, that might be a reason to take the feat as well... sort of like critical failure protection through intimidation.

Correct on all counts.
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« Reply #763 on: May 20, 2011, 03:37:53 PM »

Then I think I might be better served (combat wise) with Sword Basics.
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« Reply #764 on: May 21, 2011, 12:46:23 AM »

Not sure if this has been asked before, but I was wondering why the Two-Weapon feat tree is in the Basic Combat section rather than the melee combat section? it seems to make more sense in the Melee section as it requires the use of actual melee weapons, rather than a feat that can be used whether you're unarmed, melee or ranged.
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