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Author Topic: Fantasy Craft Second Printing Q&A Thread  (Read 79674 times)
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« Reply #1065 on: March 20, 2012, 02:19:02 AM »

The way I see it, your normal prize limit is the amount of prizes you're able to keep without worry.  That's the level where your own reputation discourages thieves from trying anything.  Or your karma is strong enough to keep anything bad from happening.  Or whatever explanation your setting allows.  But if you go beyond that, then your own reputation/karma/whatever is no longer enough to keep all of your prizes safe and the GM can take some away from you.

So the Vault room in a holding would be a safe (or at least safer) place that you can store some extra magic items.  The benefit would be that the GM can't just casually steal them, but instead needs to have or create an NPC or group that is capable of getting past your holding's defenses.  It also makes it a little safer for you because you're less likely to be interrupted by the Dread Pirate Roberts while out adventuring.  Instead he'll just try to take your stuff out of your vault while you're away.  It's not really a long term solution for prize management, but if you were already at your prize limit, having a vault in your holding might let you hang on to your current prizes and still keep the (steal, thanks Antilles) famous Singing Sword of Elven Kings that you just found on your last adventure.  At least until you can get your renown up.  Assuming your GM is in a generous mood.  And even if not, that means you were robbed by the Dread Pirate Roberts!  How cool is that!?

So yeah, not the most effective use of 10 Rep, but then neither are Holdings in the first place, most of the time.  It's there at least as much for narrative reasons as anything else.
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« Reply #1066 on: March 20, 2012, 06:43:47 PM »

Prizes aren't necessarily the typical magic sword or armor either. They could be something big, like a large magical cauldron, wagon, or boat even; items that players may not want to take with them (or could not in some cases). They may also be in possession of a highly sought after item but don't want to take it out adventuring so they lock it up to keep it safe in the vault.
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« Reply #1067 on: March 20, 2012, 10:36:36 PM »

So the Vault room in a holding would be a safe (or at least safer) place that you can store some extra magic items.  The benefit would be that the GM can't just casually steal them, but instead needs to have or create an NPC or group that is capable of getting past your holding's defenses.  It also makes it a little safer for you because you're less likely to be interrupted by the Dread Pirate Roberts while out adventuring.  Instead he'll just try to take your stuff out of your vault while you're away.  It's not really a long term solution for prize management, but if you were already at your prize limit, having a vault in your holding might let you hang on to your current prizes and still keep the (steal, thanks Antilles) famous Singing Sword of Elven Kings that you just found on your last adventure.  At least until you can get your renown up.  Assuming your GM is in a generous mood.  And even if not, that means you were robbed by the Dread Pirate Roberts!  How cool is that!?

This, mostly. How secure a Vault is in your game is really a matter of world, story, your group and table dynamics, and your GM's preference.

Me? I'd probably only breach a Vault specifically to move the story along, and only when it felt like the best call for the long game. I'd also give the players plenty of chances to regain their stuff, because stealing from the party without compensating cool in terms of adventure and other possible upgrades is just mean.

YMMV, of course. Wink
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« Reply #1068 on: March 21, 2012, 09:28:21 PM »

Thanks all Smiley

Another question, this time for my own drake character. Besides the spell Fly I, I don't see anywhere that describes heavy armor/load interfering with winged flying . Does it not, or am I just missing it?

Thanks again.
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« Reply #1069 on: March 21, 2012, 11:37:41 PM »

Another question, this time for my own drake character. Besides the spell Fly I, I don't see anywhere that describes heavy armor/load interfering with winged flying . Does it not, or am I just missing it?
My interpretation would be...

Heavy Load's "and you move at only 1/2 Speed (rounded up)" and Armor's "a penalty applied to the wearer’s Speed (to a minimum of 5 ft.)." applies to ALL modes of movement, including Flight, with the exception of the spell which acts a little differently because it isn't normal movement, its a spell. Its very short term so it can be slightly better than normal movement modes. However I would still apply the armor speed reduction as the spell says nothing about making an exception for armor as it does for Load.  JMHO.

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« Reply #1070 on: March 21, 2012, 11:39:17 PM »

Well, yes, the normal penalities would apply. I was just wondering if there might have been anything in addition to that.
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« Reply #1071 on: March 22, 2012, 12:00:06 AM »

You'll take the armor penalty to Acrobatics and Athletics.
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« Reply #1072 on: March 22, 2012, 09:48:33 AM »

As a GM I would import the 3e DnD rule that you can't fly while carrying more than your light load (which, for a large character is still going to be considerable).  And, now that I take a closer look, I think that rule may already be in place.  According to the Flyer Mobility section for NPCs on page 227, flying characters use acrobatics to make maneuver checks.  Maneuver checks normally apply to mounts, and is how you get them to do athletics/acrobatics actions like jump and swim.  That doesn't really seem to apply, so in this case I think we're just being told to use the modifiers from the maneuver chart for making those checks.  The only ones that seem relevant to a flying character are break fall, jump, and push limit.  Jump specifically cannot be used while wearing full armor or carrying a heavy load.  If jump is intended to be the limiting factor on how fast a flying character can gain altitude, then it would stand to reason that it cannot be done at all with a heavy load.  Of course that's mostly logic and inference, I could be way off.  And it only makes partial sense.  For instance, a walking character would be able to walk up a slope while carrying a heavy load, so why not a flying character?

However, you are correct that within the RAW, flight, even winged flight does not seem to be treated any differently than any other kind of movement with regard to armor or encumbrance.  Including being unable to jump in flight while encumbered, whatever that means.
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« Reply #1073 on: March 22, 2012, 12:51:34 PM »

Should Harm ever provoke a save vs Massive Damage or Critical Injury?  I'm just curious about intent here.
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« Reply #1074 on: March 22, 2012, 05:39:58 PM »

Another question, this time for my own drake character. Besides the spell Fly I, I don't see anywhere that describes heavy armor/load interfering with winged flying . Does it not, or am I just missing it?
My interpretation would be...

Heavy Load's "and you move at only 1/2 Speed (rounded up)" and Armor's "a penalty applied to the wearer’s Speed (to a minimum of 5 ft.)." applies to ALL modes of movement, including Flight, with the exception of the spell which acts a little differently because it isn't normal movement, its a spell. Its very short term so it can be slightly better than normal movement modes. However I would still apply the armor speed reduction as the spell says nothing about making an exception for armor as it does for Load.  JMHO.

This is the intent of the RAW, yes.

Well, yes, the normal penalities would apply. I was just wondering if there might have been anything in addition to that.

Nope. We like to keep things simple whenever possible.
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« Reply #1075 on: March 22, 2012, 05:40:31 PM »

Should Harm ever provoke a save vs Massive Damage or Critical Injury?  I'm just curious about intent here.

Per the intent of the RAW, yes - though your group's GM may rule otherwise on a case-by-case basis.
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« Reply #1076 on: March 27, 2012, 07:01:23 AM »

Technically about the Adventure Companion:

The Path of Purity under the Monk's 4th step ability lets you cast "Remove Curse II" 1/scene. That spell doesn't seem to be detailed in the corebook or the AC.
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« Reply #1077 on: March 27, 2012, 07:13:52 AM »

Technically about the Adventure Companion:

The Path of Purity under the Monk's 4th step ability lets you cast "Remove Curse II" 1/scene. That spell doesn't seem to be detailed in the corebook or the AC.

Lift Curse, page 135 of FC.
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« Reply #1078 on: April 21, 2012, 06:43:46 PM »

Not really a question, but I'm wondering if the following two sentences contain a typo:

p. 253, Angel entry
"Though their individual appearance varies wildly and can change between visitations, they’re naturally winged humanoids, often with perfect features and a welcoming aura. Depending on their native pantheon, they sometimes have an extra pair of wings, a wreath of flames, or a welcoming aura."

No it's not going to matter, but there's no Errata thread.
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« Reply #1079 on: April 22, 2012, 05:02:31 AM »

How does one handle:
   Grappling a blinded opponent?
   Grappling in the dark?
The action is an Melee Attack Action but does not use BAB. Do you apply the attack adjustment to the attackers Athletics skill check, does the defender suffer any penalty to thier athletics check?. Read the text for blinded then for grapple, its not clear how or even if being blinded afffects grapple.
I'd mostly like to hear interpretations of RAW rather than house rules of any one table.
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