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Author Topic: Fantasy Craft Second Printing Q&A Thread  (Read 79419 times)
Krensky
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« Reply #1095 on: April 29, 2012, 08:46:01 PM »

Actually, that isn't obvious, and it wasn't what I was refering to anyway.

I was refering to the fact that bludgeoning yourself to fail a damage save so you're 'uninjured' is abusing the rules.

My opinion on your interpertation is of course no reason to attack any one. Which would be why there was no attack.

Play however you like, but you interpertation makes the mend check largely useless if the pcs have access to any other sort of healing.
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« Reply #1096 on: April 30, 2012, 02:17:37 PM »

I'm almost sorry I asked the question now.  Sad

I think Bill's interpretation seems to make the most sense, otherwise wounds can be healed too quickly. In my game last night, the party mage lost all 6 vitality and 8 wounds. In theory she could have rested 6 hours to recover the vitality (it was just before camping for the night) and then been mended and (with moderate luck) got all wounds back instantly, saving 8 days of healing. That doesn't feel right to me, wounds should be more serious.
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« Reply #1097 on: April 30, 2012, 02:49:25 PM »

Which is also why the answer is 100% campaign specific.  In some games Wounds should be really serious business, in others they should only be serious during the fight (because you could gain more of them) and largely irrelevant afterwards.

I believe the RAW supports Bill's interpretation, but for the majority of the games I run I go with Krensky's interpretation (especially for anything that isn't a low/null magic setting).
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Crafty_Pat
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« Reply #1098 on: April 30, 2012, 05:17:59 PM »

Can Master's Touch I be used to apply specific weapon attack tricks (for instance, hammer attack tricks) to unarmed attacks, or do they have to be generic melee attack tricks?

Nope. That is outside the scope of that ability.

How would you bypass a magic trap like Glyph of Protection?  Counter Magic seems to be only usable after the spell has been triggered.

The glyph is the effect. Counter Magic works fine. Of course, you have to know the trap is there in the first place, which is more a situational / story-based concern.

Quick question about Medicine Skill: Mend. The rules state:
"With success (DC 15), the character heals 1 stable target of 2d6 damage (if the target’s a special character, this is split evenly between subdual, vitality, and wound points and the patient distributes any uneven excess)."

Does this mean the result is always split between subdual/vitality/wounds even if the target has (for instance) only taken vitality damage? So, for example, if the target has taken 6 vitality damage and the Mend result is '6', is all 6 vitality healed or is 2 vitality healed and the 2 subdual and 2 wound healing lost?

It sounds like this should be a stupid question, but I've read it many times now and can easily apply either interpretation.  Huh?

First, why all the ire over this one. Folks just having bad days?

To the question, I'd run it Bill's way - mainly because it obviates the possibility of abuse, and because I like wound damage to matter. I don't know, however, if as a designer for the game I'd make that a set in stone rule, as some tables may benefit from it going the other way.
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« Reply #1099 on: April 30, 2012, 06:08:36 PM »

Is a running jump's minimum 10 ft before making the jump included in the time required for the jump check, or do you have to move that 10+ in one half action, that make the jump in a second?
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« Reply #1100 on: April 30, 2012, 06:12:41 PM »

Is a running jump's minimum 10 ft before making the jump included in the time required for the jump check, or do you have to move that 10+ in one half action, that make the jump in a second?

For the purposes of preventing ridiculous combos I'm not seeing yet and don't want to consider, let's call it the latter.
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« Reply #1101 on: April 30, 2012, 07:50:04 PM »

I notice that there is an updated version of the second printing on RPGNow. Is there a list of changes somewhere -sorry if this has been covered but I've been away for a while so missed an announcement or other news.
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Gloria Finis
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« Reply #1102 on: April 30, 2012, 08:36:12 PM »

There is an errata document available in the downloads section which should cover most of the changes made, though minor fixes like typos aren't listed in there.

http://www.crafty-games.com/downloads
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« Reply #1103 on: April 30, 2012, 08:43:20 PM »

Yes, somehow the file update that went along with the most recent version of the errata didn't wind up live. A few folks noticed it recently and alerted us to the issue. Thus the update. Smiley
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« Reply #1104 on: April 30, 2012, 10:23:32 PM »

So it is a catch up to October 2011?
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Gloria Finis
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« Reply #1105 on: April 30, 2012, 11:32:06 PM »

So it is a catch up to October 2011?

I think that was the last errata update, yes. Regardless, the changes are all listed in the file available on the Downloads page.
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« Reply #1106 on: May 06, 2012, 10:16:11 AM »

Just an FYI, there's a positive review of FC just popped up on RPG.net. Thought the Crafty guys might want to know!

EDIT: And know that I've noticed it's by forum member Ludomastro I feel a little bit of an idiot.
« Last Edit: May 06, 2012, 10:58:39 AM by jameswllorimer » Logged
mach1.9pants
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« Reply #1107 on: May 06, 2012, 03:28:12 PM »

Just a quick one, my google-fu has failed me.

Lava-Born:"...each time
you inflict lethal damage with an unarmed or melee attack you
may convert it to heat damage without suffering the normal –4
attack penalty."

I am guessing because it says 'each time that you inflict damage' that DR is not ignored as would be the case with normal heat damage. As in you inflict the damage (which must have beaten DR to be inflicted) then apply it as heat, and it becomes subdual damage. Correct, oh wise ones?
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Gloria Finis
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« Reply #1108 on: May 06, 2012, 05:36:01 PM »

My interpretation is that like normal damage conversion you have to decide if you are doing it before hand.  So you choose to hit for heat damage, roll as normal and if successful you deal 1/2 normal damage as Heat damage and their DR applies if applicable (Heat Resistance on certain armours).
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Fastidious Monk
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« Reply #1109 on: May 07, 2012, 04:06:38 AM »

Do I have this right?

Some of the Elemental Heritage Feats allow you to convert your unarmed damage without incurring the -4 penalty, but you still only do half damage.  Damage conversion penalties only apply if you are converting from Lethal to Subdual or vice versa.  If you do not have the Unarmed proficiency you inflict Subdual damage, but if you do have the Unarmed proficiency you inflict Lethal damage. 

So, if you have the Unarmed proficiency and one of the Elemental Heritage types which allow you to convert your damage, you may do so without any penalty and at full damage when inflicting Lethal damage?

Thanks

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