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Author Topic: Fantasy Craft Second Printing Q&A Thread  (Read 79661 times)
Mister Andersen
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« Reply #855 on: July 04, 2011, 12:24:08 AM »

Just remember that you're using a large weapon, so that effectively makes it a Large v Large attempt
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Agent 333
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« Reply #856 on: July 04, 2011, 12:35:23 AM »

Just remember that you're using a large weapon, so that effectively makes it a Large v Large attempt
Uh, weapon size does not factor into Trips. You're thinking Disarm. Though the Trip quality would cut the horse's advantage in half, so it's not too difficult to trip a horse... hmm, fun fact, Race Horses and Mules are harder to trip than War Horses...
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Mister Andersen
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« Reply #857 on: July 04, 2011, 01:13:37 AM »

Well, what happens if you treat unmounting a mounted characteer as disarm? After all, you might say that a sword is mounted on the character using it...
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« Reply #858 on: July 05, 2011, 04:21:01 AM »

Though the Trip quality would cut the horse's advantage in half, so it's not too difficult to trip a horse...

The key obstacle isn't the +2 per size category, but the limitation that you may not trip a character two or more sizes larger than you. 
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Takeru
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« Reply #859 on: July 06, 2011, 10:27:57 AM »

Thanks for the answers guys! I don't mean to be a bother, but I've got another pair of questions about how certain things work.

1: With Knife Basics it says I'm armed with all of my knives at all times. Does that mean I don't have to spend a half action to "Handle Item" and draw them if I wish to make an attack, because they all already count as armed? I'm a bit unsure of that, but it'd be really helpful to be able to swap to whichever knife is tactically best in the heat of combat without fumbling around for them.

2: Assassins can make a Mask or Ambush check as a free action each scene, and I'm curious as to how that works for disguises. Would I be allowed to just say "By the way I've been wearing a guard disguise underneath a cloak this whole time" and gain a costume (which counts as trained without a kit) whenever I want, or would it be a way of 'rerolling' the Mask Check for whatever costume I'm currently wearing?

Thanks for being so patient with me. I'm an old hat when it comes to D&D, but Fantasy Craft is a whole new system to me and I'm trying to work out the kinks before my game starts. 
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« Reply #860 on: July 06, 2011, 11:53:50 AM »

Thanks for the answers guys! I don't mean to be a bother, but I've got another pair of questions about how certain things work.

1: With Knife Basics it says I'm armed with all of my knives at all times. Does that mean I don't have to spend a half action to "Handle Item" and draw them if I wish to make an attack, because they all already count as armed? I'm a bit unsure of that, but it'd be really helpful to be able to swap to whichever knife is tactically best in the heat of combat without fumbling around for them.

2: Assassins can make a Mask or Ambush check as a free action each scene, and I'm curious as to how that works for disguises. Would I be allowed to just say "By the way I've been wearing a guard disguise underneath a cloak this whole time" and gain a costume (which counts as trained without a kit) whenever I want, or would it be a way of 'rerolling' the Mask Check for whatever costume I'm currently wearing?

Thanks for being so patient with me. I'm an old hat when it comes to D&D, but Fantasy Craft is a whole new system to me and I'm trying to work out the kinks before my game starts. 

1: This is how I've always treated it in my games. It makes the knife expert badass with knives, but just knives.

2: There's more to "disguise" than actually changing your appearance. How you walk has a lot to do with it too. Easiest way to think about it, is how many movies have the runner escaping the chasers by ditching a hat in a crowd, or grabbing a hat and jumping into a crowd of them? Or tossing away their jacket, or something equally simple like that. That's whats going on here.
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Takeru
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« Reply #861 on: July 06, 2011, 08:39:13 PM »

Ahhh, thanks!  Grin

Don't have any more questions for now, but I'll come back if anything pops up.
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« Reply #862 on: July 11, 2011, 10:38:13 PM »

This scene from Sherlock Holmes with Robert Downey Jr. is what I usually use to illustrate the quick Mask check.
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paddyfool
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« Reply #863 on: July 12, 2011, 02:18:24 AM »

Something that came up in License to Improvise: If you spend a skill point on spellcasting at a time of your choosing using the I can swim feat, do you also immediately get a spell of your choosing?  If so, it would seem to make it a very tempting option for high Int mages...
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Mister Andersen
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« Reply #864 on: July 12, 2011, 04:10:03 AM »

Depends entirely on how acquiring spells works in your campaign.
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« Reply #865 on: July 12, 2011, 04:53:12 AM »

It was me that suggested it, so maybe I'm biased. It's never come up for spells, but used to do it for focus skills in spycraft. Personally i don't have a problem with it as, while cool, I can swim is a little underpowered for most builds.
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Takeru
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« Reply #866 on: July 19, 2011, 06:56:23 PM »

Hey guys, me again! I've got a few more questions for the wisdom of the forums, once again about my Assassin.

Weapons with the "Lure" quality can be used to make Ranged Feints, and weapons with the "Returning" quality fly back to your hand if they don't actually strike the opponent. But when making a Ranged Feint, do you have to actually THROW the Lure Weapon, and if so, does the Returning quality of a Boomerang allow it to fly back to your hand after the feint attempt?

I ask because I have a combo in mind. A boomerang is hurled at someone in combat in a fake attack to throw them off-guard, letting me Feint within Close Quarters and make them flatfoot. Then the rest of my turn is spent throwing (since it is a knife, it is always considered armed) either a Dagger with the Corded upgrade, or a Throwing Knife with the Corded upgrade (if throwing knives count as 'knives' as well as 'hurled') to perform a Ranged Sneak Attack at them, while using my "Get Over Here!" trick upon them.

If they're struck, I'll do 2d6 sneak attack damage (4d6 if I'm in a stance and using a Dagger or ruling a Throwing Knife is a Knives Weapon), which will make the fortitude save they need to make against Get Over Here much harder; hopefully pulling them within killing distance or off of a precarious ledge or whatever I need to do with them.

I just need to know three things.

1: Would Boomerangs need to be thrown to make a Ranged Feint?
2: If yes, would "Returning" trigger on a successful Ranged Feint?
3: Do Throwing Knives count as Knife Weapons?

Thank you so very much for helping me out. I'm loving the system so far, and my first game is tomorrow.
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Antilles
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« Reply #867 on: July 19, 2011, 07:19:05 PM »

Well, since neither upgrade nor quality mentions anything about 'if ranged, this action uses 1 ammo' or similar text, so I'd say that no, you don't actually throw the weapon, just go through the motions as if you were about to. So,

1. No, Boomerangs (and other ranged weapons) need not be thrown to make a Ranged Feint.
2. Irrelevant due to answer 1.
3. Nope, since they're under the Hurled Weapons section, they count as Hurled weapons.

Otherwise, your combo looks solid. Here's hoping you'll have a good game tomorrow Smiley.
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« Reply #868 on: July 19, 2011, 08:04:25 PM »

Well, since neither upgrade nor quality mentions anything about 'if ranged, this action uses 1 ammo' or similar text, so I'd say that no, you don't actually throw the weapon, just go through the motions as if you were about to. So,

1. No, Boomerangs (and other ranged weapons) need not be thrown to make a Ranged Feint.
2. Irrelevant due to answer 1.
3. Nope, since they're under the Hurled Weapons section, they count as Hurled weapons.

Otherwise, your combo looks solid. Here's hoping you'll have a good game tomorrow Smiley.

It's worth noting that the very similar tricks in the Adventurer's Companion do use 1 shot, though I'd definitely still allow returning to work.
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Takeru
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« Reply #869 on: July 20, 2011, 12:41:23 AM »

Thanks! One last question.

Since Throwing Knives are "Hurled" weapons, what about Daggers that are being Hurled? Those still count as Knives, right? Because that bit is a bit integral to my plan. 2d6 would only boost the fort save by 2-12, while 4d6 boosts it by 4-24; easily putting it into the realm of "I have you now!"
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You can literally make Mike Haggar in Fantasy Craft. I love this system so very hard.
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