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Author Topic: Fantasy Craft Second Printing Q&A Thread  (Read 79654 times)
Krensky
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« Reply #870 on: July 20, 2011, 12:46:30 AM »

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?

My two bits.

1. Need? No.
2. A GM call since it's not explicit. I'd allow it.
3. No, but some GMs will.
4. Even with Hurled, daggers are still listed under the Knives category and are Knives.
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« Reply #871 on: July 23, 2011, 01:41:48 AM »

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?

My two bits.

1. Need? No.
2. A GM call since it's not explicit. I'd allow it.
3. No, but some GMs will.
4. Even with Hurled, daggers are still listed under the Knives category and are Knives.


To expound: Any Knife thrower that plans on taking advantage of the Knife Basics/Mastery/Supremacy feats should be throwing daggers instead of Throwing Knives. Or, if that's too expensive add Hurl to a bunch of Hooks and throw them like Moon Knight (or Batman, if you want to count a batarang as a hook...). Not sure if that still works in second printing, but in first printing it comes out a lot cheaper than buying daggers...
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« Reply #872 on: July 26, 2011, 08:52:34 PM »

Quick high-five to 333 for mentioning Moon Knight ahead of Batman.
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« Reply #873 on: July 30, 2011, 11:15:13 AM »

What's the penalty for attacking an invisible character who is not hidden?
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« Reply #874 on: July 30, 2011, 12:39:02 PM »

What's the penalty for attacking an invisible character who is not hidden?

None. Invisible is a condition that makes you hidden when you move X distance. When you lose hidden, you are temporarily visible until you move again, at which time you become hidden.
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« Reply #875 on: July 30, 2011, 12:50:21 PM »

What's the penalty for attacking an invisible character who is not hidden?

None. Invisible is a condition that makes you hidden when you move X distance. When you lose hidden, you are temporarily visible until you move again, at which time you become hidden.

That's how I was reading it. Thanks for the confirmation.
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« Reply #876 on: July 30, 2011, 06:17:57 PM »

You know what would be great? A FAQ sheet for Fantasy Craft. I'm thinking a two sided one sheet.
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« Reply #877 on: July 30, 2011, 09:20:15 PM »

You know what would be great? A FAQ sheet for Fantasy Craft. I'm thinking a two sided one sheet.

We'll be happy to host it if anyone wants to put it together.
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« Reply #878 on: August 01, 2011, 01:00:57 PM »

Not sure if these have been answered, but it came up in conversation today.

Spellcasting and Criticals: If you're casting a spell, and you roll a critical, does that prompt the auto-fail for a standard NPC? And Damaging spells that aren't attack spells (magic missile and Devotion Hammer for instance), do they prompt the auto fail as well?

Called Shot: Can you use this trick with magic?
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« Reply #879 on: August 01, 2011, 01:40:59 PM »

Not sure if these have been answered, but it came up in conversation today.

Spellcasting and Criticals: If you're casting a spell, and you roll a critical, does that prompt the auto-fail for a standard NPC? And Damaging spells that aren't attack spells (magic missile and Devotion Hammer for instance), do they prompt the auto fail as well?

Called Shot: Can you use this trick with magic?

I would leave these questions up to the GM, as they're highly situational. That said, I would also limit any critical to just one effect (so you get the spell point back or your target auto-fails or whatever).

I'll flag this one. I think it might make for an interesting article in the last chapter of Spellbound.
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« Reply #880 on: August 01, 2011, 03:38:26 PM »

Not sure if these have been answered, but it came up in conversation today.

Spellcasting and Criticals: If you're casting a spell, and you roll a critical, does that prompt the auto-fail for a standard NPC? And Damaging spells that aren't attack spells (magic missile and Devotion Hammer for instance), do they prompt the auto fail as well?

Called Shot: Can you use this trick with magic?

For what it's worth....Under the section on Attack Spells, it says specifically that you can spend an action die on a critical attack Spellcasting check to either get your Spell Points back, or to cause a critical hit, not both. So that should answer #1.

The second part is more about defining attack Spellcasting checks as "attacks" in the same way as shooting a gun or swinging a sword. Food for thought. Fortunately, not many other spells require a hit (which means they rarely need to sweat DR in the process).
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« Reply #881 on: August 01, 2011, 04:42:52 PM »

Fortunately, not many other spells require a hit (which means they rarely need to sweat DR in the process).

Just to clarify, are you saying that because Magic Missile doesn't require a hit, it also doesn't have to worry about DR?  (Per RAW only, obviously a GM can call as they wish.)
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« Reply #882 on: August 07, 2011, 12:05:54 PM »

Hello,

A little question on the feat "Fire Elder" for Ogres.

It gives a Spell Defense equal to Intimidate Bonus so around 7-8 at level 1, 11-12 at level 5 and 16-18 at level 10.

It is really low compared to the Spellcasting DDs (13, 16, 19...) so it won't have much impact in game.

Is there something I have missed to make this Spell Defense worthwhile?
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aegis
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« Reply #883 on: August 08, 2011, 07:43:55 AM »

Spell Defense is a tremendous ability. The bonuses you suggest are quite low and require minimal investment for the character (i.e. average Strength and standard skill point investment), so they shouldn't be more than minimally rewarding. Take it to the next level using a few well-chosen abilities and feats (Skill Mastery, Prodigal Skill, etc.) and these bonuses will increase quite significantly, making this feat a very interesting investment. But even then, the character is not supposed to become completely immune to magic. That would be rather gamebreaking for many campaigns.
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« Reply #884 on: August 08, 2011, 08:12:18 AM »

Thanks for your answer. Just a few comments :

Well, the insight bonus from Basic skil mastery isn't included in your "Intimidate Bonus" (only ranks and Strength modifier) so the only way to boost your Spell Defense is Prodigal skill (more ranks) or a high Strength.

Even, if at level 10 I am facing a spellcaster, he will cast level 4 spells so he will have to beat a 25 Spellcasting DD if he wants to affect me (Spell Defense or not).

At this moment, with 22 Strength my Spell Defense will be around 10+6+6 = 22 < 25 so it will just do nothing.

To be useful and not gamebreaking, Spell Defense should always be 1-3 points higher than the DD of Spellcasting that Spellcasters from character's level have to beat. As this one is written, it might protect against lower level spellcasters but these ones shouldn't be a real threat (low DD for Saves, difficulties to get through my Defense...).
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