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Author Topic: Fantasy Craft Second Printing Q&A Thread  (Read 79034 times)
Coyote0273
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« Reply #930 on: August 29, 2011, 12:07:35 AM »

When you substitute a skill bonus for an attack check, what gets substituted? Does a swordsman using Sense Motive to hit with his sword still get the bonus of the Martial Spirit stance?

On top of this, do you get your attribute bonus also? Like would the swordsman still get his strength bonus on top of his sense motive?
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« Reply #931 on: August 29, 2011, 12:15:08 AM »

When you substitute a skill bonus for an attack check, what gets substituted? Does a swordsman using Sense Motive to hit with his sword still get the bonus of the Martial Spirit stance?

On top of this, do you get your attribute bonus also? Like would the swordsman still get his strength bonus on top of his sense motive?

When an ability is phrased that way, you substitute the first item's FULL bonus (including attribute and other modifiers) in place of the second FULL bonus (including attribute and other modifiers).
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« Reply #932 on: August 29, 2011, 12:27:41 AM »

So is that a no on stances? Can I avoid the penalty for converting damage by using such a trick?
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« Reply #933 on: August 29, 2011, 12:42:16 AM »

So is that a no on stances? Can I avoid the penalty for converting damage by using such a trick?

Sorry? Please elaborate.
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« Reply #934 on: August 29, 2011, 01:02:08 AM »

I think he means that when you normally convert damage, from say lethal to subdual, you take a (-4 I think? I haven't got access to the books atm) penalty to the attack check. What pawsplay is wondering is if penalties such as this come under 'other modifiers' and is thus overwritten when you substitute the attack check with a Sense Motive check, f.ex.
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« Reply #935 on: August 29, 2011, 09:13:06 AM »

I think he means that when you normally convert damage, from say lethal to subdual, you take a (-4 I think? I haven't got access to the books atm) penalty to the attack check. What pawsplay is wondering is if penalties such as this come under 'other modifiers' and is thus overwritten when you substitute the attack check with a Sense Motive check, f.ex.

No. The attack is still an attack - the only difference is the "+XX" you add to that roll.
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« Reply #936 on: August 29, 2011, 09:59:35 AM »

I think he means that when you normally convert damage, from say lethal to subdual, you take a (-4 I think? I haven't got access to the books atm) penalty to the attack check. What pawsplay is wondering is if penalties such as this come under 'other modifiers' and is thus overwritten when you substitute the attack check with a Sense Motive check, f.ex.

No. The attack is still an attack - the only difference is the "+XX" you add to that roll.

The modifiers I was talking about above are the ones always factored into your personal bonus. That's generally what we mean when we use the word "bonus."

Conditional modifiers apply after any adjustments to your personal bonus come into play.
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« Reply #937 on: August 29, 2011, 08:13:29 PM »

I know this was brought up some where but I can't find it, when craft/buying magic gear with Charm's Spell Effect are 0 level spells free and unlimited or not allowed?
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« Reply #938 on: August 29, 2011, 11:03:17 PM »

I know this was brought up some where but I can't find it, when craft/buying magic gear with Charm's Spell Effect are 0 level spells free and unlimited or not allowed?

Treat them as if their spell effect is 1 for the purposes of cost and other derivatives - just as you would when costing out a similar magic item.
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« Reply #939 on: August 30, 2011, 12:08:28 AM »

Thanks Pat!
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« Reply #940 on: September 03, 2011, 05:32:12 PM »

I'm not sure if I'm missing something, or if this is just one of those "significantly different from that other d20 game" things, but am I right in thinking that the only problems with standing next to an enemy in combat are:

  • the rules surrounding movement (i.e. only 5-foot steps unless you move away from them)
  • what they can do to you on their turn
  • what they can do to you using tricks / feats / etc (i.e. not things that every character has

So you can:

  • cast spells
  • shoot a ranged weapon out of melee
  • shoot a ranged weapon at the enemy in the next square

… all without penalty?
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« Reply #941 on: September 03, 2011, 05:54:35 PM »

Yep.
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« Reply #942 on: September 03, 2011, 07:04:44 PM »

I'm not sure if I'm missing something, or if this is just one of those "significantly different from that other d20 game" things, but am I right in thinking that the only problems with standing next to an enemy in combat are:

  • the rules surrounding movement (i.e. only 5-foot steps unless you move away from them)
  • what they can do to you on their turn
  • what they can do to you using tricks / feats / etc (i.e. not things that every character has

So you can:

  • cast spells
  • shoot a ranged weapon out of melee
  • shoot a ranged weapon at the enemy in the next square

… all without penalty?

Yes and no.

There could be problems with casting and shooting while someone is trying to stab you, but they aren't explicitly called out.

Under Resolve/Concentrate: A character must make 1 Concentrate check per round when the GM determines that his current action(s) are threatened by one or more distractions.

So can you do those things?  Yes.

Can you do them with impunity?  It's up to your GM.
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« Reply #943 on: September 04, 2011, 01:54:57 AM »

Great. Thanks!
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Coyote0273
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« Reply #944 on: September 09, 2011, 11:01:58 PM »

Question. In the ranged combat feats they say "thrown weapon" as opposed to "hurled weapon". Does that mean they work with any weapon that can be thrown? Like a dagger as opposed to requiring a throwing knife? Long as the person has the Hurled prof to qualify?
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