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Author Topic: couple clarifications on FC lingo  (Read 1590 times)
Morgenstern
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« Reply #15 on: December 03, 2010, 06:29:18 PM »

Morgenstern, you are a gentleman and a scholar!  
Thanks for providing so much useful info - very much appreciated!

My pleasure.

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One thing, just to tie up that loose end in my head so I can move on - (I know this isn't actually very crucial, but still): which do you think is the more optimal keyword/identifier for the Effects granted by Origin:  "Origin Benefits"  or "PC Qualities"?

"Origin Options" (the actual Species, Talent, and Specialty packages) are made up of "Benefits" (mechanics with a positive value) and "Drawbacks" (mechanics with a negative value). This is designer language and while it may not appear anywhere in the book, using it will help you communicate with other folks in the 'mod' community in the License to Improvise board. A quick tour of the wiki will give you some good understanding of making swaps and exchanges within this part of the system.

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Another thing, just to give me something extra to chew on over the weekend as I'm digesting all this in my head - you've shown that the balance and organization and power of the Character Options are largely dependent on the 'exclusivity principle', on the 'asymmetrical power relationship' between PCs and NPCs, and on standardized 'power spikes' granted by Class Level... now, this is good stuff, however what advice can you offer with regards to the subject of my intent to implement a single uber-flexible "meta-Class" along the lines described in this other thread?  


Again, I'd hit the wiki section on class creation and familiarize yourself with the class ability skeletons - they will lay bare the "Campaign Clock" and how characters gain mechanical advantages at a planned but not flat rate as a campaign advances.

Creating a universally class raises some questions - mostly about how comfortable you are flying without a net. I'd suggest taking the weekend to brush up on the existing structures and then launching a fresh thread in the License to Improvise board where we can get down to the nitty gritty Smiley.
« Last Edit: December 03, 2010, 06:41:04 PM by Morgenstern » Logged

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corey_s
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« Reply #16 on: December 03, 2010, 06:45:48 PM »

"Origin Options" (the actual Species, Talent, and Specialty packages) are made up of "Benefits" (mechnics with apositive value) and "Drawbacks" (mechnics with a negative value. This is designer language and while it may not appear anywhere in the book, using it will help you communicate with other folks in the 'mod' community in the License to Improvise board.

Perfect, precisely what I was looking for: just wanting to know that I'm speaking the right language, from the system's design perspective.


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Again, I'd hit the wiki section on class creation and familiarize yourself witht he class abilityskeletons - they will ay bare the "campaign Clock" and how characters gain mechanical advantages as a planned, but not flat rate as a campaign advances.

Thanks for the tip, I somehow managed to ignore the existing info on the wiki regarding this stuff!  <grin>

Quote
Creating a universally class raises some questions - mostly about how comfortable you are flying without a net. I'd suggest taking the weekend to brush up on the existing structures and then launching a fresh thread in the License to Improvise board where we can get down to the nitty gritty Smiley.

Will do - thanks again for the advice, I'm looking forward to the nitty-gritty!


Beers!
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Morgenstern
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« Reply #17 on: December 03, 2010, 07:01:17 PM »

Thanks for the tip, I somehow managed to ignore the existing info on the wiki regarding this stuff!  <grin>

I have a mental image of a kid in a candy shop. You're going to be poking around in there for a while Cheesy.
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Desertpuma
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« Reply #18 on: December 04, 2010, 02:12:51 AM »

It seems to me you are trying to completely de-construct the the system.. My question is: why?

Funny. If someone asked me that question, the answer would be...

"Uh, reflex?"

Grin


Hahah -- exactly!


<grin>


Yes, but I know Morg is a game designer and one I trust.  Grin

I have no idea who you are hence my questions.
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corey_s
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« Reply #19 on: December 04, 2010, 03:47:39 AM »


Yes, but I know Morg is a game designer and one I trust.  Grin

I have no idea who you are hence my questions.


Uh... weird - well, I assure you nothing I do at my table with my copy of FC will effect you in any manner.


At any rate, I provided the purpose for my questions in the first sentence of my first post in this thread:

Kindofa weird post I think - this is mostly just my categorizational compulsion, but it'll help me grok the system more confidently. Primarily because I'm looking at modifying some of the default classes and possibly inventing a new class or two for my campaign - so I want to be sure I have this stuff nailed down a little better in my brain.


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Wolfx
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« Reply #20 on: December 04, 2010, 04:09:24 AM »

Sorry to jack the thread, but it looked like a good place for a question I had.

I have looked over the wiki and read the class creation guidelines. Am I missing the location where all the letter/number categories are explained?

Thanks

Aric
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Morgenstern
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« Reply #21 on: December 04, 2010, 06:28:47 AM »

Uh... weird - well, I assure you nothing I do at my table with my copy of FC will effect you in any manner.

It does affect him because he's likely to participate in the conversation that takes place here Smiley. Context is helpful for that.
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Morgenstern
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« Reply #22 on: December 04, 2010, 06:38:16 AM »

I have looked over the wiki and read the class creation guidelines. Am I missing the location where all the letter/number categories are explained?

The skeletons are maps for how the class abilites were assigned in official material and best practices for fan-created classes. Basically if you drop the skeleton over the soldier class you'll see how A and C are bonus feats, B is the DR ability, D is the armor use, E is the selectable, F is the portable cover, and G is the gamebreaker. While the specific abilites vary, the pattern of acquisition is the same for all base classes, the same for all expert classes, and the same for all master classes. The numbers following the lettes show how often the ability re-occurs or increments. B shows up 3 times, C shows up 9 times, while D and E both occur 5 times.

That's at the basic level - you can use the skeletons to pull apart any class into piles of a, B, C, etc. abilities. Swapping and equivalencies (especially between different kinds of classes) get a lot more complicated and haven't been fully collected in the wiki yet.
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« Reply #23 on: December 04, 2010, 08:21:02 AM »

I have looked over the wiki and read the class creation guidelines. Am I missing the location where all the letter/number categories are explained?

The skeletons are maps for how the class abilites were assigned in official material and best practices for fan-created classes. Basically if you drop the skeleton over the soldier class you'll see how A and C are bonus feats, B is the DR ability, D is the armor use, E is the selectable, F is the portable cover, and G is the gamebreaker. While the specific abilites vary, the pattern of acquisition is the same for all base classes, the same for all expert classes, and the same for all master classes. The numbers following the lettes show how often the ability re-occurs or increments. B shows up 3 times, C shows up 9 times, while D and E both occur 5 times.

That's at the basic level - you can use the skeletons to pull apart any class into piles of a, B, C, etc. abilities. Swapping and equivalencies (especially between different kinds of classes) get a lot more complicated and haven't been fully collected in the wiki yet.


Thank you very much. I thought I was just was blind and suffering from unskilled wiki use. Now that you explained it, I feel a bit sheepish that I didn't even think to try that  Roll Eyes

Aric
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corey_s
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« Reply #24 on: December 04, 2010, 04:44:07 PM »

Uh... weird - well, I assure you nothing I do at my table with my copy of FC will effect you in any manner.

It does affect him because he's likely to participate in the conversation that takes place here Smiley. Context is helpful for that.

I supplied ample context and the reasoning behind my questions in two different posts in this thread, including the first one... I don't understand the nature of his apparent concern, or how trust somehow became involved.


Desertpuma, apologies if I've misunderstood you - it's just that both your responses in this thread had a strange air of... suspicion... or something, idunno.

Anyhow, no worries - probably just minor communication breakdown on my part.

Cheers!
« Last Edit: December 04, 2010, 04:54:40 PM by corey_s » Logged
corey_s
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« Reply #25 on: December 04, 2010, 05:00:21 PM »

I have looked over the wiki and read the class creation guidelines. Am I missing the location where all the letter/number categories are explained?

The skeletons are maps for how the class abilites were assigned in official material and best practices for fan-created classes. Basically if you drop the skeleton over the soldier class you'll see how A and C are bonus feats, B is the DR ability, D is the armor use, E is the selectable, F is the portable cover, and G is the gamebreaker. While the specific abilites vary, the pattern of acquisition is the same for all base classes, the same for all expert classes, and the same for all master classes. The numbers following the lettes show how often the ability re-occurs or increments. B shows up 3 times, C shows up 9 times, while D and E both occur 5 times.

That's at the basic level - you can use the skeletons to pull apart any class into piles of a, B, C, etc. abilities. Swapping and equivalencies (especially between different kinds of classes) get a lot more complicated and haven't been fully collected in the wiki yet.


Thank you very much. I thought I was just was blind and suffering from unskilled wiki use. Now that you explained it, I feel a bit sheepish that I didn't even think to try that  Roll Eyes

Hey man don't feel sheepish - I almost posted the very same question, before I noticed you already beat me to it!

(c8=

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Oleyo
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« Reply #26 on: December 07, 2010, 03:51:21 PM »

I feel the same way as you corey.  I don't get a "GM-able" understanding of a system until I can understand it's underlying structure.  I like to clearly classify all the parts and see how they relate.  Sometimes I have to define my own names for the parts to more readily understand them.  Plus I simply enjoy seeing the system on that level.  Especially an Elegant system like the Crafty folks put out Smiley

Of course, I am a GM who has never gamed with people who have ever bought any book ever, so I feel like I carry the full burden of understanding so as not to bog down the game. 
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corey_s
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« Reply #27 on: December 20, 2010, 04:23:47 PM »

The skeletons are maps for how the class abilites were assigned in official material and best practices for fan-created classes. Basically if you drop the skeleton over the soldier class you'll see how A and C are bonus feats, B is the DR ability, D is the armor use, E is the selectable, F is the portable cover, and G is the gamebreaker. While the specific abilites vary, the pattern of acquisition is the same for all base classes, the same for all expert classes, and the same for all master classes. The numbers following the lettes show how often the ability re-occurs or increments. B shows up 3 times, C shows up 9 times, while D and E both occur 5 times.

That's at the basic level - you can use the skeletons to pull apart any class into piles of a, B, C, etc. abilities. Swapping and equivalencies (especially between different kinds of classes) get a lot more complicated and haven't been fully collected in the wiki yet.


Greetings Morgenstern - I have a question regarding the class ability skeleton and codes, just posted here...  wondering whether you could help me out; thanks!


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