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Author Topic: Newbie Questions  (Read 2418 times)
MatrexsVigil
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« on: December 27, 2010, 12:20:33 PM »

Alright, I've been stating up a few characters for either an up coming game or if that falls through, they'll be used for some solo gaming for myself.  I've run into a few questions, and I hope you guys can help.

1) If character starts with any Income during character creation, should they be getting this bonus silver to purchase equipment at character creation or do I wait to give them the silver at the literal start of the adventure?

2) Should the Enlightened Skill ability that origins get (max rank = Career Level + 5) be different than the Prodigal Skill feat (max rank = Career Level + 6) or is that a typo?

3) A character with Enlightened Skill (Crafting rank 6) character with Medicine Rank 4 and the Alchemy Basics feats all at level one can qualify with the Alchemist expert class at level 2.  Is this intended?

4) If characters have the correct crafting focuses at the beginning of the game (metalcraft, pharmacy, chemistry, etc) and the correct feats (if needed, like Alchemy Basics), should they be able to start the game with items crafted by themselves for free or for a cheaper price?  Is there a rule for this in the game?

I'm sure I'll have more questions later.  Thanks for helping!

EDIT:  Remembered another question (no.4)!
« Last Edit: December 27, 2010, 12:29:36 PM by MatrexsVigil » Logged

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Jake
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« Reply #1 on: December 27, 2010, 12:37:07 PM »

Welcome to the game and the boards Matrexs!

1. Players gain the income at the start of the game, not during character creation.

2. Enlightened skill is +5 and Prodigal Skill is +6, these aren't typos. PS get's a bonus to make it worth being a feat.

3. Characters can't enter an expert class until they reach level 5. Soldier4/Alchemisht1 or Scout4/Edgemaster1 and so on.

Edit: Trying to sneak another one in on me, eh?

4. Off the top of my head I'd say no. Crafting requires down time, there is no downtime for the game starts. Without any limit for the amount of downtime before the start of the game characters could start with (literally) tons of equipment. Besides at level 1 you really can't craft that many things. Pg 72 under Build or Improvise "the character must have a combined Crafting skill bonus + Career Level of at least the object’s total Complexity (including upgrades)." Can't build much more that torches and pit traps at level 1.
« Last Edit: December 27, 2010, 12:46:44 PM by Jake » Logged

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MatrexsVigil
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« Reply #2 on: December 27, 2010, 12:41:39 PM »

Remembered another question!

5) Lets say you have an item that is 5s.  With upgrades, this item is then modified in cost by 250%.  Normally that would be 17.5s, but I don't see anything worth .5s in the game.  Do you round up or down in this case or am I missing something?

As for expert classes only being available at level 5, is this noted in the book somewhere?  I'd just like to read that section.

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« Reply #3 on: December 27, 2010, 12:44:29 PM »

Welcome to the boards.

1. Officially, they get it at the start of the adventure. If you want them to have a little more silver for gear, it won't break anything though.

2. That one I don't have my books handy for. Sorry.

3. No, they don't qualify for Alchemist at level 2. Unlike D&D 3.X or Pathfinder, the number one critera for taking your first level in an expert class is that it's your fifth or greater career level. No matter your skill levels or feats, no character can take an expert class before level five.

4. No. If you really want to allow it though, define a length of time for the pregame 'downtime' and make them roll Crafting. You should also allow thee non-crafters to make a roll for income. I personally wouldn't allow it though.
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« Reply #4 on: December 27, 2010, 12:44:46 PM »

Quote from: MatrexsVigil
As for expert classes only being available at level 5, is this noted in the book somewhere?  I'd just like to read that section.

Pg 27, table 1.4
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Jake
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« Reply #5 on: December 27, 2010, 01:05:54 PM »

Remembered another question!

5) Lets say you have an item that is 5s.  With upgrades, this item is then modified in cost by 250%.  Normally that would be 17.5s, but I don't see anything worth .5s in the game.  Do you round up or down in this case or am I missing something?

I seem to remember something about rounding up but I don't see it. You could always bank that half a silver but I think it would unnecessarily over complicate your stake (pg. 153 prudence).
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MatrexsVigil
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« Reply #6 on: December 27, 2010, 01:07:03 PM »

Thanks for the replies folks.  I found another question!

If characters start off with a stake of 100s at career level 1, how the heck are they meant to afford anything of value?  I'm writing up these character's items and the 'ranger' can barely afford a reflex bow, some arrows, a machete, partial leather armor, and a carpenter's kit.  With backpacks costing 10s and a single meal costing 1s (needing 3 a day), how are the characters supposed to afford all the 'extra' stuff after weapons, armor, and kits?

Am I missing something here?
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Jake
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« Reply #7 on: December 27, 2010, 01:20:51 PM »

reflex bow                                                                                         30s
some arrows                                                                                       5s (half order, 15)
machete                                                                                            15s
partial leather armor                                                                          20s
carpenter's kit                                                                          Cant crafting anything but bird arrows at level 1, skip it.
backpacks 10s                                          Don't need a backpack if you have nothing to carry or live off the land, get a sack.
and a single meal costing 1s (needing 3 a day),                                    Enough silver left to eat for 10 days.

What extra stuff does he want? Map, pipe, hand axe? Do you just want some odds and ends so he's prepared?                                                                                            
« Last Edit: December 27, 2010, 01:22:39 PM by Jake » Logged

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MatrexsVigil
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« Reply #8 on: December 27, 2010, 01:26:03 PM »

I guess I'm expecting characters to be able to afford the 'standard' character equipment that most adventurers start off with--backpack, sack, hemp rope, torch, rations, waterskin, bedroll, flint and tinder, etc.

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MatrexsVigil
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« Reply #9 on: December 27, 2010, 01:29:46 PM »

carpenter's kit                                                                          Cant crafting anything but bird arrows at level 1, skip it.                                                                                        

Normal arrows have a Comp of 7, which with Crafting 4 ranks, +2 Int, and +1 career level bonus, you can make them at level 1
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Jake
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« Reply #10 on: December 27, 2010, 01:59:46 PM »

Normal arrows have a Comp of 7, which with Crafting 4 ranks, +2 Int, and +1 career level bonus, you can make them at level 1.

You're right, I was thinking it was rank+level.

I guess I'm expecting characters to be able to afford the 'standard' character equipment that most adventurers start off with--backpack, sack, hemp rope, torch, rations, waterskin, bedroll, flint and tinder, etc.

Got ya, two things you can do here.
A: Increase the starting gold for everyone at level 1.
B: Have you read campaign qualities on pg. 322? How about...

Bundle (Permanent)
Characters are well equipped for a life of adventure. At the start of the game each character receives a backpack, bed roll, canteen, tinderbox, 5 torches, and 3 days rations. This equipment may not be trades or sold and is automatically replaced at the beginning of each adventure or downtime lasting 1 month or more.

I left rope off because it's heavy and a character who really loves his rope will want to replace hemp with silk when he can afford it. But's it you're game, throw it in if you want.
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MatrexsVigil
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« Reply #11 on: December 27, 2010, 02:01:47 PM »


I guess I'm expecting characters to be able to afford the 'standard' character equipment that most adventurers start off with--backpack, sack, hemp rope, torch, rations, waterskin, bedroll, flint and tinder, etc.

Got ya, two things you can do here.
A: Increase the starting gold for everyone at level 1.
B: Have you read campaign qualities on pg. 322? How about...

Bundle (Permanent)
Characters are well equipped for a life of adventure. At the start of the game each character receives a backpack, bed roll, canteen, tinderbox, 5 torches, and 3 days rations. This equipment may not be trades or sold and is automatically replaced at the beginning of each adventure or downtime lasting 1 month or more.

I left rope off because it's heavy and a character who really loves his rope will want to replace hemp with silk when he can afford it. But's it you're game, throw it in if you want.
[/quote]

I like that campaign quality!  Thank you.  =)
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Jake
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« Reply #12 on: December 27, 2010, 02:07:15 PM »

Any time!
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« Reply #13 on: December 27, 2010, 02:32:14 PM »

I wouldn't sweat the low gold. After one adventure they should have enough (unless they do The Vault first, then more than plenty) to get all their basic stuff.
Armor is what ended up costing me the most in modded equipment (nonmagical). Was able to afford that after the 3rd adventure.

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MatrexsVigil
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« Reply #14 on: December 27, 2010, 03:09:13 PM »

Where are the rules for flying and combat in the air?  The Foes chapter says Flyers can make Manuever checks with Acrobatics but the Acrobatics skill doesn't talk about this at all. 
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