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Author Topic: My Little Project: Fantasycraft is Magic!  (Read 2675 times)
Blankbeard
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« Reply #30 on: June 28, 2012, 03:58:53 PM »

I'm getting a document not found error on both your links.  Are you revising?


Ok... I'm the dumb one. I forgot the one Master class per character rule. Whoops. However, I've had some serious broney talk being directed at me by a few of my customers, and I think I need to do a few revisions. Here are things that have be brought up (and my somewhat weak reasoning).

1. Why don't all unicorns have the "always have a mage's pouch" ability? They're the magic ones. Rairty works spells higher than level 0 and she definitely doesn't have a Magical Cutie Mark. Her's is for Impress.
Because I couldn't fit them in the feat. Horns are for gorin', and every unicorn on the show has the 'unseen servant' effect.

I can't see the feats right now but unless the feat is already very buff, adding that ability won't break it.  You might see if there's something  from the corresponding lead feat you can drop so that the chain isn't too powerful.

2. Cutie Mark Crusader should be a specialty and the feat should be "Blank Flank". Why don't you do that?
Because I'm very trepidatious about a species specific specialty. Blank Flank is a better name for the feat, though the flavor text would need to be changed.

I don't have a problem with a species specific specialty.  This relies on a species specific ability but the crusader part assumes some form of training.  Go the way that you think works best.

3. Celestial Royal should also be a specialty!
See the specialty reason above. Also, there are only two on the show and they're in charge of the sun and moon's movements. By that argument, you shouldn't be able to play one at all! I made them into an empowered leader type, and I think your should work up to that kind of power. A specialist Impress-monkey that gets two 1st level species feats (Ala Sorcerer, but likeable)? Yeah, no pony would ever go any other way.

4. There aren't seahorses on the show.
I made it into a sidebar. What do you want? Ignore it! It's just a side bar! Gah!

5. Pegasi move the clouds and are in charge of the weather. why don't they do that in the game?
If I could fit affecting chart 7.20 Nature's Fury into the feat, I would. I'm not that good. Maybe by reducing the flight speed?

Modelling on Free Hint, how about a 1 pt ability to create a free 1 die Nature's Fury effect 1/session?  Again, can't see the feat to fit it in.  Is reducing the Pegasi's ground speed to 30 an option?

6. I want to play a Zebra. Where's the feat?
Umm, declare yourself striped, take Magical Cutie Mark for your voodoo and talk rhyme in a Jamaican accent. What's the problem?

So, I guess what I'm asking is: I'd like to make solutions for questions 1, 2, and 5. Those concerns are representative of the pony's abilities on the show, and I'd like to think it could work rules-wise.




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Big_Jim
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« Reply #31 on: June 28, 2012, 05:21:18 PM »

Sorry, Google Docs just became Google Drive for me, and the thing kept reinstalling, and multi-copying, and... crap.  So I nuked it and am starting over.

Here's the Rev 1. version again -
https://drive.google.com/file/d/0B8FCrAZcFJJDTnpEM2RxeWcyeGc/edit?usp=sharing

I'm looking at adding a few more feats (one for each pony type) and exploring species specific specialties - Celestial Royal will stay a master class, but Royal Blooded could be specialty... after all, Sorcerer does let that cat out of the bag.

Here's the Pegasus enhancement feat:

WEATHER TEAM
In Equestria, weather doesn’t just happen.
Prerequisites: Sky Herd
Benefits: You may physically move clouds and other meteorological phenomenon while flying, in affect allowing you to invoke the Dust/Fog/Rain/Snow and Winds portions of Table 7.20: Nature’s Fury (Fantasy Craft, page 369) at the standard Action Die costs as a full movement action. Once per adventure, you may decreases this Action Die cost by 1 (minimum 0).

« Last Edit: February 17, 2014, 02:54:05 AM by Big_Jim » Logged
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« Reply #32 on: June 29, 2012, 05:25:09 AM »

That is essentially 1 action die per adventure for a feat... pretty pricey.

I'd probably go with once per session per Species feat (similar too but still quite restrictive when compared to a certain popular chance feat...), and add some other minor perk to round it out. Is there anythign else a pro-cloud herder needs to give the right feel? If nothing else, some perely mechanical benefits like reduced penalties whiel flying in rough weather or a +10 ft. to flight speed or something. Flavorful would be better, but generally applicable in most scenarios is the important thing.
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« Reply #33 on: June 29, 2012, 02:03:07 PM »

That is essentially 1 action die per adventure for a feat... pretty pricey.

It's access to a mechanic that the players don't normally have access to - Nature's Fury is a GM perk. The (limited) perk can be used as many times as you wish (barring AD running out) unlike a real perk, which is limited to once per adventure. On top of access, it gives a 1 AD discount once per adventure towards using the perk. I thought it was pretty balanced. How do you value the access aspect?

I'd probably go with once per session per Species feat (similar too but still quite restrictive when compared to a certain popular chance feat...), and add some other minor perk to round it out. Is there anythign else a pro-cloud herder needs to give the right feel? If nothing else, some perely mechanical benefits like reduced penalties whiel flying in rough weather or a +10 ft. to flight speed or something. Flavorful would be better, but generally applicable in most scenarios is the important thing.

Limiting it to species feats would open it up to something more, and the rough weather flying is right up it's alley... sigh.
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Krensky
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« Reply #34 on: June 29, 2012, 02:27:28 PM »

Why not just use Natural Spell: Control Weather (x)?
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« Reply #35 on: June 29, 2012, 03:14:10 PM »

Because Tornadoes are a regular part of the repartee for Rainbow Dash. I'm not a fan of handing out Control Weather IV to everyone just so can mirror her perchance for zipping around to make a tornado. Now, Natural Spell: Control Weather X, where X equals the number of AD you burn for it... Hmmmm...
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« Reply #36 on: June 29, 2012, 03:18:35 PM »

Well, that's also a case of "Should you be able to play the main characters at level 1?" isn't it?
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« Reply #37 on: June 29, 2012, 04:45:44 PM »

Just out of curiosity what classes would you say the various characters of the series are?
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« Reply #38 on: June 29, 2012, 05:21:00 PM »

If you can show me a level requirement for a feat in Fantasy Craft, I'd like to see it. I thought the mastercraft system did away with having a laundry list of prereqs for feats. Also, upon review, Control weather takes 1d6 minutes; making it unsuitable for what they do - physical labor of moving clouds and zipping around making winds (including tornados in combat). I think the simplest solution is my original idea. Full movement action to burn 1-4 action dice for a limited list of Nature's Fury result. I guess it could be made into a trick.

WEATHER TEAM

In Equestria, weather doesn’t just happen.
Prerequisites: Sky Herd
Benefits: Negative modifiers for Maneuvers and Travel you suffer due to weather are halved. Also, you gain a trick:
Workin' the Weather (Run Trick): Your run multiplier is reduced by 1. Also, you must invoke one effect from the Dust/Fog/Rain/Snow or Winds portions of Table 7.20: Nature’s Fury (Fantasy Craft, page 369) at the standard Action Die cost. Once per adventure, you may decreases this Action Die cost by 1 (minimum 0).

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« Reply #39 on: June 29, 2012, 05:27:13 PM »

Just out of curiosity what classes would you say the various characters of the series are?

Applejack: Martial Artist
Fluttershy: Keeper
Pinkie Pie: Sage?
Rainbow Dash: Scout?
Rarity: Courier
Twilight Sparkle: Mage

I'd guess that would be the basics... maybe. I'm not a broney though, so my insights are a little suspect.
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« Reply #40 on: June 29, 2012, 09:31:56 PM »

I'm not familiar with the source material (I like brushing hair as much as the next man but I've not seen the cartoon) but would a few rounds per scene of Air Elemental from Conjure Elemental II or III work for a tornado?
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« Reply #41 on: June 30, 2012, 10:29:46 AM »

Just out of curiosity what classes would you say the various characters of the series are?
More than other shows I think the main characters are non-classed individuals.  Especially in FantasyCraft where NPCs are built with the abilities they are going to use and not stuff they never do.
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Big_Jim
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« Reply #42 on: July 01, 2012, 03:27:48 PM »

Running a new version through the ringer-

https://drive.google.com/file/d/0B8FCrAZcFJJDTnpEM2RxeWcyeGc/edit?usp=sharing

Changes:

- Added Specialties: Cutie Mark Crusader, Royal Blooded, Workhorse, and Thunderbolt
- Changed Cutie Mark Crusader feat to Blank Flank and changed some benefits
- Changed Magical Cutie Mark to a Uni pre-req (as they are the only ponies that can really work magic, and it gives the Unicorns their enhancement feat) Need some work done on the Uni Herd rprereq and the fact that they are both 1st level only - maybe add a special "drop 2 attribute points to buy MCM" to Uni Heard and drop the standard "drop 2 Attribute points to buy any 1lo feat" from MCM?
- Added Natural Connection, the Earth pony enhancement feat
- Added Weather Team, the Pegasus enhancement feat
- Added Wave Master, the Seahorse enhancement feat
- Changed the Celestial Royal's Royalty of All Herds class ability to allow more flexablity on feat choice ) mainly due to the Royal Blooded specialty.
« Last Edit: February 17, 2014, 02:54:21 AM by Big_Jim » Logged
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« Reply #43 on: July 02, 2012, 02:02:21 AM »

So how "ready for prime time" is this?  Because some of the people from here will hopefully make it down to here, where I plan on being.  I am certain a few people there will have congruent interests.  And, you know, if I happen to leave a few copies of it lying around in the LARP rooms... Cheesy
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Big_Jim
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« Reply #44 on: July 02, 2012, 06:59:10 PM »

Fairly ready for Prime Time. Here is the (unreviewed) "final" version:

https://docs.google.com/open?id=0B8FCrAZcFJJDaG5LQ2QtMVNsNjg

Tweaks and changes:

- Magical Cutie Mark/Uni Herd "drop 2 to get a feat" ability swap done.
- Revised Weather Team to create an Advanced Action for its mechanic.
- Added the Horsepower feat to cover Princess Celestia's large size and allow big "bruiser" ponies.
- Added the Rogue Template for Ponies (via post edit)

So, unless anybody has an major problems, it's done. If you have major problems, please be specific with the problem, why it's a problem, and a possible solution, if you have one.

All in all, this does what I want it to do - Drop the race into any type of campaign that would have them (wacky, or anything goes, or even a quirky high fantasy) and let's them do their thing there. Stuff that feels "standard" for the show's portrayal of the race and their abilities... But individual's own special abilities aren't modeled here - Fluffershy's Stare, the Sonic Rainboom, etc. So please keep that in mind.
« Last Edit: July 03, 2012, 04:05:37 PM by Big_Jim » Logged
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