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Author Topic: [FantasyCraft] A few quick Campaign Qualities  (Read 807 times)
Deral
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« on: August 20, 2012, 01:06:49 PM »

I've had a few Campaign Quality ideas lingering around in the back of my head that I haven't really put into use, I figured maybe someone else would find them interesting or have a use for'em- What I'm not entirely sure on is how to "price" them, let me know what you think:

Hurtful Healing: The burning means it's working. Any spell that heals Vitality or Wound points also inflicts one half the amount healed in Stress damage (rounded up). Spells that remove attribute impairment or critical injuries also inflict Stress damage equal to the target's Career Level.

Cinematic Spellcasting: At the end of each scene, a spellcaster with any active spells may spend spell points equal to that spell's cost to have the spell automatically "recast" at the start of the next scene, without requiring any action from the caster.

Action-packed:
When a Special Character fails an attempted Attack Action, they may spend an action die to immediately take a Non-attack Half-Action, and vice-versa. If both actions fail, the action die is regained.

I swear I had another pair of these lying in a text file somewhere, I'll have to do some searching, but in the mean time, think any of these would be useable or actually worthwhile?
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MilitiaJim
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« Reply #1 on: August 20, 2012, 02:00:56 PM »

The healing one seems to go a long way towards reproducing the side effects of using the One Power to heal in The Wheel of Time.
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« Reply #2 on: August 20, 2012, 02:13:28 PM »

Cinematic Spellcasting: At the end of each scene, a spellcaster with any active spells may spend spell points equal to that spell's cost to have the spell automatically "recast" at the start of the next scene, without requiring any action from the caster.

I've used something very similar before - under my version, any spell with an "Enduring" duration tag could be maintained by keeping the spell points to cast it spent.  So if you cast Conjure Elemental II, you could keep it around "forever" by having the 3 Spell Points not able to refresh until after you dismiss the spell.

The other two are pretty cool, I'd price Hurtful Healing at 2-3 AD, and Action-Packed would be a Permanent (or 2 AD if you wanted it to have a cost like that).
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Mister Andersen
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« Reply #3 on: May 03, 2013, 12:26:25 AM »

Resurrecting this thread because it's got a convenient name:

The Most Common Superpower (Permanent): The starting Appearance of all special characters is equal to half their starting action dice, as determined by their career/threat level (rounded down). Characters may however choose to refuse this increase to instead gain a bonus action die at the start of each session (this is not considered a starting action die).
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« Reply #4 on: May 03, 2013, 04:33:09 AM »

I'm AFB, but my immediate reaction to that is "Bloodstain Resistant".  That still a thing in FC?
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Mahatatain
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« Reply #5 on: February 24, 2014, 06:13:15 PM »

Hi there.

I'm trying to adapt a campaign setting I created a number of years ago for a fantasy (i.e. non Medieval Europe) version of Ars Magica to use for an upcoming Fantasy Craft campaign and I'd therefore like to include a Campaign Quality that marks out Mages during character generation.  In Ars Magica it's a virtue called "The Gift" (I know that that term has already been used for a feat in FC) and it signifies something in the Mage's lineage that gives them the ability to wield/control magic.  A similar idea is what allows a Wizard or Witch to cast magic (and not be a Muggle) in the Harry Potter universe.

Has anyone created anything like this for a FC campaign?  My thought is that it should probably be a feat that a Mage (or potential Mage) has to take during character generation but that feat should also have some benefit to the Mage and not just be a "waste" of a Feat.

Any thoughts/suggestions are welcome.

Thanks for reading.
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Krensky
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« Reply #6 on: February 24, 2014, 06:25:09 PM »

Yes.

If you want Ars Magica, play Ars Magical.

Seriously, its a great game with an awesome magic system and a evocative party system. Trying to replicate it in Fantasy Craft will lead to disappointment.

Magic is not powerful enough to gate it that way in Fantasy Craft. If you want something that sets magic users aside from non magic users then use something fluff. In Ars Magica the only characters strong enough to be on the same level as a Mage is, well, another magic user even if the Order doesn't consider them a Mage, with hedge wizards, vampires, etc a close second.

Fantasy Craft doesn't work that way.

Now, if your world works that way, you could say that you can only take Mage at first level or require a  specific or a group of specific specialties to take a level in mage.
« Last Edit: February 24, 2014, 06:33:33 PM by Krensky » Logged

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« Reply #7 on: February 24, 2014, 09:24:02 PM »

Shift The Gift feat from Spellcasting to Species, and make it 1st level only. Then add a Campaign Quality so that only character with The Gift can cast spells (the reverse of the Ubiquitous magic sub-quality, basically), or add The Gift as a requirement for the mage class.
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« Reply #8 on: February 25, 2014, 03:50:56 AM »

If you want Ars Magica, play Ars Magical.

Seriously, its a great game with an awesome magic system and a evocative party system. Trying to replicate it in Fantasy Craft will lead to disappointment.

Magic is not powerful enough to gate it that way in Fantasy Craft. If you want something that sets magic users aside from non magic users then use something fluff. In Ars Magica the only characters strong enough to be on the same level as a Mage is, well, another magic user even if the Order doesn't consider them a Mage, with hedge wizards, vampires, etc a close second.
 

Thanks for your reply.

Yes, I love Ars Magica and think that itís a fantastic game but my players donít want to play it.

And youíve slightly misunderstood my post because I didnít fully explain what Iím doing.  Iím not looking to run an Ars Magica style game where every PC is a mage Ė Iím just looking to use a fantasy world I created for an Ars Magica game (as an alternative for the Mythic Europe setting) as a base setting for an Adventure Path that's been written for D&D and so FC will work well as the system.  The issue I'm trying to resolve is that for my fantasy world to work I need to make the number of magic users low (as Ars Magica does) and probably members of a secret order, hence the need for a campaign quality.

Now, if your world works that way, you could say that you can only take Mage at first level or require a  specific or a group of specific specialties to take a level in mage.

What do you mean a ďgroup of specific specialitiesĒ?  This sounds interesting but please could you explain further what you mean?

Shift The Gift feat from Spellcasting to Species, and make it 1st level only. Then add a Campaign Quality so that only character with The Gift can cast spells (the reverse of the Ubiquitous magic sub-quality, basically), or add The Gift as a requirement for the mage class.

Thanks for this suggestion.  Iíll have a think about it further.
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Krensky
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« Reply #9 on: February 25, 2014, 09:36:14 AM »

If you want Ars Magica, play Ars Magical.

Seriously, its a great game with an awesome magic system and a evocative party system. Trying to replicate it in Fantasy Craft will lead to disappointment.

Magic is not powerful enough to gate it that way in Fantasy Craft. If you want something that sets magic users aside from non magic users then use something fluff. In Ars Magica the only characters strong enough to be on the same level as a Mage is, well, another magic user even if the Order doesn't consider them a Mage, with hedge wizards, vampires, etc a close second.
 

Thanks for your reply.

Yes, I love Ars Magica and think that itís a fantastic game but my players donít want to play it.

The fools. Well, there are ways to fix that...
(click to show/hide)

And youíve slightly misunderstood my post because I didnít fully explain what Iím doing.  Iím not looking to run an Ars Magica style game where every PC is a mage Ė Iím just looking to use a fantasy world I created for an Ars Magica game (as an alternative for the Mythic Europe setting) as a base setting for an Adventure Path that's been written for D&D and so FC will work well as the system.  The issue I'm trying to resolve is that for my fantasy world to work I need to make the number of magic users low (as Ars Magica does) and probably members of a secret order, hence the need for a campaign quality.

Ok. Here's the disconnect.

You don't need a quality. Magic users are rare? Just say so. The effect of that campaign quality is to limit the players choices, it has nothing to do with the world at large. Gating access to the Mage and other spellcaster classes is a mechanical solution to a fluff problem. Now if you want to limit the number of magic users in the party, again, you do that when you sit down to make characters as part of the pregame.

Basically requiring the PCs to take a feat in order to be a Mage is the wrong tool for the job here because it fixes an issue that doesn't exist.

Now, if your world works that way, you could say that you can only take Mage at first level or require a  specific or a group of specific specialties to take a level in mage.

What do you mean a ďgroup of specific specialitiesĒ?  This sounds interesting but please could you explain further what you mean?

Say that in order to take levels in Mage  (or other arcane casting classes) your specialty must be Mystic, Sorcerer, Cultist, Scholar, Magus, or Witch, etc.
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« Reply #10 on: February 25, 2014, 11:26:44 AM »



Ok. Here's the disconnect.

You don't need a quality. Magic users are rare? Just say so. The effect of that campaign quality is to limit the players choices, it has nothing to do with the world at large. Gating access to the Mage and other spellcaster classes is a mechanical solution to a fluff problem. Now if you want to limit the number of magic users in the party, again, you do that when you sit down to make characters as part of the pregame.

Basically requiring the PCs to take a feat in order to be a Mage is the wrong tool for the job here because it fixes an issue that doesn't exist.

That works to start with but what I want to prevent is a player deciding to take a level of Mage at some point after campaign start.  I may well be over complicating this and a simple GM "no" might actually be the best solution but my thought was to include a campaign quality to cover this.

As you say however this may well be unnecessary.


What do you mean a ďgroup of specific specialitiesĒ?  This sounds interesting but please could you explain further what you mean?

Say that in order to take levels in Mage  (or other arcane casting classes) your specialty must be Mystic, Sorcerer, Cultist, Scholar, Magus, or Witch, etc.

That's an interesting suggestion and I'll think about it further.  Thanks.
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Krensky
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« Reply #11 on: February 25, 2014, 11:37:54 AM »

Well, nothing happens in the game without your approval, implicit or explicit. I don't know your players, but I'd just make it known during character creation that you have to take Mage at 1st level without a mind boggling good excuse. Since you're running a modified PFAP (Which one?) you should have a fair good idea if those circumstances will come up.

Now, slightly more philosophically, I'd probably not sweat it at all on the premise that being an Action Die using Special Character is the Gift and let the pick up levels in Mage if they want.
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« Reply #12 on: February 25, 2014, 01:04:39 PM »

Mahatatain, how does Path-granted spellcasting, as held by the Priest etc., fit in?  Also, how would you feel about someone using other classes which grant arcane spellcasting, such as the Sage (via their cross-class ability) or the Alchemist?
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Mahatatain
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« Reply #13 on: February 25, 2014, 01:31:16 PM »

Well, nothing happens in the game without your approval, implicit or explicit. I don't know your players, but I'd just make it known during character creation that you have to take Mage at 1st level without a mind boggling good excuse. Since you're running a modified PFAP (Which one?) you should have a fair good idea if those circumstances will come up.
 

Very true.

If by PFAP youíre meaning Pathfinder Adventure Path Iím planning on running ďWar of the Burning SkyĒ (I actually have the D&D 3.5 version).  There are some good elements to the campaign but there are a number of things that arenít to my taste and so Iím adapting it to a fantasy world of own design to put my own spin on the background as well as tweaking bits of some encounters throughout the path.

Now, slightly more philosophically, I'd probably not sweat it at all on the premise that being an Action Die using Special Character is the Gift and let the pick up levels in Mage if they want.

Thatís an interesting angle on it and another thing for me to think about.  Thanks.

Mahatatain, how does Path-granted spellcasting, as held by the Priest etc., fit in?  Also, how would you feel about someone using other classes which grant arcane spellcasting, such as the Sage (via their cross-class ability) or the Alchemist?

To answer the first question, Priest spellcasting is explained as powers granted by a deity and therefore isnít an issue in the setting.

The second question causes me a bit of a problem however.  Sad  Other classes which grant arcane spellcasting result in a conflict with the set up that Iím trying to achieve and I need to think about this further on how to adapt things to make WOTBS with FC work in my old setting (probably by adapting the setting further as thatís the element that isnít fitting in).  I think that Krenskyís suggestion of simply handling this as a GM override rather than a campaign quality might be the best idea.

Thanks for all the feedback/questions.  Very useful indeed.
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« Reply #14 on: February 25, 2014, 01:43:14 PM »

Since you're running a modified PFAP (Which one?) you should have a fair good idea if those circumstances will come up.
 

If by PFAP youíre meaning Pathfinder Adventure Path Iím planning on running ďWar of the Burning SkyĒ (I actually have the D&D 3.5 version).  There are some good elements to the campaign but there are a number of things that arenít to my taste and so Iím adapting it to a fantasy world of own design to put my own spin on the background as well as tweaking bits of some encounters throughout the path.

Whoops, I somehow added Pathfinder in there, and I know WBS is Morrus's baby, not Paizo.

Interesting. Hmmm.

FC will simplify some stuff. The boons for instance. I'd have to reread the inquisitors to think how they should look. Also, you might find the info on the Church's Forsakening from the Realm setting useful.
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