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/fcg/ - FantasyCraft General

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Fuck Pathfinder edition!

Fantasy Craft is a Fantasy d20 Tabletop RPG, using the OGL ruleset. It is geared towards cinematic play where every character can contribute equally, while having solid mechanics and being fairly modular at that. Some have described it as "3.5, except done right."

A few points of note:
>Magic is no longer king
>Several noncombat classes, which can still contribute in combat.
>Martial characters are not gimped outside of battle
>Specialists can be the best in their field without being overshadowed by magic.
>Varied weapon groups and fighting styles mean that most any style of weapon use is viable.

Download links:
https://www.mediafire.com/folder/nzs6xsnzbid4t/Fantasy_Craft
>Fantasy Craft Torrent [Includes Adventure Companion/Call to Arms/Homebrew (No Core Rulebook)] - Please seed!
http://www.mediafire.com/download/rscnai437ptu23k/FantasyCraft.torrent

And here's a few other links of note:
>Web NPC builder
http://www.meadicus.plus.com/craftygames/npc-builder/NPCBuilder.html

>General downloads for Fantasy Craft
http://www.crafty-games.com/node/851

>New Player Character Creation Guide
http://www.crafty-games.com/files/File/Fantasy_Craft-PC_Creation_Guide.pdf

>Guide to create a custom PC species
http://www.crafty-games.com/index.php?q=content/species-and-talent-creation

>[Unofficial] Species Feat Guide
http://www.crafty-games.com/content/blankbeards-unofficial-guide-creating-species-feats

>[Practically Official] Specialty Creation Guide
http://www.crafty-games.com/content/specialty-creation
>>
>>53476951

Apparently, half of the links in the OP are completely fucking gone.
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>>53476951
Op, you mind posting some evidence of this "thing's" existence. You got me excited, and then nothing happened...
>>
>>53476951
Is Spellbound out yet?
>>
>>53476951
It's OK. M&M might do the anime bullshit fantasy better.
>>
>>53477562

Spellbound is not out yet. It's currently being edited and then is planned to be released as a set of .pdfs. I don't know if they're doing a physical release.

>>53477559

Check out that torrent, it's got all the books and supplemental materials and was still up earlier this week.
>>
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>>53476951
Awww yeahhh FC is back! I wonder if that autismo whongot angy about me making his homebrewed path of explosions as a blue aligned when I converted all of the paths to mtg alignment wheel.
>>
ded thred for ded game
>>
>>53477983
Its not ded its niche!
>>
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Fantasy Craft is my favorite system to make characters in, but all those options sadly become unwieldy at higher levels in my group's experience. I'm more interested in medium-crunch systems nowadays, that can keep combat interesting without bogging things down too much (as if I could ever get a game going).

>>53477743
I believe the plan was to put it on DriveThruRPG print-on-demand. I'll probably buy it even though I'm not sure I'll ever use it because God knows these guys will deserve the support after all the effort and frustration that has gone into it.
>>
Gifted Acrobat Burglar 4/Scout 16
spd 45ft (55 in combat)
Bab +15, F+12, R+20, W+10, Def +26, Init +26, Life +5, Leg +6
Dexterous, Very very Sneaky, Evasion I, Uncanny Dodge I, Stalker, Rough Living +4, Sneak Attack +4d6/6d6, Huntsman (Keen Senses, Sprint, Trail Signs, Expertise [Notice or Sneak]), Master Tracker 1/Scene, Overrun
Str 14, Dex 22, Con 12, Int 16, Wis 12, Cha 8
Elf-blood, Owl Nation, BSM (Investigator), BSM (Robber), Prodigal Skill (Search) (3), Ghost Basics (3), Two-Weapon Fighting (6), Bow Basics (7), Two-Weapon Style (9), Bow Mastery (9), Angry Hornet (11), Knife Basics (12), Pathfinder Basics (Forest) (13), Iron Will (15), Pathfinder Mastery (15), Pathfinder Supremacy (17), Ghost Mastery (18), Horde Basics (19)
(Ranks + Feats) Acrobatics 25, Athletics 23, Craft (Inscription/Carpentry) 7, Haggle 5, Investigate 25, Notice 23, Prestidigitation 23, Resolve 19, Search 28, Sneak 29, Tactics 23, Survival 23
Origin: Investigate, Search, Prestidigitation, Survival
Edged Forte, Hurled Forte, Bow Forte, Parry, Arrow Cutting, Called Shot, Cheap Shot
Common, Free Lands, Chaotic Good, Elven, Verdant Reach (Geography), Verdant Reach (Culture), Verdant Reach (History), Witches, Arborea

superior finesse goblin hatchets x2
superior goblin hurl stilettos x6
superior goblin longbow (arrows?)
Superior Fitted Elven Moderate Hardened Leather w/Light Fittings
5, Fire 5, -0, -0, -0ft, 19lbs
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>>53478240

Do you know what the story is behind Spellbound? I know it's been in development forever, but is there any known reason why it's taken so long to come out?

Have they just been spending time on other crafty products?
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>>53478320

What's this build supposed to be for?
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>>53478704
I've never met another person who even plays FC, but if I did, that's the character I'd want to play, assuming a normal setting. I went through the book and made a custom character that was as close to what I wanted as I could get. A single feat is from another book (elf-blood).
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>>53478950

I appreciate that your character has an interest in, to quote, "witches".
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>>53478950

It's come up on /tg/ a couple of times in the past. A couple of fa/tg/uys tried to run campaigns and each one of them ended up having some sort of horrendous accident before they could run the campaign.

As such, we chalked it up to a curse and didn't look back.
>>
>>53477559

If you have questions, I can answer some of them.
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>>53478685
Essentially, yes. FC isn't their most profitable line and they are a very small team so they need to focus on what pays the bills to stay afloat. They've tried hiring external help to work on Spellbound but it's such a complex task (hundreds of spells, several classes and other stuff that need to be finely balanced with everything else and align with the system's design philosophies) that that person eventually gave up.

They refuse to give up on it since it's already so far along, but they've resigned to working on it sporadically when time allows and stopped giving ETAs. It's also likely to be the last thing they release for FC for obvious reasons, except maybe small addons like Call to Arms.
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>>53479032
yeah, all the interests past elven are for stuff in my own campaign world. The witches are a regional "faction", I guess, of female spellcasters who get their magic from evil otherworldly sources. The main bad guys (girls) of a pretty big area.
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>>53476951
>>53478240
>asslizard.png
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>>53479048
>and each one of them ended up having some sort of horrendous accident before they could run the campaign.

That's a common thing for internet PnP games. People get excited thinking about running a game, ask a bunch of people to play, then realize the huge amount of work and effort ahead of them and bail out.
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>>53479207

I figured something like that might have been the case. I'm just happy they've said it'll come out eventually and that everything has already been written; it just needs to be edited.

Honestly, I don't know that FC needs all that much more content beyond Spellbound. I can understand them not wanting to add a ton of spell support in the original book, for balance reasons (lmao 3.5 casters). However, the choices there are pretty limited and Mage is pretty generic as far as a class goes.

>>53477559

It's basically a mod for 3.5. I've always been excited about it from a DM perspective because I feel like it fixes one of the biggest problems with designing content for 3.5: Challenge Rating.

Instead of that mess, opponents you create have two essential ways of gauging their difficulty: XP and Threat Level (could be wrong on the name of this).

Threat Level is between 1 and 20. It maps more or less directly to character level. XP, however is a little different. It basically is a measure of how difficult a creature is at a given TL.

So if you have a 10 XP creature at TL 5, it'll be the same difficulty for a lvl 5 group that a 10xp create at TL10 would be for a lvl 10 group.

The book gives some pretty broad XP ranges in terms of what you should expect out of a creature's performance. IE. 0-10 Trivial, 10-30, Easy, ... 120+ Deadly, et al.
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>>53479285

Look, I knew what image I was picking when I started this thread.
>>
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Getting all skills as class skills on one character:
Adaptable Adventurer Sage w/Prodigal Skill & Cross-Training (Subtle & Quick to Anger)

Highest defence?
Saurian Shield-bearer priest with maxed dex and path of protection

The master of damage (both dealt and resisted): METAL GIANT
Giant Fighter Assassin 1/Priest (Metal/War) 9/Paladin 10
fell hand (all-out attack, cleave basics), perceptive
elemental heritage (metal), blessed, armor mastery/supremacy, hammer basics/mastery/supremacy
Armor Basics, Comely, Enchanting, elemental legacy, contempt
1st: Str 16, Dex 12, Con 13, Int 11, Wis 11, Cha 13
20th: Str 25, Dex 12, Con 16, Int 10, Wis 12, Cha 16
superior large-scale giant keen maul or warhammer, superior moderate heavy dwarf fitted platemail, item of rage supremacy?
(it isn't completely optimized, but it is a nice playable character)

Highest Initiative:
Unborn Fencer Burglar 20
Init +33
Special Construction (Clockwork), Fencing Basics/Mastery/Supremacy, Lightning Reflexes
Str 10, Dex 26, Con 10, Int 10, Wis 10, Cha 8
Enlightened Acrobatics
(could actually dip several high-initiative classes for even more, but eh)

Wanna be a solid beast at 1st level without getting weird looks?
Crusading Fighter Soldier
Crunch!
Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 10
Iron Will, Armor Basics, Sword Basics, Darting Weapon
Edged Forte
Shamshir +7 (1d12+8)
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dwarf fighter soldier
Str 22, Dex 11, Con 18, Int 12, Wis 12, Cha 10
Athletics, Crafting, Intimidate, Resolve, Tactics
armor basics/mastery/supremacy, axe basics/mastery/supremacy, shield basics/mastery/supremacy, combat instincts, combat vigor, contempt, cleave basics, twf fighting/style, flail basics, favored gear, all-out attack
>Decisive Attack, Killer Instinct, Most Deadly, One Step Ahead, Master Weaponsmith
, Dwarven Tower Shield,
Fitted Dwarven Platemail w/heavy fittings

pech rogue burglar
Str 10, Dex 23, Con 12, Int 12, Wis 15, Cha 12
Acrobatics, Athletics, Blend, Disguise, Prestidigitation, Resolve, Ride, Search, Sneak, Tactics
ambush basics/mastery/supremacy, knife basics/mastery/supremacy, ferocity basics/mastery/supremacy, ghost basics/mastery/supremacy, wolf pack basics/mastery, packrat, twf/style
>Sneak Attack, Stick Close and Don't Make a Sound, Look Out!, Bloody Mess, Expertise
Goblin Knives/Daggers w/Finesse
Fitted Elven Moderate Hardened Leather w/light fittings

elf wizard mage
Str 10, Dex 12, Con 11, Int 14, Wis 20, Cha 22
Acrobatics, Blend, Bluff, Impress, Investigate, Medicine, Notice, Resolve, Search, Spellcasting
spell library, casting basics/mastery/supremacy, comely/elegant/enchanting, yeoman's work, doublecast, hidden spells, spell power, spell conversion (casting time), spell conversion (effect)
brawn IV, wit IV
Drake Long-staff,
Drake Ceremonial Moderate Padded Armor w/light fittings

wise human cleric priest
Str 18, Dex 12, Con 14, Int 12, Wis 24, Cha 12
Athletics, Haggle, Intimidate, Medicine, Notice, Resolve, Sense Motive, Survival
bandage, adventurer's luck, blessed (path of light), club basics/mastery/supremacy, shield basics/mastery/supremacy, fortunate, fortune favors the bold, lady luck's smile, close call, extra holding,
>path of life V, path of strength V
>Perceptive, Sacred Turning (undead/outsiders), Rebuke, Fell Hand, Sacred Weapon
Fitted Rootwalker Moderate Scalemail w/light fittings
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>>53479576
>>53479513

Quit dumping character sheets, nobody cares and it will make people skimming just ignore the thread.
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>>53479513
>>53479576

At the very least, post some context to go along with each one. As it is, most people probably don't know what any of those feats do.

Why don't we pick one and discuss it. Let's go with the last one. What's the point of getting Rootwalker armor?
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>>53479727
>Quit dumping character sheets, nobody cares and it will make people skimming just ignore the thread.
get fucked, faggot
>>
>>53479113
Yeah, my question is:

Can you give examples of how it works and general rules? Sounds like I could try doing something with it...
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>>53480381
Nvm read this >>53479340
>>
>>53480418
>>53480381

Something else to note is that each character gets way more feats than they would in base 3.5. Because of this (and because feats in general are more powerful) characters are equally defined by their class as the are by their feat selection choices.

Part of their design decision was to essentially to combine similar classes and put their class features in feats instead. Because of this, you don't end up with four classes that are largely "deals physical" damage with minor differences. Instead, things like the Barbarians rage or the Monk's unarmed powers are spun out into feats that anyone can take (if they meet any pre reqs).

Additionally, there's only one core Arcane caster class (although Spellbound's whole purpose is to expand upon this). It should be noted that arcane casters have to make a roll to successfully cast spells in FC. They also make use of a spell point system, but have a much more strictly limited number of spells known compared to 3.5 wizards.

Divine casters on the other hand have a much more limited set of spells, but their spells require no casting check.
>>
>>53480879
>Additionally, there's only one core Arcane caster class (although Spellbound's whole purpose is to expand upon this). It should be noted that arcane casters have to make a roll to successfully cast spells in FC. They also make use of a spell point system, but have a much more strictly limited number of spells known compared to 3.5 wizards.
Also, this one core "arcane" class has access to every spell, even the ones limited to divine classes in D&D. An FC mage can cast bless, cure wounds, resurrection, etc.
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>>53481400

This is true. The spell list is completely unrestricted.

Casters also have to focus on three stats as opposed to whatever their sole casting state was in 3.5. If I recall correctly: INT contributes to spell points, WIS contributes to spells known and CHA contributes to saving DC's.

At least in the core book, all polymorph spells have been removed, which was a step in the right direction since they were far too flexible.
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>>53481472
Int is used for the spellcasting skill, not spell points.

>>53480381
One of the big things Fantasy Craft does right is limiting (most) ability cooldowns to a narrative duration: either per scene, per session, or per adventure. This helps combat the 5 minute workday by removing much of the incentive to blow all your abilities and go back to town every encounter, since you aren't getting those spell points back from doing that.
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>>53482072

Ah that's right. Is there anything that contributes to spell points, or is that fixed?
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>>53482092
All that I am aware of is the Spell Power feat. The Mage's core ability lets you spend action dice for spell points, so anything that gives more action dice or higher results on action dice would effectively give you more spell points too.
>>
>>53482156

Yeah, I remember both of those. I'm starting to think I just invented a memory of such a mechanic existing.

>>53480381
>>53480418

As another example of something that FC does that 3.5 doesn't really have support for is that your character can essentially be support for a secondary character you control.

There are two feats (Personal Lieutenant and Wilderness Companion) that allow you to create an NPC that can advance in power as you take additional, related feats (social feats for PL and wilderness feats for WC). Where this gets a little more interesting is that you're essentially designing an NPC. So you spend "XP" on this NPC's various stats and powers, but it advances in Threat Level as you advance in character level. In this way, it's always fairly relevant, as opposed to things like the ranger's animal companion, which was, more or less, permanently a foot note.
>>
Reading the core book, I really like the character creation. It feels like PF and GURPS lite had a child or something.

What's a good setting to run it? Eberron?
>>
Imagine that we want to translate our PF chars to FC
Imagine that my unchained monk moves at mach 1 at 8th level (eventually mach 3)
How do I do that in FC? How do I get benefits from it beyond "go from A to B in less rounds"?
>>
>>53482771

FC is pretty setting-agnostic. You can run it in just about any setting you can think of. It's going to do a fine job of doing something like Eberron or Faerun. You could also run a Wuxia setting with it using some of the alternate campaign setting rules in the back of the core book.

That said, it's also not hard to add new feats/races/whatever, so you can make it work with any setting with a minimal level of tinkering.

For instance, I've been thinking of running a game set in the Secret of Mana world. As far as I'm concerned, I need to stat up a sprite race, and then come up with some alignments/feats based around the elemental spirits.

>>53482819

There's a couple of options you have for unarmed combatants. In the supplemental material there's both "Martial Artist" and "Monk". The former is more concerned with punching things, the latter is more concerned with spiritual enlightenment and vows, etc.

There's gotta be options that increase your move speed, but I can't think of them off the top of my head. That said, a basic/master/supremacy feat chain based around increasing movement speed is completely within the bounds of the game.
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>>53482771
It feels pretty setting-agnostic to me. The Adventure Companion has three very different suggested settings and the few adventures I got to play were just in a generic, nameless fantasy setting. Campaign qualities allow you to fine-tune the system to adapt to your setting, for instance by turning on/off arcane and divine magic independently and defining special rules for each, or by making everyone more squishy or tanky, or by letting people run up walls and across water.
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>>53482819
moving fast is it's own reward, because each move action you make is an action you aren't spending on hitting people

there are lots of ways to increase movement speed, mostly in character creation options (species/talent and specialty) and feats.
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>>53482979
>>53483003
I think I worded my question badly. I noticed system is setting-agnostic but I wasn't sure if some settings would work better than others and decided to ask what setting you prefer.
I'm glad to know Eberron works nice though, thanks for answeing. I'll take a look at the adventure companions too!

Another question. I live in a backwater town with no other TRPG players and always relied on internet groups, did you ever heard about someone running FC online? Roll20 doesn't seem to support it...

On a side note, I think I can make a tanky shield+unarmed character with Martial Artist, nice! (pic related)
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>>53483108
>Its own reward
Well, when moving as fast as the speed of sound still makes you as easy of a target as standing still, no. At least this is what happens in 3.PF.
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>>53482819
>>53482979
My character-making mojo is mostly depleted, but the Charging feat chain (2 free attacks during movement and 5-ft speed increase) comes to mind and if you're Unborn, you could get the Wheeled species feat for a 20-ft speed increase on practicable ground and Superior Runner II -- that means you could Run in a straight line at 150 feet per round and make two free attacks at any point, rolling damage twice and keeping the higher roll.

Any other race would have a harder time I think, and I don't know about breaking the sound barrier either way, but that's what I can think of off the top of my head. You can also definitely get more speed boosts from other sources or improve your Superior Runner trait with magic items.
>>
> It is geared towards cinematic play

Stopped reading right about here. Anything that claims itself to be "cinematic" is typically dumbed-down powerlevel bullshit.
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>>53483162
>Stopped reading right about there
>Still posts in the thread
k
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>>53483150
Char is human though, dunno what Unborn is.

My speed comes mostly from feats, monk levels and mythic tier powers (impossible speed). GM wanted us to have quirks that made us stand from your typical adventurer...mine was costly (pretty fucking costly in fact) and is a meh as fuck gimmick with almost no utility for the price it costed. But I tthought would be funny.
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>>53483118
You can even dual wield shields and still get AC from them if you're willing to dump a lot of feats into it! It's pretty crazy how many wacky concepts you can pull off in this system given enough class levels.

>>53483144
Well, if you keep buzzing past your enemies at 150-ft per round as per the above, attacking them mid-Run and staying about 70 feet from them at all times outside your turn, you should be avoiding a lot of attacks. Of course that's only in ideal conditions.

>>53483258
Can't really help there. Running at Mach 3 is broken to begin with as far as I'm concerned and FC is pretty good at keeping power levels in check. Theoretically though there's no limit to Superior Runner grades, so you could get any speed boost you want/can afford (for straight lines only) if you built your character as an NPC (such as a Personal lieutenant) and your GM approved it.
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>>53483258
you can get really fast in FC, but nowhere near mach anything, and it doesnt do you any good apart from getting from point A to point B faster
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>>53483118

It's definitely not as popular as other RPGs out there, but it's the same system (under the hood) as 3.5 You should be able to run it on Roll20; there might be some way you can specify "Other" or just post it as 3.5 and call out you're running a mod.

The game is notoriously wanting for players.

>>53483162

To be fair, I don't think FC ever calls itself "Cinematic". It uses the term "narrative" in relation to "narrative durations", which is to say, most stuff doesn't last for X minutes, it lasts for X scenes, or something like that.

If that ruffles your feathers, alright, but I think that's pretty silly to get flustered about.

>>53483258

Unborn is the name of the Golem/Construct species you can play as in FC. They come in all sorts of varieties: clay golem, clockwork monstrosity, frankenstein's monster, etc...

Chances are good, you'd have to tweak your character if you wanted to change systems.
>>
>>53483361
>Broken
Not as broken as teleporting immediately 10 times what I can move in an hour though. Wizard could do that and way more, that's just one of his many spells

In 3.PF is shitty because AoOs, doesn't matter if I move super fast, AoOs fuck me over a lot, and if I want to full attack I have to move all my speed (warrior fleet).
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>>53483495

If you're upset about casters beating your martial characters (why are you playing 3.5/PF if this is the case), then you should be happy to know FC helps alleviate some of the gap between casters and non-casters.

Casters have to make checks now in order to cast spells. So those 10 teleports? They have to roll for each of them and, if they mess it up, well, tough nuggets it's gone. The spell point system also helps prevent casters from going full alpha strike and dumping all of their spells in one scene/combat.
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>>53483580
Because 3.PF is played everywhere, I have to deal with it if i want to play roll. Luckily GM wanted to try FC because he played in a con and liked it.
>>
bumping from page 10
>>
This game seems crazy complex to me. Any video guides or something to explain it to me or learning from watching others.

Seriously, there's a three page PDF on making a character and it's knocking my brain.
>>
>>53487491
it is quite rules-heavy, and the layout of the rulebook is probably the worst part of the game

the game is 95% identical to 3.pf, which is at least 80% the same as any other edition of D&D

there is no way around actually reading the book

character creation is simple if you follow the book: pick your race (and talent if human)m pick your specialty, buy attributes, pick your class, choose one feat, pick your interests, pick your skills, and spend your starting money

what part of this are you finding confusing?
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>>53482342
>In this way, it's always fairly relevant
It's your Career Level -4, it's always noticeably behind passed level 1 or 2
>>
>>53487695
>95% similar.

Don't tell lies, anonymous.
>>
>>53487491
It's complex in that there are many rules, but each of those rules are relatively simple, it doesn't have shit like Pathfinder's 10 million modifiers on fall damage. In addition, the rules often follow predictable patterns. Stress damage, subdual damage, damage against an item, damage against a Standard (read: mook) NPC all follow the pattern of some sort of saving throw against 10+ 1/2 damage dealt.

Many situations are resolved with a simple opposed skill check, including grapple, bull rush (both Athletics), trip (Acrobatics), Bluff (Prestidigitation), Taunt, Anticipate (Sense Motive), and others.

It is complex, but simple once learned, and easy to learn.
>>
>>53488920
Yeah, it's more that the presentation is exceptionally dense.
I remember having a real bitch of a time trying to figure out *exactly* how the Sneak Attack dice work on my first read-through.

I wish Fantasy Craft had a d20SRD-style hyperlinked rules cyclopedia.
>>
>>53483495
You wont have to worry about AoOs in here, so that's a plus.
>>
>>53487268

Thank you based anon.

>>53487491

If you've played 3.5 or PF, you should already have a basic idea of how the game works. There's a couple more steps tacked on at character creation, but they largely come down to, "Pick an option from a list, write down the bonuses you get."

As >>53487695 said, the layout of the book is not the best. I know that I've had to flip through the book a couple of times to find things I was looking for. For instance, unlike in 3.5, not all of the base races you can play as are "humanoids". There's at least one beast, plant and construct. These all have serious benefits and some drawbacks, but their rules aren't located anywhere near the races' stat blocks. They're back in the section for writing up NPC and I believe they're called "types".

>>53487806

You'll have to forgive me, I didn't recall that it was four levels behind you. Isn't there an option/feat you can take that bumps it up to your current level?

>>53488920

You bring up a point that I missed earlier when discussing differences. Damage types work fundamentally different. For instance, fire damage always has a chance to set your opponent on fire, acid damage always burns for a couple of rounds, flash damage has a chance to blind, etc etc...
>>
>>53491531
>You'll have to forgive me, I didn't recall that it was four levels behind you. Isn't there an option/feat you can take that bumps it up to your current level?
Well there's the Captain's game-breaker:
>Number One: At Level 14, your Personal Lieutenant’s Threat Level increases to your Career Level minus 1.

Otherwise you could just give them Veteran grades. This houserule actually came up somewhat recently on the official forum:

>I've reduced the XP value of Personal Lieutenants and Animal Partners by 5 and essentially gave them 4 levels of Veteran (8 XP value) instead to offset the -4 TL. Players still have the option to forgo the exchange to keep both the extra 5 XP and the -4 TL if they wish, but none of my players has actually done that.

>Coupled with dropping the x5 vitality for them, the effect I have seen at the table is they are more competent but more vulnerable. This has generally made them better in non-combat or support roles. They can fight, and quite adeptly, but they generally have about half the vitality of most PCs so don't have the staying power.

For context, this was posted in a discussion about special NPC hit points going too high, so the vitality thing references this:
>I give most special NPCs hit points equal to their TL * their health rating. And that is it, no times 5.
>>
>>53491799

That seems like a fair enough work around. Even if you didn't want to houserule it as only being 5xp vs 8xp, there's nothing in the core rule book that says you can't buy Veteran grades for your companion.

To your second point, I've read a lot of folk complaining about Vitality bloat at higher levels, so I can see where this would be a good change. From my understanding, at higher levels, if you're dealing with the "core" Vitatlity stats, most melee builds focus on doing crits, so they can ignore Vitality entirely.
>>
>cinematic play
Stop that post-modern cancer.
>>
>>53491897

Honestly, it's about as "cinematic" as 3.5 is. As has previously been called out, the only thing that's "cinematic" is that durations have some sort of arbitrary narrative length as opposed to seconds and minutes.
>>
>>53491932
I suppose you could argue that fighter types doing more than standing next to someone and swinging their weapon also makes combat more "visually" appealing.
>>
So what is everyones fave bsm line/combo? Personally i like wrestling and knives
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>>53492104

Definitely, I appreciate that from a DM's perspective. It can get a little rote and repetitive when you have to describe your fighter's greataxe hitting another opponent for the umpteenth time.

At least with tricks, there's a little more input from their end as to what they're trying to do or how they're doing it. I'm sure the players enjoy having options other than "full attack" as well.

>>53492144

It's not a BSM line, but I'm pretty enthusiastic about the way alternate races/species feats are handled.

If I had to choose a BSM line, I think it'd be either Shields or Flails.
>>
>>53492144
the fencing line is the best by a clear margin
>>
>>53495041

What do you like about the fencing line? Off the top of my head, I remember the Mastery feat giving one of those "Check if the standard enemy has a specific lower stat than you, if so, kill it." But a bunch of other weapon classes get those as well.
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>>53487695
I think it's what people mentioned

>Based on 3.5
>Seems to expect experience with it I don't have
>Book needs tidying up

I'm a bit more of a visual learner when it comes to dealing with a large item. I'll admit I even needed some help making a 5e character, but I can do it just fine now. Is there a video about people playing this game like the DnD's have? Knowing my group, I'll end up running a game.
>>
>>53495581

If someone has put up a video of them playing FC in a group, I'll eat my hat. I barely see people talk about this game outside of /tg/ and the Crafty Games forums, so if some YouTuber threw up a video, that'd probably be the most exposure the game ever got.
>>
>>53476951
FAGGOT, IT'S BEEN FIXED FOR MONTHS. COULD YOU NOT EVEN CHECK?

>If you have the money and want to support the game
https://www.drivethrurpg.com/product/63884/Fantasy-Craft-Second-Printing

>If you want to try before you buy
http://www.mediafire.com/download/rscnai437ptu23k/FantasyCraft.torrent
https://www.mediafire.com/folder/nzs6xsnzbid4t/Fantasy_Craft
https://www.dropbox.com/sh/5dkzgw3cn842eyw/AACivEvWTEODXQgsjBPsHv8wa?dl=0

Other useful links:

>Errata & accessories
http://www.crafty-games.com/fantasy-craft-print-bundle/

>Web NPC builder
http://www.meadicus.plus.com/craftygames/npc-builder/NPCBuilder.html

>Custom PC Species creation guides
http://sletchweb.wikidot.com/fc-origin-creation

>Species feat creation guide & reference spreadsheet
http://www.crafty-games.com/forum/index.php?topic=8257.msg160117#msg160117

>Class design guidelines
http://crafty-games-fans.wikia.com/wiki/Class_Creation_Guidelines_%28Mastercraft%29

>Leaked Spellbound Preview
https://drive.google.com/file/d/0B7JqPtKRnUBYTkF0YlYxNllQN0hXY0V2c01xa1QzWGd6OF9J/view
>>
>>53495899

Gimme a break, I searched for old threads and I used the info I could find.

That said, thanks for dumping it here.
>>
>>53496246
I'll give you a break, because I went searching through the archives for FC threads recently and they were mostly tiny things that lived and died before I could find them. I dumped my new links in the last thread I saw, which I assumed was the last thread there was. Might have been another one between.
>>
>>53495833
I tried to get my last tutorial session recorded, but the recording was trash. I'd be willing to try again if I could get three other people to sit on Discord with me for 3-4 hours and 'play' the pregen'd characters given them.
>>
>>53495899
Woah, wait, the print bundle's still available? Wasn't that a seasonal-only thing at first?
>>
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>tfw getting my real-life friends into FC and gearing up to run an almost completely underwater campaign
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>>53477909
Yes, I am here, and making things go boom is still the most red thing to ever red in MtG, for real.
>>
>>53479340
>Honestly, I don't know that FC needs all that much more content beyond Spellbound.
The only thing I'd really want to see in terms of official content after Spellbound would be some stuff for Industrial-era tech. Particularly the more advanced firearms, there have been several homebrew takes (some of them fairly decent), but with how delicate balancing high damage and rate of fire can be, it would be nice to have an official line on the matter.

Though really, that could probably fit in more of a small splat. Either extra material in a hypothetical Gunslinger CtA splat, or something outside the CtA line but of a similar size.
>>
Holy shit we're doing FC threads again?

Is Spellbound finally out?
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>>53502981
Great! Ya know, you led to a great discussion about original intent of a creation and if a creator is to close to thier subject to percieve or understand thier own personal bias and subliminal messaging. In the end I made it red for balance issues, but a part or me still belive it could be blue. And I think a part of you too :^)
>>
>>53503291
Last I checked, nobody's kidnapped Pat and/or Alex and chained them up in a sweatshop to force them to do it at the expense of all else so... No
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>tfw running one FC campaign and playing in another
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>>53503139
I'd love to see some adventures and dungeons.
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>>53503608
>tfw campaign I played in crashed and burned and the one I ran had all the players move away
>>
>>53503139
Couldt you use spycraft for that maybe?
>>
>>53504028
Weapon stats are one of the most significant points of departure between Spycraft and Fantasy Craft. Spycraft's weapons mechanics revolve around guns, while FC's do not.

Your could potentially convert Spycraft gun stats for FC, but there's no guarantee it'd be very balanced or satisfying to play.
>>
>>53504110
True, but they have magic classes in spycraft, so it may be easier to use a industrius fantasy setting from there then adding more advanced guns to FC
>>
>>53503139
I'd like more premade stuff like equipment, special non-magical items, monsters, etc. to help GMs with less time or experience designing their own for their own setting. A few more adventures would be nice too.

Rules-wise, maybe something that would make Edge more readily useful instead of requiring an entire build to revolve around it to be somewhat functional. Maybe that's just me but it always looks like those options need a long encounter to become usable before the end and then are still limited by their cost.
>>
Any fun chars people have played? I made a hydra martial artist that specilized in using toxins. Incredibly inefficient, but fun all the same!
>>
>>53506125
One of my players tried to minmax rather poorly with some kind of magic tattoo that provoked acid damage to enemies that attacked him (so any standard NPC that attacked him ended up having to save vs death at least once per round). Unfortunately it didn't do much to increase his own survivability and if memory serves he was pecked to death by a swarm of evil crows while caught in a net.

... It was fun for me to not have to keep track of acid damage anymore.
>>
>>53506125
lazy druid charioteer: lancer for two animal companions, priest and/or paladin for path of beasts to bump up their threat level, and beastmaster to feed them exp and actions. works great until someone asks you to leave your lions at the door.

wizard with an unborn flesh crafted personal lieutenant is a painfully obvious cliche, but it works, and young frankenstein is exactly the right tone for fantasy craft

personal fav was probably the two-headed ogre gladiator that kept changing weapons because the two heads could never agree on which ones to use
>>
>>53506581
Kek thats hilarious.
>>
>>53506125
My current character is a mage whose mentor deliberately trained her wrong as a joke, indoctrinating her into thinking she's a magical girl. Super naive and idealistic, thinks her magic is literally fueled by love and friendship and shit when really it's just regular magic like every other mage uses with some cosmetic tweaks to the incantations and effects. Her mentor also set her up with a cutesy mascot familiar...actually a bakeneko that lost a wager with her mentor and is therefore forced to play along.

I use Magic Vestment I as my "transformation sequence" and mostly spam Magic Missile and Distract (ie, posing dramatically while spouting off cheesy magical girl cliches) in combat.
>>
>>53506687
Has anyone had any good successes with "noncombat" characters in combat
>>
>>53506683

Aha! Path of Beasts! That's what I was trying to think of: the option that increases Animal Companion's levels.
>>
>>53498330
No one biting?
>>
>>53507218
That is fantastic. What a douche of a mentor, but I can imagine the fun at the table. What about the other characters? Did they realize that her act doesn't make sense or did they buy it?

>>53508912
How do you play on Discord?
>>
>>53507314
I never got to try it out, but I made a level-5 Courtier that had the potential to fixate up to 3 standard NPCs for up to 1 minute in the middle of combat (or anytime, really), enough to try an Influence or Persuade roll in the middle of combat if they kept failing their saves. In theory it would at least have been able to keep disabling several enemies for the rest of the group to dispatch.

It relied mainly on the Strking specialty for Engaging Diversion (Distract 3 targets at once), the Fan Service feat (to Distract with Impress and fixate the targets) and a ludicrous amount of Appearance (to increase fixation duration and boost my Impress roll by virtue of being much more dazzling than anyone else).

In a way I'm relieved I never got to play it because I'm not entirely confident I would have been able to role-play that kind of bullshit convincingly.
>>
>>53511987
>What about the other characters? Did they realize that her act doesn't make sense or did they buy it?
One is open-minded about it (mostly due to being an uncultured mountain-woman who knows zilch about magic), but most realize my character's totally delusional. Most of them just smile and nod, some cringe every time she opens her mouth.

Meta-wise, I actually inspired some of the other players to flesh out the fluff of their actions a bit more. Since we're playing on roll20, I made macros for each of my spells to describe the magical-girly incantations and posing that go into casting them, which led to other players making descriptive macros for their own spells and combat actions.

>>53512168
I use the Engaging Diversion + Fan Service combo with my magical girl. I generally fluff it as being a sense of "what the fuck is this oddly-dressed girl doing in the middle of a fight?" gawking at a train wreck kind of thing going on with the NPCs.
>>
>>53512586
>I use the Engaging Diversion + Fan Service combo with my magical girl. I generally fluff it as being a sense of "what the fuck is this oddly-dressed girl doing in the middle of a fight?" gawking at a train wreck kind of thing going on with the NPCs.
That sounds perfect. Now that's cinematic.
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>>53507218
>>
>>53507218
>>53512586

Maybe you had the right group for something like this, but I'm having a hard time believing this would go over well in most groups.

Which is not to say the character doesn't sound interesting; I just think the other players might start accusing you of trying to hog the spotlight by hamming it up so often.

Was there any sort of inner-party conflict like that, or was everybody pretty chill?
>>
>>53511987
>How do you play on Discord?
I tell you things and you remember them. If you forget, you ask and I tell you the things again.
>>
>>53476951
>Some have described it as "3.5, except done right."

So... it's 4th edition?
>>
>>53517126

Look here, you little shit head, I'm as big a fan of 4e as you're going to find, but trying to describe it as "3.5 done right" is a horrible disservice to 4e.
>>
>>53517126
Between the way tricks and stances work, along with per scene/etc. abilities, I've always found it interesting how they converged on the same sorts of ways to partition out abilities.
>>
This is weird. I do a FC one shot which has turned into a three shot and now a FC thread on /tg/ has popped up again.

And I still derp on boss monster's abilities.
>>
>>53519684

Tell us about your one shot, anon. We could probably use a good FC story time anyway.

What problems are you having with boss abilities?
>>
>>53519884
In good time, anon. I've still got a final to study for.

It's not that great a story anyway.

And it's just simple absent-mindedness, like forgetting one npc has never-outnumbered while the Assassin carves 'im up with sneak attack damage.

Also kinda getting frustrated that boss battles simply boil down to its damage and health vs the party's.
>>
>>53520209

Consider that encounters can be whatever you would like them to be. Where you fight an enemy can often times be just as important as the enemy being fought.

One of the most memorable monsters I've ever statted up was a bone golem composed of a conglomerate of skeletons. Every time it was hit, one of the skeletons would break free, fall to the floor and start attacking the party.

They had to balance fighting this thing against cleaning up the huge mess it was making. The issue was further compounded by being in a rather small room. So if they didn't clear out the skeletons, they'd get bogged down and then the golem (who was rather slow) could takes its sweet time, walking over and pounding on them.

Also, realize when it's okay to stray from the rules.
>>
>>53520508
That reminds me of the most enjoyable combat I've GMed for, which was part of a SW campaign.

The party were assaulting an enemy fortress to get a McGuffin, so you had the sniper picking off targets, the madman who was gonna run in there (disguised), etc.

It was great because there was an actual point beyond hurr durr die die die.

The last session of the three shot has yet to happen, and I've no idea have to do the boss other than giving the four heads of the thing different abilities and weaknesses.
>>
>>53520626

What're the details for the final showdown? Give me something to work with and we can bounce some ideas around. If they're in a dungeon trying to prevent a ritual or some sort, you could have the party steal some macguffin from the cultists and then have the final confrontation be them trying to escape from a crumbling tomb.

That sort of thing would be great, especially if the party has some non-combat focused utility as well. Sure, throw in some enemies for the fighters to wrangle, but the success criteria is getting out, not murdering everything. Besides, when the thing collapses, everybody is dead anyway.

But that's ultra specific; whatchu got?
>>
>>53521004
Okay here goes.

There's not a lot so far, finals have been more on my mind but last session the party released an aspect of the setting's big bad because hurr durr I'll smash these crystals in the cave.

The next session is obviously finding a way to rebind that part of the big bad, which is basically the pissed off spirit of the planet (lame I know).

The current draft final showdown is the party beating the big bad into submission so the binding can take affect once more.

Which takes place as a fight against four spirit entities bound in place by the start of the ritual, who have different attacks and shit.

Or I just could throw an Elder Air Elemental and call it day. :P
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>>53520209
>Also kinda getting frustrated that boss battles simply boil down to its damage and health vs the party's.
Well if you built bosses that can soak up a lot of damage but are vulnerable to conditions and use different kinds of damage against the party, you'd get different battles. Or add minions to disable the party for your boss through fixation or special damage or spells or combat maneuvers.

FC provides all the tools to make combat more than "I punch him"; "He punches you back" but you have to actually use them.
>>
>>53521778
I haven't really gone through the different sorts of damage with the party, and I've yet to see someone debuff a boss through stress and/or subdual.

May throw a mob of subdual mooks at 'em as a tutorial fight.
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>>53521850
Yeah, you'll probably need to initiate to warm your players up to the idea, especially if you're the only one who's read the manual. After I roughed mine up a bit with conditions in a swamp fight, one player went on to build a witch concept based entirely on stress damage.

It's also a great way to avoid HP bloat at high levels besides fishing for crits.
>>
>>53521850

Definitely, if you're going to throw any new mechanics at the players, it should ideally be in a relatively low-risk way. Otherwise, they don't really have the knowledge they need to make sound decisions. That said, I'm not advocating for extreme hand-holding, rough the party up a little bit.

You mentioned wanting to use an air elemental, something you could do there is have the party be buffeted by strong winds throughout the fight, as just a natural consequence of fighting a creature composed entirely of angry air. So you can push them around a bit, mess with their positioning, nudge them towards natural hazards etc.
>>
>>53522267
Not to sound too pretentious but now I can see an aspect of Gaia thrashing around, causing all sorts of mayhem as the sealing ritual progresses.
>>
>>53514747
Everyone's pretty cool with it, I was very careful to gauge the feel of the group before proposing the character. My original character for the campaign was basically Uncle Iroh except a hobbit, and I ended up switching in part for mechanical reasons (hobbit!Iroh's handful of ranks in Medicine were the best healing we had, and we clearly needed something better) but mostly because hobbit!Iroh was way too tame and normal for the party we had.

For reference, the rest of the party consists of:
>mute but very expressive metal-skinned girl with a huge axe and rather odd habits
>pantherfolk Burglar (soon to go Shinobi) who's a goddamn wizard with a shuriken and a complete amoral narcissist
>samurai who rides a raptor (stats as in the book, fluff as the dinosaurs of that family) with an intelligent raven companion

We also had a grimdark edgelord mage who was basically the foil/rival to my magical girl for awhile, though that player is going to change to something else after we wrap up the current adventure since he wasn't happy with how the character played mechanically. We also had a gender-fluid kitsune Courtier (literally gender-fluid, being a kitsune the character would change sex according to need/whims) who dropped due to chronic scheduling issues.

And before I switched to the magical girl, we had a crystal drake with enraging venom, a homunculus (a la FMA -- statted as Living Metal unborn) whose weapons were fluffed as bones pulled from his own body, and a death metal bard with Devilish Heritage, all of whose players quit due to scheduling issues. And the pantherfolk's player was originally playing a horrific deep-sea monstrosity fishman mage wielding a rapier fluffed as a swordfish, who despite his terrifying looks was actually a really nice guy.

Yeah. It's a very weird group.
>>
>>53522426

Don't worry about sounding pretentious. You seem to be pretty hung up on the fact that your ideas aren't original, but that doesn't really matter. If you and your players are having a good time, then you're doing a great job. There's nothing new under the sun.
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>>53522979
Eh, that's just me returning to the first setting I've ever created for a campaign and sighing at how bad it is.
>>
>>53521850
>May throw a mob of subdual mooks at 'em as a tutorial fight.
I recently threw a few mobs of Goons at my players, just as they appear in the book with only the minor tweaks of (1) removing the Mook quality, and (2) swapping the regular old clubs for saps (partly because these were shady sneaky goons, and partly because it let them make use of that Horde Mastery and Pummel).

They really did a number on the party. Getting ganged up on with Pummel actions (done as half actions thanks to Horde Mastery) is a good way to teach players to respect subdual damage.
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I mentioned previously, but I've been doing some prep work for a campaign I'll be running in the future. The campaign is going to be set in one of the "Secret of Mana" worlds and I'm working on some feats to go along with that.

At the moment, I'm working on some species feats to capture characters being aligned with one of the eight spirits.

I'd be interested in any feedback people have on the following:

Spiritually Aligned
"The nature, or circumstances, of your birth have left you with an innate connection to one of the eight mana spirits."
Prerequisites: Level 1 only
Benefit: Choose a mana spirit.

Salamander - You gain Heat Resistance 5, you gain Achilles Heel (cold), and you gain Fire Resistance 5.
Undine - You gain Aquatic I, you gain Achilles Heel (heat), and you gain +5 with Swim (Athletics) checks.
Djinn - You gain Falling Resistance 5, you are considered 1 Size category smaller during Bull Rushes, Grapples and Trips, and your speed increases by 5 ft.
Gnome - You gain improved stability, your speed decreases by 5 ft. (minimum 10 ft.), and gain a +4 bonus with Haggle checks.
Luna - You may always act during surprise rounds, you suffer a -2 penalty with Wilpower saves, and you gain a +4 bonus with Initiative checks.
Dryad - You are treated as if you always have a doctor's kit, and gain a +4 bonus with Medicine checks.
Wisp - Your appearance increases by 2, you gain night blindness, and gain a +4 bonus with Impress checks.
Shade - You gain darkvision II, light-sensitive, and gain a +4 bonus with Sneak checks.

I intend this to be the first feat in a feat chain, with the second feat increasing some stats, granting the Fey type and maybe something else.

At the moment, I'm most unhappy with Gnome and Luna. I couldn't really think of a cohesive idea for what the Gnome traits are supposed to represent. Luna's benefits are a little too combat focused for what I had intended; they don't have a benefit outside of fights, unlike the other spirits.
>>
>>53523132
Ha, nice!
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>>53523216

Also, since it's non-obvious, I intend to have Luna be associated more generally with Time and Dryad more generally associated with Life. "Wood" and "Moon" are a little too specific in my opinion.
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>>53523216
I'm assuming you have Alignment for the mana spirits as well?
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>>53522267
One thing I like about FC is how easily you can pull options from all over to give NPCs whatever abilities they need. Any of the following could easily be borrowed to achieve that push back effect with the slightest bit of refluffing.

Driving Stance (Stance): Each time you hit an adjacent opponent with a melee attack, they’re pushed 5 ft. away from you (assuming there’s an empty square behind them). If they’re pushed, you may move into the square they previously occupied.

Hurricane Kick (Unarmed Attack Trick): You may make a single attack check against every adjacent character. Each target hit suffers 1/2 your unarmed damage (rounded up) and is pushed 5 ft. away from you (assuming there’s an empty square behind them). You may use this trick as many times per combat as you have Unarmed Combat feats.

Shove: Melee or Unarmed Attack Trick (Forte): The character uses an attack’s momentum to drive his opponent back. With a hit against a target of equal or smaller Size, the character pushes the target back 5 ft. He may follow to remain adjacent to the target or stay in his current location.

You can also give it Repelling Wave as a natural spell or the Wing Buffet special attack, ignoring the winged flight requirement because you're the DM and there ain't nobody stoppin' ya.
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>>53523262

Yeah, I'm going to add alignments and paths for the mana spirits.

I wasn't sure how to handle those alignments interacting with this feat chain. I know that I want the characters to end up with their respective alignments if they take the feat, and have a weakness to the opposing alignment, but I wasn't sure if it should happen with the first feat in the chain or the second.
>>
>>53523351
It would be more appropriate for the Alignment to be a prerequisite of the chain rather than a benefit given. Interests are only given out by feats in very rare circumstances, where pretty much the whole purpose of the feat is to give extra Interests; here, the feat seems to be more about intensifying connection to an Alignment (as in the metaphysical force that characterizes the Alignment), rather than being the primary means of gaining that connection in the first place.

And weaknesses should always go in the beginning of a feat chain. Nobody wants to pick up novel weaknesses as they improve their character.
>>
>>53523459

Fair point, I don't have any problem with including an alignment as a pre-requisite.

To point, the Elemental Heritage/Legacy feats out of the core book increase both bonuses and weaknesses from the first feat when the second feat is taken.

I'm largely basing this work on those two feats, as it seemed appropriate. I even copied Shade and Djinn from that feat with no alterations.

That said, I also intend to remove the Elemental Heritage/Legacy feats as options for my players.
>>
>>53523287
Thank ye kindly for laying out all those options.
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>>53523563
There's a difference between increasing a previously-acquired weakness with higher entires in the chain vs. gaining an entirely new weakness. (Also, the Elemental Legacy feat is a notable outlier, both in terms of general design and in terms of power balance; many of the Elemental Legacies are demonstrably way weaker than the norm for Species feats.)
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>>53523734

Do you think it would make sense to drop the weaknesses? I followed some of the guides I saw posted, but I'm not entirely sure whether or not the bonuses I've chosen are worthy of a feat slot.

Do any of the options stand out to you as being obviously better or worse than the alternatives?

I'd be interested to hear some meticulous nitpicking, if you feel like putting in the effort.
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>>53524814

Something seems off about your age, gender, height and weight.
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>>53523773
Meticulous nitpicking is my specialty!

Breaking it down by point values:

>Salamander: 1.5 points
1 point for each of the resistances, -1/2 pt for the Achilles Heel. A bit underpowered for a "level 1 only" feat (2-3 is the norm).

>Undine: 1.5 points
1 point for Aquatic I, -1/2 pt for Achilles Heel. Guesstimating the +5 Swim at 1 point, it's a bit broader than what is meant by the "+5 to specific check" for 1/2 point in the species feat creation guide (that really refers to Natural Camouflage, and should only be adapted to other types of skill checks if they're similarly restricted -- ie, not just a particular check, but a particular check *in particular circumstances*), but narrower than applying to the whole skill. Like Salamander, a bit underpowered.

>Djinn: 1.5 pts
1 point for resistance, 1 for speed boost, -1/2 for being smaller for combat maneuvers. A bit underpowered again. (Yeah, I realize this is a direct copy of Wind Elemental Heritage; FC is a pretty well-balanced game, but it's not perfect. Some options are demonstrably below the curve, and a lot of the Elemental Heritage/Legacy ones are in that boat. I personally houserule Elemental Heritage/Legacy to shore up the weaker options.)

>Gnome: 2 pts
1 for improved stability, 1.5 for the Haggle bonus, -1/2 for speed penalty. Power level wise, this is the minimum you should shoot for in this sort of feat. As far as the theme issues, it looks like you're caught between the notion of "earth" as steady/stable and the side of "earth" that involves riches? Maybe? I'm not familiar with Secret of Mana, just trying to interpret what you have here.
If you want to have a riches/wealth side to it that stays in theme with the more typical earthy stuff, maybe +2 Prudence rather than +4 Haggle? Prudence plays into riches/money while still falling on the "steady/stable" side of the flavor spectrum.
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>>53525072
>Luna: 2.5 points
2 pts for Always Ready, 1 for +4 Initiative, -1/2 for the Will penalty. A solid feat, points-wise. Conceptually, if you want to make its benefits less combat-centric, maybe swap the Init bonus for a free hint? That would fit well with the "time" theme.

>Dryad: 2 points
1/2 point for the kit, 1.5 for the Medicine bonus. What really sticks out to me with this one is that it seems to be pushing all for Medicine (which is fine and expected for a "life" theme), but doesn't necessarily guarantee you can *do* Medicine. Which seems to me something you'd want to ensure for Dryad folks.
Rather than the Medicine skill bonus, it might be better to give 4 free ranks in Medicine (not to exceed your maximum). That would drop it down to 1.5 points, so you'd want to add another benefit to bring it back up to speed. You could add another Medicine bonus, but since Medicine is one skill where skill bonus is less relevant, I'd go for something more interesting. Maybe Iron Gut, or a flat +1 to Fort saves (since Iron Gut wouldn't stack for characters who already have it from their Species/Talent). Or for something a little more exotic, maybe +1 Reach for Stabilize checks and casting Healing spells? That would be a very handy ability for a healer, including magical healers (and I assume the Dryad Alignment will offer Path of Life).

>Wisp: 3 points
Fine points-wise, but the content is a bit off design. +2 Appearance in one fell swoop, although valid by the points, is totally unheard of outside the Courtier's core ability. I'd recommend swapping one point of Appearance for Charming, or maybe for giving weapons you wield the Lure quality if you want to add a bit of a combat-relevent angle.

>Shade: 2.5 points
1.5 points for darkvision, 1.5 for the Sneak bonus, -1/2 for light-sensitive. Not much to say here, Darkness Elemental Heritage is one of the more spot-on EH options (though its Legacy is on the weaker side), so nothing wrong with just copying that.
>>
>>53524985
The labels are under the field, seems appropriate enough to me:

>Height: Huge
>Weiight: Swole
>Eyes: Eeeeevil
>Hair: Finny bits
>>
>>53525118

Okay, those make waaaaay more sense.
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>>53524814
gib monster specialty pls
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>>53525072
>>53525085

Yeah, I think you hit on what my concern was for the Gnome thing. I was definitely torn between doing a stability/strength of the earth type theme, versus a more riches sort of angle. I had considered prudence at one point, but maybe Panache would be more appropriate? The idea being that the earth offers up its treasure to the character more readily, so he literally stumbles over gems or what not.

I'll have to re-read about hints, but something like that would definitely be the direction that I would want to take Luna.

Likewise, your thoughts on Dryad are solid. Out of the options, I feel like hers are the most... generic, but iron gut and the healing reach definitely do some work in alleviating that.

I hadn't considered adding weapon qualities, but lure for Wisp could be an interesting play on will-o-wisp type abilities.

Shade felt like way too good of a fit for the existing Darkness option to really do much to change, although I'm still a bit hesitant about having the sneak bonus. I'm worried that not enough character types could take advantage of it, but I might just be paranoid there.

At a broader scale, how do you feel about offering tricks on certain skills as part of the feat? Something like a Jump trick for Djinn, a Swim trick for Undine, et al.
>>
are there any spells that grant DR (besides iron body)? I noticed that mage armor grants defense and that bark/stoneskin aren't in the book
>>
>>53525467

You could check the Spellbound preview; I forget if it has any extra spells defined in there. Also, there's nothing really stopping you from statting them up yourself.
>>
I am going to be running a Fantasy Craft game soon, and I am very inexperienced. One of my players was bragging earlier about how he can roll combat with his character, whose class is Lancer, by abusing the rules and Born in the Saddle to one-shot auto-pass knock out most Standard characters. His (poor) explanation is that he uses a skill check to do Stress damage to them, which they don't resist, and most that most NPCs have a terrible save to not die instantly?

What is he talking about?
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>>53525467
>>53525520
Divine Power on self, Heroes' Feast on party, Iron Body on self, Gaseous Form*/Liquid Form* (self/touch), Toughen Construct* (self or other construct), and Phylactery* I guess after one year, for completion's sake.

*Spellbound preview
>>
>>53525560
Any kind of damage on standard NPCs is treated as regular damage, against which they have to save or die. This means any type of damage is roughly equally effective against them (although acid and fire will also carry over from round to round and so on).

Born in the Saddle: At Level 1, each time you fail an Intimidate or Ride check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20.

So he will use the Threaten action:
1 Half Action • Attack Action
The character tries to humiliate an opponent within Close Quarters. The character makes an Intimidate check opposed by the opponent’s Resolve. If the character wins, the opponent suffers 1d6 stress damage; otherwise, the opponent gains a +1 bonus with his next attack against the character during the current combat.

So unless you give your standard NPCs high Resolve, his Level 1 ability will make him succeed on most of these attacks and quickly/reliably deal damage to your NPCs. You can counter this by giving them several ranks of Tough so they need to fail several saves to die, high Health or Con so they pass their saves more often, high Resolve to avoid taking that stress damage altogether, or even stress damage immunity (constructs and undead are already immune) or defiance.
>>
>>53525432
>I had considered prudence at one point, but maybe Panache would be more appropriate? The idea being that the earth offers up its treasure to the character more readily, so he literally stumbles over gems or what not.
Panache would be better than Haggle, but still kind of pulling in two directions. You could perhaps push the riches angle off onto other stuff entirely, just focusing on the tough/stable side for this particular feat. The riches could come in with the next feat in the chain, shifting gears a bit there, or you could have the feat chain itself entirely focused on the tough/stable side and just represent the riches side by the Alignment offering something like the homebrew Path of Wealth here:
http://www.crafty-games.com/forum/index.php?topic=7895.msg167463#msg167463

>Out of the options, I feel like hers are the most... generic, but iron gut and the healing reach definitely do some work in alleviating that.
To be clear, I would recommend *either* Iron Gut *or* healing reach for Dryad (alongside 4 free Medicine ranks and always having a doctor's bag). Both would be a bit over the power curve. (Not by enough to be seriously worrying, but it's best not to go over 3 points unless absolutely necessary for the theme you're trying to capture.)

>I'm worried that not enough character types could take advantage of it, but I might just be paranoid there.
It is a bit narrowly targeted, yeah. I wouldn't say that's necessarily a bad thing; sometimes an option is simply geared for a certain kind of character. Sometimes you might not want that (like my suggestions on tweaking Dryad to appeal to characters who might not have much focus on Medicine), but that depends on how it feels. "Life" is a...generous theme. It makes sense that it would encourage you to spread the love, no matter who you are. "Darkness" is a bit more "selfish", as it were, so it makes sense that it would most reward those who go all-in on it. Just my gut impression, anyway.
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>>53525835
Oh, I see. Thank you!

Now, the biggest question is: would it be dickish of me to stack stuff against it? I don't wanna be THAT GUY that negates player cleverness by being passive aggressive. But I also don't want combat to be a non-issue until it's time to fight a boss
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>>53525982

I'd be more inclined to take Gnome more in the riches direction; it seems like a novel way of incorporating an Earth-type spirit that doesn't get too much play. At that point, it might make more sense to drop the improved stability and haggle, replacing them with Panache and maybe a craft bonus? I'm not sure what other ways you could represent the wealth of the Earth throwing itself at the feet of a person. Maybe a +5 bonus on search checks when looking for gems underground?
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>>53525560
The mechanics are laid out here >>53525835, but the power level of it is rather overstated. Yeah, standards go down easy. They go down easy to *everything*. Fantasy Craft isn't shy about letting players feel like Big Damn Heroes, plowing through wave after wave of minions. That's literally the whole purpose of standard NPCs. PCs -- especially combatant PCs like the Lancer -- are *supposed* to be able to murderize them with brutal efficiency.

But 1d6 stress is not much, and it's not *that* insanely likely to drop a given enemy. And the fact that he reliably succeeds the skill check...well, full-BAB classes can hit pretty reliably with their attacks, too. Maybe not as reliably as a Lancer can succeed with Threaten, but still pretty damn reliably. And a hit with an attack is usually nastier than a successful Threaten.

If he really likes Threatening standards into submission, then good on him, let him have his fun. You might want to throw him a curveball now and then to keep him challenged, but you don't have to worry about him breaking anything with it.
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>>53526104
+1 Panache and +2 Crafting would fit neatly in the expected power curve, whether or not you keep the speed penalty. Could alternatively do 4 free ranks in Crafting rather than the bonus, if that seems more fun/appropriate to you. (Not +2 Panache, I was mixing up Specialty pricing and feat pricing when I suggested +2 Prudence earlier.)
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>>53526185
Or maybe not, I was consulting a reference with an error in it just now. +2 Panache is fine.
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>>53526095
I gave you several options you can pick from when they make sense for the NPCs at hand, but I wouldn't advise using more than one at a time or using them all the time. The idea is to avoid his character trivializing combat altogether, not to deny him his build.

You also have to consider the rest of your party. If he's the primary damage dealer and chooses to use stress rather than physical damage, that's just fine in my opinion. But if you have a high DPS character trying to cleave through enemies and that guy just sits 15 feet back and scares everyone into killing themselves before the fighter can land a solid hit, it's going to suck for the fighter. See if you need to have more mooks than recommended to balance out your party's damage output (whatever form that damage takes) instead of making their attacks ineffective.

And as >>53526107 said, the strength of the Lancer's build comes from being almost certain to hit for 1d6 damage twice per round at range. That's two fairly easy saves per round. If you have an archer with high attack rolls, they can fare similarly and do a little more damage, i.e. provoke more difficult saves a little less reliably. A melee character has to get in reach, but even if a single attack connects each round, they might have built to deal 2 or 3 times that damage per attack or use elemental damage that continues each round to provoke extra saves.

You should be able to tell after a couple fights whether anyone is stealing the spotlight and how to buff up your NPCs to compensate (not negate).
>>
>>53526185
>>53526214

Wouldn't +2 Panache be strictly better than Wisps's +2 Appearance, since Panache also increases appearance?

That was one of the reasons I decided against it initially.
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>>53526283
Panache doesn't give Appearance bonus on a 1-for-1 basis, but rather +1 at Panache 2 and an additional +1 per 3 Panache beyond that. So it's not strictly better, no.

+2 Panache would actually be a more appropriate fit for a feat than +2 Appearance, due to the aforementioned pattern of no feat ever giving more than +1 Appearance at once.
>>
>>53526282
>>53526107
Thank you both for the advice. I just don't want combat going "And then I win for us", it's no fun for me or the players who aren't that guy
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>>53526397

Ah, that'd be my rustiness with the rules again. I thought it was a 1-1 progression for Panache and Appearance.

I'm at a bit of a loss as to how to improve the Salamander option. As stated before, I'd like to avoid options that are only useful within combat, but fire is rather... limiting.

Undine is a little easier to work with. I had already been considering whether or not that choice should get some ranks in Superior Swimmer. Although, going ultra-heavy into improving swimming may not be a good idea either.
>>
>>53526398
I get you. My players and I spent several of our first games testing the limits of minmaxing in the system, and it can definitely be abused. It gives you a wonderful breadth of options, but putting all your resources into one basket definitely breaks balance if the rest of the party doesn't also build to do the kind of thing you do.

We've had a burglar who was so sneaky nothing could have conceivably noticed him unless it could peer directly at our souls - so no one else should have bothered to stealth if the NPCs were statted to give him a challenge. We had a soldier who did enough damage to one-shot a miniboss without critting - so us attacking the same target was a waste of time and typical single-boss encounters were a boring cakewalk. I made a tank that had so much defense and saves that they could throw me at an angry mob and wait for them to get tired of attacking me in vain.

We kind of had to agree to round out our characters more if we were to enjoy this system in more ways than steamrolling everything in our path. It's quite beautiful that you can spend many of your character options on essentially fluff and still not feel gimped in any situation.
>>
>>53501394
The dream lives on, eh?
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>>53527639

The soul still burns.
>>
Newbie GM here

What is a good amount of Silver to give? It seems to be less than 100, unless they level up, because you only get 100 per Career Level at character generation
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>>53529293
You can't really break the system by giving them tons of silver 'too early'. The amount in the book is there to give the heroes the 'starting out' feel; equipping them with only the essentials. Because magic items are separated from the cash economy, jumps in player power are not tied to how much money you give them, mostly. A Keeper with a Superior, Giant-crafted, Keen greatsword is statistically better than a Keeper with a stick, but he's a far cry from the might of a stick wielding Soldier.

If the money is loot from an enemy, make a decision on whether or not and how many instances of coin loot there would be then consult the table (Fantasy Craft pg. 345). If it's as a quest reward, remember that Prudence will swallow most of that. Even 1,000 silver per party member at level 1 might only be barely enough to get one significant upgrade in equipment. If they're trying to bank towards something huge at such low levels, their Prudence will generally only allow them to keep 150-200s unless they hey happened to have taken character options to boost that. And, even if they do amass large quantities of silver, you get to limit which items the party is able to buy based on the items Availability.

Be as reasonably generous as you want. Silver, as a reward, is a ballpark estimate of 'correct' and not a minute facet to manage.
>>
>>53525424
Just search for Fantasy Craft Bundle of Holding.
>>
please don't let this thread die reeee
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>>53532720
Alright guys im going to see if i can find my color wheel alignment path sheet to start some healthy fun posting
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>>53534982
I found it but the site is being stupid about letting me post excell sheets. Give me min to figure out
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>>53529775
Expanding on this, it's worth noting that the main area where more coin will enable more power is weapon and armor upgrades, which are not a simple matter of throwing money around. The more upgrades (and the more exotic the upgrade), the less likely it is you'll be able to find it "off the shelf". The really tricked out stuff is going to be a custom job, which means either someone in the party needs to spend the downtime to Craft it, or they'll need to commission it. And a commission costs twice the normal price, and also takes a fair amount of time. Plus you have every right to just say some upgrade combinations aren't feasible (eg, adding Massive to a razor).
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>>53534982
>>53537063
here we go! anyone wanna help me build a pantheon?

https://docs.google.com/spreadsheets/d/14J2wEPzGZEcCPxoN74Z3tclex3nHVgr3t0Tq8nnQqyk/edit?usp=sharing
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>>53537429
Do you just need Alignments or what? Need more info here.
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>>53537168
>Plus you have every right to just say some upgrade combinations aren't feasible (eg, adding Massive to a razor).
Challenge accepted.
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>>53537938
Just general comments. Iva lready organized all of them
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>>53537938
Also i am making a pantheon, but i want to have 3/4 of each color to pull from
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In another attempt to keep this thread alive, anyone habe any fun combos for savant?
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>>53540637
Mantle Alignment (Rote: Wish (Temporary Outsider Typing; Level 3) & Consecrate(Level 2))
Level: 3 Word (Aligned)
Casting Time: 1 full action
Distance: Personal or Touch
Duration: 5 rounds per Casting Level
Effect: You channel the forces of your Alignment granting 1 character with the same Alignment as you the Outsider typing (with all benefits and vulnerabilities thereof), a +2 magic bonus with Morale checks, attack checks, damage, and saves. If this character is holding a permanent object that is dedicated to your Alignment (i.e. something that was not temporarily summoned) then these bonuses increase by 1.
Special: This rote may be formed at any time. However, it may not be cast until a Quest Subplot customized to this particular Wish has been completed.

It requires GM approval, only slightly different than most other rotes, but it looks fun. Considering the character is probably level 12 when they learn to cast rotes, that means that the spell usually lasts 6 minutes. Plenty long enough to give a dying character bonuses to his saves vs. death. Of course, literally making him an angel or devil or elemental or what-have-you while he's on Death's door might have interesting consequences. And, even if he does die, Outsiders are banished instead.
>>
>>53540637
Well?
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>>53503139
There was supposed to be another book after Spellbound called Gears for the Ages that was just going to be all sorts of equipment for various time periods, but since Spellbound has been stuck in development hell for years this book will actually never come out. It's a shame, too; I was looking forward to more technology for Keepers than I was for spells for wizards.
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>>53542634
Using Wish for an effect that wouldn't normally be under the Word discipline seems rather cheeky for a rote.

Though in this case, it seems a bit underwhelming for the cost. It's basically 5 spell points and a quest to give a guy +2-3 to attack, damage, saves, and Morale, and aligned damage with all attacks, for 5 rounds/lvl. The fluff is interesting, but it's not much of a return on the investment.
>>
>>53544463
Oh, I would have said that you have to do the quest to earn the ability to cast it and that you could cast it forever after.
>>
I'm GMing a game of this now. The party's consists of:
Fergus Ferguson, a fey heritage, pech, swashbuckler.
El Loco Robo, a burglar robot that cooks.
Dad, A crystal elemental, giant, paladin that wields a battering ram.
Bepo, a chameleon martial artist that likes chocolate milk and taming animals.

They're on their last adventure before I end the campaign and Fergus's player GMs the next game. They're on a quest to find the fountain of youth for Bepo since he's the only one that doesn't live forever.
>>
>>53544901
>Final quest is to find immortality for the one mortal member of the group so they can all be friends forever

I love it!

(And if that's not the reason they're doing it, you can just keep that to yourself cuz I don't want to hear it.)
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>>53544939
That is the reason, which is nice considering that they're a group of criminal smugglers with no regard for the lives of others. Except for Dad, who doesn't know that they're criminals as a running gag.
>>
>>53540637
Strong Heart (Rote: Courage II (Level 7) & Perseverance II (Level 7))
Level: 7 Glory
Casting Time: 1 half action
Distance: Personal or Touch
Duration: 1 minute per Casting Level (dismissible)
Effect: One character automatically succeeds with each Fortitude save prompted by less than 10 subdual damage and each Will save prompted by less than 10 stress damage (i.e. he must only roll when he suffers 10 or more subdual or stress damage at once). He still accumulates subdual and stress damage normally and must make a Fortitude save and a Will save as if suffering subdual and stress damage when this spell ends.

You save a half action. This is boring.
>>
>>53544308
I just came up with invisible tentacles. Or invisible posion cloud. Or invisible anything really.
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>>53546642
Well come up with interesting ones then! Like meteor swarm and summon undead so that each inpct brings skellies into the mix
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>>53546730
I don't think you understand the restrictions on rotes.
>>
Mind Blender (Rote: Insanity III (Level 8) & Modify Memory II (Level 6))
Level: 8 Charm (Curse)
Casting Time: Varies (see Effect)
Distance: Touch
Duration: 1 day per Casting Level (dismissible, enduring)
Saving Throw: Will negates (terminal)
Effect: You implant, suppress, or rewrite a number of minutes of one NPC’s memory up to your Casting Level, spending the same amount of time casting this spell. If the altered memory is nonsensical or illogical it may be dismissed as a dream or idle fancy. Unless made permanent, modified memories often re-emerge slowly and can trigger traumatic or disturbing episodes. This character behaves randomly for the Duration. At the start of the target’s Initiative Count each round, roll 1d20 and consult Table 2.XX: Insanity.

>Table 2.XX: Insanity
>Result Behavior
>1–2 Character is unaffected
>3–8 Character becomes stunned
>9–14 Character becomes frightened of the caster
>15–20 Character becomes enraged

Write a false betrayal of the NPC's superior, a revelation of familial ties, or that their death is imminent from some other source. Maybe, remove that you cast the spell at all. That makes casting Permanancy so much easier; as well as only costing 160 Rep instead of two castings costing 280 total.
>>
>>53548210
Now that's slick!

Speaking of Permanency, there should be a campaign quality or something to make that cheaper. Makes sense for it to be prohibitively expensive as a default, but it seems the sort of thing you might want to be more permissive with in some campaigns.
>>
>>53548506
Lasting Magic (2 Action Dice): The fabric of the universe is much slower to condemn the life of fleeting magics here. Spells with a Duration have that Duration increased by 100%. The Preparation cost of Permanency becomes 10 × target spell’s Level (minimum 10).

That seem balanced?
>>
>>53476951
Why is that lizard so sexy
>>
>>53550537
Because the artist that is used throughout the book is phenomenal.
>>
Has anyone made characters with the Feat Exchange campaign quality? My group's going to play a game where every character has to be a monster so we're using Species Feats for the quality so we can replace our origin feat with a species feat to more monster-y monsters. I'm torn between making a small custom construct, flesh crafted unborn and being Chuckie; an earth elemental, saurian blooded, desert clutch ogre and being a gargoyle; or a saurian blooded, dragon-tailed human and being a naga.
>>
>>53553368
>desert clutch ogre
How does that work? Tbh it sounds like autism senpai.
>>
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>>53554830
I mixed up the feats. I meant Sky Clutch, the one that gives wings. So you start with an ogre, take Saurian blood as your level one feat, take the -2 to an ability score for Sky Clutch, then use the feat exchange campaign quality to replace the feat you get from your specialty with Elemental Heritage Earth. Then you basically have Goliath.
>>
In the Rogue's Gallery, are you meant to adjust their attributes? Most of them seem to have a flat 10s across the board
>>
>>53557632
You could if you want to adjust some of their rolls, but their XP value is set according to their attributes as shown. I think their reasoning is that you can already adjust most of them with NPC-specific attributes, but I usually build mine with different attributes anyway.
>>
>>53553368
Personally, I just give a bonus Species feat at level 1 when I want to encourage/enable players to make use of more Species feats. Feat Exchange is more for when you want to encourage coming back to a given category of feats repeatedly throughout the character's progression, which usually only drakes or Draconic Legacy characters would get much use of for Species feats.
>>
>>53557632
For rank and file standards NPCs, they're fine just as is. Their trait grades are enough to make them competent in their intended roles.

For more elite standards or for specials, you might want to bump up some attributes, but make sure you increase the XP accordingly.
>>
Has anybody ever had issues with their players objecting to the way FC handles damage resistances (ie, by weapon group typing rather than mechanism of damage, so for instance Blunt Resistance protects against clubs but not thrown rocks)? The people I play with have generally been willing to accept the abstraction, but it's definitely one of the more unintuitive parts of the system.
>>
>>53563176
I never had anyone object to it, but it is a bit wonky. I get it's supposed to be simpler but it's weird to have an npc resist getting stabbed by a knife but not by a shuriken.
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>>53550537

It's the butt and >>53550581's reason doesn't hurt neither.
>>
>All this lizard butt talk
>No Martial Artist
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>>53563857
>Implying Mage isn't the superior waifu
>>
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>>53563857
>>53565176
>plebians
>>
Anyone else notice the Edgemaster is a fleshcrafted unborn?
>>
>>53566193
It's kinda hard to miss.
>>
>>53566561
I've always known she was an unborn, it's only now seeing them one after another that I have to ask-- is that the Deadshot's upper arm she's got there?
>>
>>53567892
It certainly looks to be the same tattoo, at any rate.
>>
>>53567892
>>53567953

Where the hairy bits from though?
>>
>>53567988
Assuming they are from another iconic, it could really be any of the male Folk.

Though I'm 99% positive the right foot is from a pech.
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>>53476951
I want to fuck that lizard.
>>
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>Not wanting the qt with her tits hanging out
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>>53571243
I never realized that was a female.
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>>53566561
It took me a while to notice the sutras. I always just glanced at her.
>>
>>53476951
"Huh, let's check this out."

>Abloobloobloo ids better than 3.butthurt because <insert reasons that were fixed in 4e, 5e, and with a 3e splatbook>

Shit game.
>>
>>53573671
Sutures?
>>
>>53572329
>When the whole party has Fan Service

>>53573689
Tbh I hate the attitude people that play this game have against other 3. games.
>>
>>53573886
>Tbh I hate the attitude people that play this game have against other 3. games.
What? That the largest part of the fun is who you're with. That the system you use is a tool to have fun. That, if you must use a tool, use an objectively better one?
>>
>>53575128
Because that elitist attitude turns people off from the game instead of making them curious about it.
>>
Anyone ever dealt with forward momentum when using feather fall?

I was thinking perhaps something similar to sky clutch saurian "glide" mechanics, limited to your speed.
>>
>>53575848
If I wanted to be persnickety, the spell specifies 'freefalling', which means they would have almost no forward momentum. I would still allow them to chose where to land in an small to decent size area, depending on how long the spell lasts. If I'm not, then it's a flat 20 ft/round unless they have hover/fly already.
>>
>>53576748
> the spell specifies 'freefalling', which means they would have almost no forward momentum.

This isn't actually true (from a physics standpoint...which is maybe not the best thing to mix into a fantasy RPG all the time). Freefall simply means "gravity is the only force acting on the object". So if they had forward momentum before jumping, that would still exist.

I do agree your approach that would certainly keep things simple (which FC sometimes desperately needs).

Doing a combination of the two might be a good approach. Flat 20 ft/round OR make a jump check for gliding further, perhaps with the risk of over-shooting as Feather Fall is not dismissible. (but then that's penalizing for a good jump check which doesn't make sense...)
>>
>>53577216
>This isn't actually true[...]. Freefall simply means "gravity is the only force acting on the object". So if they had forward momentum before jumping, that would still exist.
Well, yeah, in a vacuum. I generally assume that my player's characters are going to be in an atmosphere of some kind when falling due to gravity.
>>
>>53577216
>but then that's penalizing for a good jump check which doesn't make sense
Make it an acrobatics check, not a jump. Jump is designed for leaping as far as possible in a set direction, what you want here is some kind of aiming. Failure could still mean you overshoot but won't come from a good roll.
>>
Reading through the rules now; character creation is so fantastic. A lot of ways to draw satisfaction from your character overall, and get attached. All things I look for in an RPG.
It seems relatively complicated to run, but I guess I'll just have to be careful to take it all step-by-step so as not to get overwhelmed. Anybody have any tips, or know of any pitfalls to avoid?
>>
>>53577360

You'd have to have a pretty thick atmosphere to stop all forward momentum in a matter of seconds. Most of the time what stops that is you hit the ground. So I'd say having a full round of continued forward movement would seem entirely reasonable. Possibly several rounds, though I don't care quite enough right now to do a more detailed analysis.

>>53577589

Derp...generic acrobatics check makes a lot more sense.
>>
>>53580739
You can definitely minmax, so aim to have well-rounded characters instead. It's also best if the players consult to have a versatile party where not everyone can only inflict physical damage.

Maybe avoid damage resistances at first since they're a pain to keep track of on top of damage reduction and armor-piercing.

Introduce your players to alternative attack actions, damage types and conditions by using them against them.

Start at level 1 since there's already many character options to keep track of.

Remember that standard NPCs are MEANT to go down like flies. Just because someone stands out and has a personality doesn't mean it has to be a special NPC; you can make it Tough instead to prolong the encounter, and it's easy to fake it if you didn't expect it to die that quickly.

Be generous with action dice. You gain one for yourself anytime you hand out one so you can always retaliate, and being able to tip the scales either direction keeps everyone on their toes.

Use the NPC builder.
http://www.meadicus.plus.com/craftygames/npc-builder/NPCBuilder.html
>>
>>53581074
>>Introduce your players to alternative attack actions, damage types and conditions by using them against them.
I did this by making slugs that exploded into acid when they died to force my players to subdue/stress damage them out.
>>53580739
The book's layout makes it seem more complicated than it is. Once you give it a read through and you start playing it clicks, I've found.
>>
>>53581210
But I guess I should add that before we started Fantasy Craft my group played a Pathfinder and a Pokemon Tabletop United game, so I guess I'm used to clusterfucks of game rules.
>>
>>53580972
Well, depending on size, shape, density and how much flappy cloth there is on a person, they generally stop going forward pretty quickly if all their forward momentum is from a jump. Now, I was getting free falling and terminal velocity to be closer terms in my head then they actually were, so I concede that I was wording things from the standpoint that they had to already be going down at a good clip to cast the spell. My bad.

Now, if my players are trying to use Feather Fall to get some extra hang time to their jump, I would tell them it doesn't work that way. If they're low level, I would say that they'd only get a few rounds of Feather Fall anyway and that that is what a Push Limits check is for. If they're at a higher level I say, "Just cast Fly instead."

Acrobatics for precision jumping definitely makes sense.
>>
>>53580739
No pitfalls to speak of, except the system agnostic one of know what campaign you are playing in. Fantasycraft is actually pretty good at letting everybody be at least somewhat useful regardless of the circumstances, but if you build a long-term crafter in a campaign that never leaves a dungeon or has more than a day of downtime, you'll have a bad time, similar to a combat monster in a diplomatic campaign.

The only system-related pitfall might be if you have 0 specialization at all. The feats are set up with the assumption that you will progress in the chains at some point. If you get a million XXX Basics feats, and no Mastery or Supremacy feats, you can do a lot of neat stuff, but may feel underwhelming compared to somebody who picked at least one feat tree to progress in.

Also, you don't need ability scores maxed nearly as much as 3.PF. You can minmax, but investing too heavily in one area gives you drawbacks in others.
>>
>>53580739
>>53582648
>except the system agnostic one of know what campaign you are playing in
Here's a true story which is that problem on steroids:
"Hey guys, let's try Fate Core. Here's the premise: you guys are part of a Yakuza family in the near-future who have a government contract monopoly on dealing with these mystical, very Halfe Life-y portals that crop up sometimes."
"Sounds fun! You said they're mystical? I think I'll be a sort of traditional taoist wizard who's a bit sadistic."
"I'll be a young, firey martial artist who wants to prove himself and always gets in over his head!"
"I want to play a lich whose bones are made of that super-strong aluminum glass."

This can also an issue with Fantasy Craft, though usually way less egregious. You need to make sure you know what the setting is and communicate where the limits are at character creation, before players get their hearts set on a really specific race/species feat that doesn't exist or on other options that don't work thematically.
>>
>>53583095
To be fair, that entire post could mesh together no problem in a Kojima-esque setting.
>>
I'm reading through the Types, and I'm wondering.

Say I decide to be a Lancer with a horse mount. If something like a Horror or a Fey showed up, would my mount instantly try to be fleeing?

Because if so, I'm not sure I want to be a mounted person if my mount's going to skip out on me the moment an elf makes an appearance
>>
>>53584016
Your mount is trained and there is no special rule that you have to spend X resource to train an animal to be able to attack a Fey or Horror. It's up to you and the GM to decide whether it's in character for your mount to fuck off out of fear.
>>
>>53584016
It's up to how your GM interprets things. Worse comes to worse you can argue to make a Ride check to steer your horse towards it like you do to control it around fire and other dangers.
>>
>>53476951
My friend is running a Fantasy Craft game where we will make the setting using a worldbuilding God Game first. If anyone is interested he's running it on wed. Here's my discord NoEyesZalgo#1547
>>
page 9 bump
>>
Not *exactly* on topic, but I'm curious: how's SpyCraft? With all the gonzo sourcebooks that I see exist for it I find myself tempted to check it out.
Also, how much of it is usable in FantasyCraft, and vice versa?
>>
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>>53589268
Bump
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