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File: 75c450cbea4e33d⋯.jpg (317.37 KB,991x615,991:615,Fantasy Craft.jpg)

 No.305697 [View All]

One year, dead. One year, ahead… edition.

Have you introduced your friends to FC, yet? What followed?

Noteworthy points:

>Drastically reined-in magic system putting casters on equal footing with non-casters

>Classes and the game as a whole designed to ensure everyone can contribute in a wide range of circumstances, even outside their primary niche

>Separate cash and Reputation economies keep mundane gear relevant and magic items special

>Custom monster and NPC design is a breeze

>Optional Campaign Qualities tweak mechanics to suit your preferred style and tone

>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

469 postsand148 image repliesomitted. Click reply to view. ____________________________
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 No.408017

>>407060

>x2 superior fencing swords

*razor swords

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 No.409877

File: 9af1d1df4d158b2⋯.png (962.97 KB,800x533,800:533,ClipboardImage.png)

Here's an alignment based on the old gestalt character classic.

BARDBARIAN

>Skills

Acrobatics, Athletics, Impress, Intimidate

>Paths

Beauty, Chaos, Deceit, Strength, War

>Ritual Weapon

Broad Axe

>Avatar

Anarchy Demon (100 XP)

>Opposed Alignments

Any with the Order path or Civilization path

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 No.414637

For The Darkest Hour in time of high adventure, i want to try to do a demo of fc in my flgs but what level characters would be good to throw at the players, assuming i print out cheat sheets for their feats and stuff? I was thinking level 7 just so the priest would have more options during the game.

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 No.414672

File: b36e47edeb1206d⋯.pdf (8.03 MB,Fantasy Craft Iconics.pdf)

>>414637

>I was thinking level 7 just so the priest would have more options during the game.

That may be on the high side for a demo. Both because it's more content for the players to parse and more for you to make. Depending on the character you're looking at probably 5-8 feats. What level you pick for them is mostly a question of how complex you want to be, since NPCs are designed so they can scale to any level.

The iconic characters made by Crafty Games are all 3rd level and include a cheat sheet for each character. Here's that for reference if it helps. My advice would be to estimate what the players would want to deal with and build according to that. It's not that hard to add or remove a level from the PCs if you think you should adjust.

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 No.415138

File: 53bf09e58a03ae4⋯.png (126.66 KB,507x534,169:178,1426111884344.png)

I'll be introducing players who are used to Pathfinder. What are some things to look out for in transition? I have a couple questions already.

How does one accommodate Perform in Fantasy Craft? Is it better to use a new skill with focuses, or would it make more sense to roll Perform into Impress and include a focus for diplomacy or oration or something? It's weird to me to just let someone be equally competent at any performance using Impress.

How much would change if I used PF's skill point method?

>no 4x skill points at level 1

>no restriction on where you put skill points

>if it's a class skill you get a +3 bonus if you put skill points in it

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 No.415160

File: 0d84172014b3695⋯.jpg (25.44 KB,400x300,4:3,stepup.jpg)

>>415138

>Players who are used to Pathfinder.

>What are some thing to look out for in transition?

Well, the players who are in transition for one. I understand they don't like the inadequacies of their ambivalent and undefined status to be put in the spotlight. And yet they want to be rewarded for making that choice to undergo the change. It's a delicate situation so I wish you all the best. On the bright side if they make for an attractive trap at the end of it - wahey you've got yourself a potential futa. Enjoy.

>How does one accomodate Perform in Fantasy Craft?

In the Forge chapter, there's a generic entry for 'Musical Instrument' and the description of such indicates that it is for use with 'musical performance'. That would imply it is tied to the Impress Skill, since the description of the skill includes "a brilliant performance at just the right time".

Further support this by encouraging the player to pick music as a Study for their knowledge base. As the GM, you can give them a circumstantial +1 bonus to their roll for having that Study, and another circumstantial +1 bonus for having a musical instrument. They could later invest in the instrument of choice to improve it to a masterwork item that let's them reduce their error with a performance by -1 (min 1, I believe).

>Would it make more sense to roll Perform into Impress and include a focus for diplomacy or oration or something?

I am going to go ahead and assume this is a completely separate line of questioning from the previous - the previous being a question about music, and this being about diplomatic oratory. You're not being very clear.

They want the Impress Skill, as outlined above, but they also want to compliment it with the broader range of social skills:

>Dsguise let's you mimic others in body language

>Bluff let's you lie,

>Haggle: diplomacy is all about making deals, and this let's you handle that end of it

>Sense Motive: Self explanatory

>Tactics: Often overlooked for the social battlefield; the outmaneuver sub-action of Tactics let's you lay the groundwork of the social dynamics of a party, improving your potential for crits when you're sniping that one Lord who just got on your nerves and you want them mired in lies about their character.

>It's weird to me to just let someone be equally competent at any performance using Impress.

It isn't. Pathfinder mires itself by letting a skill like Perform propagate into multiple instances of the same skill, meaning it takes more space on the character sheet than it needs to. Fantasy Craft's solution to that is to just have any performance fall under Impress but the KIND of performance is supported by the individual characters Gear choice, Study choice (for their foundational knowledge), and how the player goes about setting up and executing their performance as a Bard (for those who want a musical experience) or the preparatory groundwork laid for their public appearance (for the Socially inclined orator) - those last two elements being the ROLEPLAYING aspect of the character, supported by appropriate skill checks determined by you, the GM.

>How much would change if I used PF's skill point method?

Don't do that. You're here to introduce them to Fantasy Craft. Don't do it half-assed. You grab that ass and go deep.

But, real talk? There's a very statistically balanced and mathematically relevant reason why you wouldn't do that and it has to do with the OCD levels of bell-curve analysis the Fantasy Craft developers put into the way skills are generated and distributed in their game. You would be fucking with a system you don't fully understand. Trust what they've done and trust that if your players aren't afraid to try a whole new system, they shouldn't be afraid of going all in. They shouldn't need tiny accommodations like this.

Let the system show you what it can do.

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 No.415186

File: d095be81855ce5f⋯.png (178.08 KB,638x839,638:839,Lockpicking.png)

>>415160

>On the bright side if they make for an attractive trap at the end of it

Uhm, ackchyually

Traps are feminine crossdressers, not MtF trannies.

>Further support this by encouraging the player to pick music as a Study for their knowledge base.

>and another circumstantial +1 bonus for having a musical instrument.

>They could later invest in the instrument of choice to improve it to a masterwork item

That's a pretty great idea. Some of the materials suggest very specific Studies too, like Monster Hunter having Studies for specific species. They could even take a Study for a specific instrument.

>I am going to go ahead and assume this is a completely separate line of questioning from the previous - the previous being a question about music, and this being about diplomatic oratory. You're not being very clear.

Well, because Impress combines Diplomacy and Perform (maybe others?), I was wondering if it made sense to treat it as a Focus skill, having focuses like Oratory for speech and other focuses from the Perform skills - instruments, song, dance - and allow the players to use different focuses for diplomacy purposes. Depending on the target, some things would work better than others. Talking would be good for your typical folk but not for animals or people without a common language. Musical performance probably wouldn't work as well for intelligent creatures who want to be convinced, but it might fascinate animals and monsters. This was a tentative idea, and I think your approach with Studies makes more sense and avoids confusion.

>They want the Impress Skill, as outlined above, but they also want to compliment it with the broader range of social skills:

No, all those would remain their own skills. This was strictly turning the various Perform skills into a bunch of focuses under Impress and using any for Diplomacy purposes.

>Pathfinder mires itself by letting a skill like Perform propagate into multiple instances of the same skill, meaning it takes more space on the character sheet than it needs to.

Hence the focuses, but I like your solution better.

>You're here to introduce them to Fantasy Craft. Don't do it half-assed. You grab that ass and go deep.

Fair enough. They've played D&D before so they're familiar with the older skill point allocation. They just don't like how tedious character creation is with skill points. FC already fixes that a lot by having a better list of skills though.

>There's a very statistically balanced and mathematically relevant reason why you wouldn't do that and it has to do with the OCD levels of bell-curve analysis the Fantasy Craft developers put into the way skills are generated and distributed in their game. You would be fucking with a system you don't fully understand.

Makes sense. I figured this was more like an improvement they could have included but didn't. I think my group can handle some extra skill points at first level like they did with D&D.

Thanks for the help.

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 No.415195

File: 27e9c03b46ee1a9⋯.jpg (11.02 KB,250x250,1:1,Listen here Faggots.jpg)

>>415186

>They could even take a Study for a specific instrument.

You want the studies to be 1. relevant. 2. Broad, yet 3. Defined.

1. Relevancy is both in the hands of the GM and in the hands of the player - the player needs to express interest in looking for opportunities to explore that part of the character. You, the GM, should reward that initiative by setting up those opportunities.

2. Broadly defined Studies find a bit more use than something ultra-specific. Rather than just have them jot down 'Study: Flute' better to have them write down 'Study: Wind Instruments'. Remember, a study isn't just the practical use of a thing, but its theoretical knowledge too.

3. But don't let it be too broad. See 2.

>I was wondering if it made sense to treat it as a Focus skill, having focuses like Oratory for Speed and other focuses from the perform skills...etc etc

Defining or using elements of the types you are trying to articulate is where the Class abilities come into play. Trust the system.

>They've played D&D before.

And yet they don't find Pathfinder - which we often pejoratively refer to as MATHfinder - tedious? My only suggestion here is to remind them that the lump sum of skill points only happens at first level - and believe me, if you're not a Burgler or one of the classes which enjoy high skill point accumulation per level, you will notice you'll be starving for those skill points later. This is a good thing. Means you can't have everything you want.

>Thanks for the help.

Anytime. It's what we are here for. You are hereby required to report back with the game you run. Give us stories for god sakes, the assholes in this thread spend too much time theory-hammering out builds and talking about numbers. I stick around because I want to collect some twine for my ball of yarns.

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 No.415196

>>415138

>>415186

Fantasy Craft has a mechanic where sometimes you can raise the limit on how many skill points you can put into a skill, if you do the whole pathfinder skill thing people won't be able to use that to specialize deeper in certain skills.

I think it is called "inspired X" where X is the skill. You'll find a lot of player races have it so it is probably going to come up.

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 No.415201

I don't know why I saged this post >>415186

Didn't mean to.

>>415195

>Rather than just have them jot down 'Study: Flute' better to have them write down 'Study: Wind Instruments'.

That makes a lot of sense.

>Remember, a study isn't just the practical use of a thing, but its theoretical knowledge too.

I thought it was mostly/all theory rather than practice. I also considered using synergy bonuses for different uses of Impress, like Prestidigiation for appropriate instruments or Haggle/Sense Motive for some diplomatic uses.

>Defining or using elements of the types you are trying to articulate is where the Class abilities come into play. Trust the system.

Hmm. Maybe my players and I are stuck too much on building toward specific abilities instead of picking the options that seem right for the character idea we want.

>And yet they don't find Pathfinder - which we often pejoratively refer to as MATHfinder - tedious?

Not so much for typical character creation, which is sort of the entry point for most games.

>You are hereby required to report back with the game you run.

I'll make sure I do.

>Give us stories for god sakes, the assholes in this thread spend too much time theory-hammering out builds and talking about numbers. I stick around because I want to collect some twine for my ball of yarns.

Oops, some of that's me.

>>415196

That's exactly the kind of issue I was looking for. Thanks.

It wouldn't be impossible, but it would be much more expensive at character creation. If you have an Enlightened skill (Career Level +5) then you have to lose out on 2 other maxed skills instead of half of one at 1st level. Yikes.

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 No.415202

File: f24daa1aee77bb5⋯.jpg (646.79 KB,2100x1510,210:151,1433416340432-3.jpg)

I'm also curious about Crafting for creating buildings or ships.

For buildings, RAW would suggest just using your Reputation crafting results to make a holding, but building materials you might contribute are priced in silver while the holding is priced in Reputation. How do you square that? I could price crafting materials by Reputation, but realistically you could build anything out of them, so is there a way to convert between them?

For ships (which can be used as holdings), you could build them as gear items, but if you want to obtain a holding you're supposed to pay Reputation for it (feats and quest rewards aside). The book lists a barge at 20 Reputation as a holding or 1000s as a vehicle and an ironclad at 40 Reputation as a holding or 12000 as a vehicle. It's a lot easier to craft 1000s than 20 Reputation, but easier to craft 40 Reputation than 12,000s. If you wanted to build a ship to have it, what's stopping you from using it as a Holding (no upgrades), whether it's technically one or not? And if it's cheaper to build it as a holding, why would you not do that as long as someone has a Prize slot for it?. How would you resolve this?

My players like to mess around with building their own stuff so this will come up for us. Magic Items seem simple enough (just use Reputation cost).

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 No.415230

Since we are still in Spellbound NeverEver time, what do you guys use to shore up the spell selection in Fantasy Craft?

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 No.415254

File: 5cc658f6c37ca2a⋯.jpg (240.19 KB,900x604,225:151,miner-smoking.jpg)

>>415201

>I also considered using synergy bonuses for different uses of Impress, like Prestidigitation for appropraite instruments or Haggle/Sense Motive for some diplomatic uses.

There are skill mastery feats which, rather than grant bonuses for synergy, they grant increased threat thresholds for two particular skills.

>Maybe my players and I are stuck too much building toward specific abilities instead of...

Fantasy Craft appears to be D&D but different on the surface. While yes, it does share some genetic markers with the D20 system (and you can import thing from other D20 into it), you cannot treat character generation in FC the way you would in Pathfinder or classic D&D. Your best bet is to approach the game with a rough character concept in mind (that is, who your character is rather than what you want them to be). It rewards broad selection over min/maxing.

>>415230

The Spellbound spell list was leaked a long time ago. I use that, with some limitations.

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 No.415298

>>415254

The spells were leaked? I've never seen that, do you have a link to it by chance? I would love to have those options to add to the game I'm trying to get started. Especially since its a lot of people coming over from your usual Pathfinder and 5E fare.

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 No.415305

>>415298

Last link in the OP.

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 No.415315

File: 51e2d32b7b160ab⋯.png (16.55 KB,334x370,167:185,1418716826381.png)

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 No.415320

File: 5e7b5654c247af3⋯.png (24.11 KB,334x370,167:185,this pigga.png)

>>415254

>There are skill mastery feats which, rather than grant bonuses for synergy, they grant increased threat thresholds for two particular skills.

I know this. I was thinking about ways to use the system's skill features to represent cross-skill stuff. Leaning on synergies and attribute swapping for skills would encourage some players to build skill-focused characters I suspect. That and showing them how skills can be used in combat.

>Your best bet is to approach the game with a rough character concept in mind (that is, who your character is rather than what you want them to be). It rewards broad selection over min/maxing.

It's kind of fucked how D&D's ivory tower design has corrupted the way people think about building characters, tbh. This is how character building should be.

>>415315

how do you not make such an obvious pun

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 No.415330

File: adb3fa4a2d521ba⋯.jpg (1.79 MB,3072x2304,4:3,Gonna learn these fags som….jpg)

>>415320

>I was thinking about ways to use the system's skill features to represent cross-skill stuff.

At the end of the day, you are the GM and it's your game. Just be sure to remember the point is to get exposure to a new system. Fantasy Craft is designed from the ground up to reward a broad character over a specialized one. While it doesn't exactly punish a character who is specialized, it does mean they will have glaring weaknesses that a GM can exploit.

>How skills can be used in combat.

A word of warning. I have run Fantasy Craft at two conventions. Because of how closely it resembles D&D on its surface, a lot of people have trouble, or outright problems thinking, beyond the following actions in combat:

1. "I hit it with my sword."

2. "I cast X attack spell at it."

3. "I fire an arrow at it with my bow."

My recommendation is to hit them with a classic monster from D&D found in the Fantasy Craft bestiary that just cannot be defeated by conventional means - assuming you follow every special rule listed with the creature and all the rules that govern combat interactions with it.

Skeletons and Slimes are excellent for this. Skeletons because they have Damage Immunity to Bows and Damage Defiance (half damage taken) to Swords - that's half the damage they receive after Damage Reduction sources apply - like whatever armor they are wearing.

Slimes are absolutely IMMUNE to Lethal and Subdual damage sources - but they have a weakness to fire. If your players panic correctly they won't even think about trying to use fire and will promptly try to get the hell away from the Slime. Do note that Slimes are huge creatures and can easily fill a room.

My other recommendation is to try and take all the conventional, recurring phenomena you find in a Standard D&D game and put that same situation or problem in Fantasy Craft, modified such that it requires a different solution than what they would expect. I can't think of anything specific right now but I am sure others in this thread will chime in if they aren't too busy masturbating to their latest character build. I admit sometimes I think I'm the only fucking person who has game mastered Fantasy Craft at all but I am happy to be wrong.

>D&D's Ivory Tower design

I believe this is due to a combination of things - it isn't entirely to be blamed by the designers of D&D though they definitely have their share of this problem - but the culture of players both in the past and some even in the present suffer from that recurring old testament mentality of GM vs Player roleplaying. You had to min-max just to make sure you got past the 1st level / you had to GM like an asshole because your players were themselves assholes.

Some of us have matured. Most haven't.

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 No.415346

>>415330

>My recommendation is to hit them with a classic monster from D&D found in the Fantasy Craft bestiary that just cannot be defeated by conventional means - assuming you follow every special rule listed with the creature and all the rules that govern combat interactions with it.

Would it help to give them some kind of tag-along weak NPC who can show them the right stuff to do, or is it more appropriate to give them a Hint? I've short FC games with players who gave up after they found a monster's DR was eating most of their damage output. They thought it was a "supposed to lose" fight and when I tried to explain that there are other tracks to defeating an enemy and pointing to the combat actions, they weren't getting it (maybe I explained poorly).

>My other recommendation is to try and take all the conventional, recurring phenomena you find in a Standard D&D game and put that same situation or problem in Fantasy Craft, modified such that it requires a different solution than what they would expect.

The smart thing to do is work backward from the abilities the PCs have, isn't it? Finding a normal problem where their ability would be an elegant solution.

>I admit sometimes I think I'm the only fucking person who has game mastered Fantasy Craft at all but I am happy to be wrong.

I've GMed some one-shots and a couple short campaigns, also with players familiar with 3.x

>but the culture of players both in the past and some even in the present suffer from that recurring old testament mentality of GM vs Player roleplaying. You had to min-max just to make sure you got past the 1st level / you had to GM like an asshole because your players were themselves assholes.

I know that's not a problem with this group at least. Most of us have GM experience. Probably more that they tend to fall into habits instead of defaulting to creative thinking. Some of them I know have played the same archetype over and over.

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 No.415352

File: bf26d60224cedac⋯.jpg (134.36 KB,520x640,13:16,Still got more lessons.jpg)

>>415346

>Would it help to give them some kind of tag-along weak NPC who can show them the right stuff to do?

I am of two minds with regard to this. On the one hand this opens the doorway to breaching a GMing law that I have bound myself to since I learned this lesson long ago.

Thou shalt not create a GMNPC of any kind.

The moment a solution for the players is handed to them rather than forcing them to figure it out using the tools they have at hand (the rules of the rulebook that they have and the character sheet before them) is the moment you take that success away from them. It no longer becomes their triumph even if they were just following the advice of an NPC. You have stolen that.

On the other hand, there is a time and place and sometimes a justified reason for having a mentor. From one GM to another, we know our players can be idiots but we love them anyway in spite or because of this, so there's nothing wrong with an advisor - but that advisor must not, and cannot, steal the spotlight from them. I think a jerkass with a heart of gold type NPC is good for this.

In the end, it's up to you and what kind of experience you want to give them. If you feel it is absolutely necessary for them to have a mentor, then please apply that NPC carefully. It doesn't take much for it to turn into the worst kind of GMNPC. In fact, for that very danger I would warn you away from doing it at all.

>The smart thing to do is to work backward from the abilities the PC's have, isn't it?

Perhaps. What can everyone do? Answering this question let's you concoct opportunities for using the assistance rules. What can only one person do? The reverse - what spotlight opportunities exist for the specialists with unique abilities and skills?

>I've GMed some one shots and a couple of short campaigns, also with players familiar with 3.x

And you didn't storytime in here? Shame.

>I know that's not a problem with this group at least. Most of us have GM experience.

That is good.

>Probably more that they tend to fall into habits instead of defaulting to creative thinking.

That's bad.

>Some of them I know have played the same archetype over and over.

That can be good or bad. Depends. I'd invite them to try something out of the ordinary for them because if they step into a Fantasy Craft character thinking it'll operate the same way their usual character build will work they will learn that is not the case.

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 No.415363

>>415352

>It no longer becomes their triumph even if they were just following the advice of an NPC. You have stolen that.

The problem I run into is when players don't want to figure things out, and just want to hit stuff or cast spells or pick locks. Part of why I want to get them on FC is that they normally approach things that way even when an encounter is more suited to a different approach. They sometimes default to "put square peg in square hole" thinking and it doesn't occur to them to try other things. There's also going to be at least one new player and some players with FC experience, and I want to contrast how they respond.

>we know our players can be idiots but we love them anyway in spite or because of this, so there's nothing wrong with an advisor - but that advisor must not, and cannot, steal the spotlight from them

Yeah I was thinking like with the slime example, bringing the quest giver as a guide to the objective, making sure at least they have a lit torch, and have the slime avoid wherever there's torch fire. If they're too thick, I'd have the NPC bumble around near the slime to emphasize the reaction. Not enough? They drop the torch on the slime or something. Probably a decent early game adventure, since they won't have very valuable gear or much of it.

>And you didn't storytime in here?

I did, I think. Maybe a previous thread? It was like 2+ years ago.

>I'd invite them to try something out of the ordinary for them

Tried it with one of them before, and he immediately missed his old archetype.

>because if they step into a Fantasy Craft character thinking it'll operate the same way their usual character build will work they will learn that is not the case.

You can still do the basics, it's more that the toolbox of class abilities, feats, and tricks presents mechanics that they ignore in favor of "hit stuff," "cast a spell," etc since that tends to solve problems too and requires less effort for what they see as equal reward. I would think that giving enemies weaknesses would help, but it doesn't really. Just giving them a resistance or immunity wasn't enough to prompt a creative approach. I think I have to give them a square peg and square hole (other than "hit until dead") and give them very leading hints toward the way(s) to succeed. That and making sure I give action dice when they try something interesting even if it fails entirely. One of my players will try creative solutions until a couple don't go according to plan and then he gets discouraged.

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 No.415366

File: 52874df76a5d586⋯.png (36.3 KB,845x506,845:506,2019-04-06 00_40_39-Myster….png)

>>389570

You may have been right.

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 No.415375

File: b793700e3175128⋯.png (412.37 KB,1654x536,827:268,Drake layout REEEEEE.png)

File: 397a7ff02a32eb2⋯.jpg (17.07 KB,470x376,5:4,1407816515455.jpg)

>>415366

I hope the layout is better than the core rulebook. Maybe the worst is that the entry for the Drake species is split up by two and a half pages of other content. Just put the picture of the first 4 species on page 9 and start the Drake entry on page 12 after the tables.

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 No.415376

>>415346

>Would it help to give them some kind of tag-along weak NPC who can show them the right stuff to do, or is it more appropriate to give them a Hint?

How about thinking of more natural ways to give them a hint instead? Like, describing how the monster reacts to the attacks or it's surroundings? If you throw in a few easy ones of those, like the skeletons or slime the other anon mentioned, then they'll either take the hint and think of different ways to defet enemies in future encounters. If that doesn't work then there's no real reason to have them encounter such monsters later one, even if you include such a helper NPC.

>>415330

>D&D's Ivory Tower design

Really it's not just the "system mastery", it's the way feats and skills work in 3.x that is to blame. Your character can only get a limited number of them so it's better to focus on your "main role" instead of having a more balanced character. And spellcasters tend to reinforce this attitude even more.

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 No.415400

>>415330

>Skeletons and Slimes are excellent for this. Skeletons because they have Damage Immunity to Bows and Damage Defiance (half damage taken) to Swords - that's half the damage they receive after Damage Reduction sources apply - like whatever armor they are wearing.

That's not going to phase any decent D&D/PF player. Taking a bludgeoning backup weapon is melee 101 and even WotC themselves repeatedly recommended it in their "____ With Class" series of web articles.

>It's always a good idea, however, to have a second melee weapon available in case you lose your primary weapon or it proves ineffective. Make sure this weapon deals a different kind of damage from your primary weapon. If you normally use a longsword (a slashing weapon), for example, consider a morningstar (which deals both bludgeoning and piercing damage) as a backup.

In-fact, it's not unusual for newly created characters to pack an alchemical silver light mace, cold iron dagger and some lantern oil rigged as bombs in case of swarms.

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 No.415402

>>415375

As much as I love FC, shit like that is hard to excuse. There's no fucking reason they should have made layout decisions like that, especially because they weren't amateurs and had a mountain of Spycraft books under their belts already.

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 No.415411

>>415376

>How about thinking of more natural ways to give them a hint instead?

Tried it.

>describing how the monster reacts to the attacks

Would require them to try different things. Once I communicate that one thing doesn't work they assume they can't win.

> or it's surroundings?

My players usually feel cheated if I put the solution in the environment. I've never gotten a good response to what gets interpreted as "there's a big chandelier dangling above the monster, hint hint."

>If you throw in a few easy ones of those, like the skeletons or slime the other anon mentioned, then they'll either take the hint and think of different ways to defet enemies in future encounters.

I tried skeletons with some of these players and I had to tell them the mechanics when they didn't get "there's no flesh for your blade to slice, but the impact of the weapon still deals half damage." Then they were annoyed about that and the fact that most blunt weapons deal subdual damage, to which undead are immune. So unless you brought one of the lethal damage blunt weapons, it's either half damage from edged weapons or half damage and attack penalty to convert to lethal with most blunt weapons. I houserule that skeletons have achilles heel (blunt) now and feel like they probably should have had that to begin with.

>If that doesn't work then there's no real reason to have them encounter such monsters later one, even if you include such a helper NPC.

Sure but if you're not going to use what makes FC interesting what's the point? Damage types isn't even a FC thing. D&D has it. It's pretty universal. If all you want out of a game is whittling down a damage pool and describing how you make attacks, you can do that with one page of rules and a character on an index card.

>>415400

>>415376

My GM experience is that the players who were used to D&D were stuck enough in the D&D mindset they had trouble with the same concept using different mechanics (see the skeleton example above in this post). That's part of why I want the new player(s) to start with FC since it specifically doesn't teach narrow thinking and D&D's character build logic.

>>415402

>>415375

I always felt like they went for saving on page count over having a good layout. Which is weird because at the same time they insert a lot of pictures in a way that seems random.>Taking a bludgeoning backup weapon is melee 101 and even WotC themselves repeatedly recommended it

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 No.415546

>>415411

>I've always felt like they were saving on page count over having a good layout.

Crafty-Games has specifically stated that this was the reason. They're a small company and at the time of first & second printing, Fantasy Craft was one of the largest books they put money down to publish.

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 No.415617

I'm getting ready to run a play by post game, anyone have any experience or advice with this?

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 No.415706

Speaking of layouts, what would any of you want from a redesigned character sheet? I want to fix a couple of things that have bothered my players in the past (e.g. move Lifestyle and money to the gear page), but I also don't want to miss any other potential improvements. I'll leave out the details for planned changes for now (in case they conflict with better suggestions), but the idea is that the new sheet would be organized clearly for ease of use, while still being usable for high-level PCs (avoid running out of space).

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 No.415783

So whose dick I gotta suck to find a game for this thing

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 No.415847

When is Spellbound?

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 No.415873

>>415847

Current ETA looks like not actually that long. Maybe 2019 or 2020. >>415366

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 No.415907

>As Scrye II, except that while projecting you may also cast spells up to Level 3 as if you’re located at your point of view.

>A bolt of lightning appears beneath your feet, carrying you to any location in the Area you can see. This

lightning cannot cause damage, nor may it penetrate objects or barriers, though it may thread between objects and

through openings if you can fit.

Does Scrye III+Ride the Lightning really make for a ghetto Dimension Door? Not that useful in Fantasy Craft since schools aren't restricted, but it seems neat in Spycraft 2.0 (Where Teleport doesn't exist)

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 No.415912

Is fire damage really as retardedly broken as it seems?

>must make reflex save against damage or catch on fire

>if on fire, must spend entire turn trying to put it out if they don't make a will save against the same DC

>all your efforts trying to put it out are nullified at best if you're hit by more fire

>fire damage spells deal much more damage than a normal spell DC

At level 6 a Scorching Ray deals ~22.5 damage to a single target and if the whole party joins (throwing oil at the victim) the blaze just gets hotter and hotter.

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 No.415946

>>415907

Scrye III can look a lot farther away (Remote: 1000 feet) than Ride the Lightning can take you (100 feet + 10 per CL, max 300 feet), but you might as well use Scrye I since casting a spell from your projected view doesn't help in this case. So that's a level 1 spell and a level 3 spell (DD is 4), and you have to be able to physically get there, meaning there must be a path you can fit through. You don't get to move "as the crow flies" like with DD either, and your path is limited to 110-300 feet instead of 1000.

So yeah, "ghetto Dimension Door" is apt. The reason to get this in FC is that you may not have access to level 4 spells. If your build has slow Circle of Power progression this might come in handy. E.g. a pure mage gets CoP4 at level 9. If you go into Rune Knight at level 5, you only get CoP3 at level 11.

>>415912

By the wording it's not exactly clear whether additional fire damage just adds to ongoing damage or provokes its own DCs, but yeah fire damage is supposed to be extreme. The downside is that it spreads to scenery and can quickly get out of control (and harm whoever uses it). I think it's supposed to be like the nuclear option.

The will save is actually to balance out the lethality though. The worse it is the more likely the mechanics force you to reduce the damage. Since it only gets worse by 1d6 on its own, losing 10 damage per round will always reduce it (although again, it's ambiguous by the wording whether you still add 1d6 per round if you are putting it out):

<Until put out, any fire — whether on a character or scenery — worsens by 1d6 damage per round.

<Putting out a fire by any means — water, blankets, etc. — decreases a fire’s damage by 10 points per round.

Does "until put out" mean "until it's gone" or "until you start taking the "put fire out" action? GM discretion - how safe do you want fire to be? Also, like the Chunky Salsa Rule, fire should be subject to logic. If a character jumps under water or otherwise removes any oxygen, it should go out immediately. With a fire spell this is actually explicit in the rules:

<Fire: This spell cannot be cast underwater. Also, any effect or item generated by the spell is suppressed when submerged.

If you're concerned about fire damage, here are some options:

<Give the monster a way to put out fires instantly (the trick being getting the damage enough they fail the Will save)

<Have the enemy kamikaze the party when on fire.

<Make sure fire spreads to the environment and threatens the party or allies (and their stuff).

<Have friendly NPCs get mad or hold the party accountable for property damage.

<Give a character Winter' Domain and rule that it also suppresses non-magical fire effects (which have a Caster Level + Spell Level of zero).

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 No.415967

>>415946

>Scrye III can look a lot farther away (Remote: 1000 feet) than Ride the Lightning can take you (100 feet + 10 per CL, max 300 feet), but you might as well use Scrye I since casting a spell from your projected view doesn't help in this case.

Why doesn't "as if you’re located at your point of view." help?

>The downside is that it spreads to scenery and can quickly get out of control (and harm whoever uses it).

Meh, create water is on list and free. Not an issue at all if fighting in a cave, desert, stone castle or other stone structure (most tombs).

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 No.415980

"Age (per category of difference)" is listed under the disguise skill. What category? I can't find any such thing.

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 No.415994

>>415967

You know, that's re

>>415967

>Why doesn't "as if you’re located at your point of view." help?

You could interpret the rules so that it does, but strictly speaking, if the lightning appears where you're scrying (as if you were there) and not where you physically are, how are you going to ride it?

>Meh, create water is on list and free. Not an issue at all if fighting in a cave, desert, stone castle or other stone structure

True but if the fire takes hold in more than one spot you are liable to let it spread one place while putting it out another (and the book says it's -10 per round however you're putting it out, maybe you could grant a discretionary magic bonus to that). And you can always stick flammable cobwebs or slime on stone walls.

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 No.415997

File: f89eb7285f53451⋯.png (21.53 KB,406x273,58:39,ClipboardImage.png)

>>415980

http://www.d20srd.org/srd/description.htm

My guess is they left that out of the book by oversight when going through the OGL stuff to adapt. It probably wasn't going to be much different from the d20 rules anyway. You could just copy those and set whatever age ranges are appropriate to the species in the setting.

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 No.416012

Can fittings get the fitted upgrade or just the combined armor?

>>415997

I knew the 3.5 rules, but was wondering if there was an official answer.

>>415994

Isn't getting rid of that stuff a bonus?

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 No.416037

>>416012

>Can fittings get the fitted upgrade or just the combined armor?

You could houserule fittings can have upgrades for fun (I'd like some dwarven armor with elvish fittings please), but the rules say no. page 174, section Armor Upgrades, last paragraph:

<Upgrades may not be applied to fittings and may not decrease any armor penalty below 0.

>I knew the 3.5 rules, but was wondering if there was an official answer.

No official answer afaik. The crafty forums have a topic for this, they say the same. FC is an OGL game so importing rules from 3.x or OGL games is supposed to be part of the system anyway. Since age isn't factored into the point-buy system for species creation, it's de facto deemed not very relevant (unless a species has a type that doesn't age at all).

>Isn't getting rid of that stuff a bonus?

What, flammable clutter? It doesn't have to be difficult terrain or otherwise mechanically relevant, just some crap on the ceiling that can catch fire and possibly catch characters on fire as pieces fall off. Here, let me whip up a Trap (table 7.6 p339)

Falling Embers (35 XP)

If the party plays with fire too much, they may have to contend with this environmental hazard.

Mechanism: Falling object (bypass skill Search to determine where it will fall)

Difficulty: Simple DC 10 + 1/2 Threat Level, 2 Challenges

Concealment: Poor (1d20+5 Notice DC)

Target: Random party member

Effect: Fire damage (1d6 fire damage per 2 TL, Reflex 15 for 1/2 damage)

Any time fire would spread to something that might cause embers to fall and light up players, pull this on them. Roll Notice to determine if they see the danger and have someone roll Search to determine where not to stand. For extra fun, you can add the Cave-In effect if something load bearing burns. +20 XP and they have to spend time digging through the rubble. Of course, since this grants XP you may end up encouraging players to set everything on fire to boost their leveling. Enterprising players might even lure enemies to stand in the way.

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 No.416167

This thread is past the limit, anyone making a new one?

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 No.416243

What are the best advanced actions/tricks other than the attribute sub ones in the Adventure Companion and those that grant free attacks?

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 No.416266

>>416243

Best is subjective. Depends on your build and campaign. E.g. Called Shot is essential if you're fighting armored knights all the time but worthless if you only fight creatures. Mix-Up is good if you're not much of a combatant, and customizable to your good moves. The first ones you should get are of course any prerequisites for other options you want.

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 No.416400

>>416167

I'll make one in a bit. Post suggestions if you want me to add something to the OP.

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 No.416530

Sorcerer gives me a bonus species feat and

>Each time you gain 1 or more ranks in the Spellcasting skill, you gain equal ranks in the Intimidate skill. This may not increase your Intimidate skill beyond its maximum rank.

I can spend that on Fire Brave and Fire Elder and get

>Each time you gain 1 or more ranks in the Intimidate skill, you also gain an equal number of ranks in the Spellcasting skill. This may not increase your Spellcasting skill beyond its maximum rank

This sounds like it causes an infinite loop where one skill point gets me capped ranks in spellcasting and intimidate.

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 No.416544

>>416530

IMO the fair ruling is that either way lets you get all those points at half cost. Even with the infinite loop, you're talking 8 points for 1 point at 1st level and the normal 2 for 1 after that. Paired skills both way is rare enough that a generous GM might allow that.

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 No.416558

>>416400

any new Spellbound leaks?

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 No.421900

This board must be dead as a door nail since this thread was literally up when my last game died. Holy fuck, you ugys.

At least it's actually a fantasycraft thread.

I'm thinking up some grumpy dwarven caravan guards who will be an obstacle but not *necessarily* an opponent; the PCs have to talk, intimidate, sneak, or bluff their way past them. Or, you know, pick a fight and last until their employers come over and tell them to let the PCs in.

Is there a good NPC maker that includes equipment? IE, I want to be able to put armor on them and see it included in the defensive stats?

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