No.417538 [View All]
The post pajeet/404 spam-bombing edition
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
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
To get things started: How does it feel to know Spellbound is never coming out?
91 posts and 16 image replies omitted. Click [Open thread] to view. ____________________________
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No.422058
A continuation from the previous series of D&D Classics with a Fantasy Craft Twist, these characters are a little weirder.
>Keeper Saurian Barbarian
Designed as a possible party leader and, failing that, a very helpful support character, I was reading a Conan the Barbarian comic book the day I created this one, and I was also reading some stories about Marines in Vietnam. The two fused together somehow and I ended up with this as a result. Good in a fight, but also good in the bush. Not as much as, say, the Scout, but is definitely kitted out in very helpful ways.
>Priest Dwarf Cleric
The result of too much 80s heavy metal while playing a game of Dorf Fortress and watching a hammerer massacre a lot of nobles. Path of Life and of Metal using a custom Alignment for a custom setting I have on the side. Added here in case you are curious. The big thing about the Dwarf is that he (or she) is designed to provide non-magical healing to the party which is the opposite of what most people expect a Cleric to do. The feats selected allow two uses of Mend on each other character per day, which isn't bad. In the event the GM desires to delve into the crafting mechanics of Fantasy Craft, this Dwarf provides that support on the party side, enabling easy repair of metal objects.
>Sage Drake Bard
Okay I have to admit this one suffers because it was a bit of a pet and the first of these PCs I actually built. In a single phrase, this character is 'The guy who knows a thing or two about a thousand things, knows things, and drinks.' Pause. 'And is a fire breathing flying lizard the size of a Semi. Have fun.'
Basically if Tyrion Lannister was a drake.
>Scout Gnoll Ranger
I have this history book about early blackpowder armed aboriginal skirmish units from the colonial period of human history. Lightly equipped camouflaged squads who refused to stand in a line and be shot at by the ranks of redcoats marching down the field after them. One of two characters I designed with a blackpowder weapon. Unlike the other one, the Gnoll's blunderbuss is broken and must be repaired. It was the only way for me to legally give him a blunderbuss and not have it count toward his Level 1 Silver expendiures. Fortunately, the reflex bow is an effective fallback weapon.
Maybe he'll meet a dwarf who can fix the gun barrel?
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No.422059
13 FC Level 1 PCs Part 3: The Dark Continent
With the 'D&D Classics' out of the way, the final characters are uniquely Fantasy Craft PCs. The following are all designed around a peculiar theme I had on the mind the day I built them. You can probably guess what it was.
>Soldier Orc Tribesman
What started as what might have been the Fighter archtype evolved into something else. There was a documentary about the Zulu pre-colonial exposure playing somewhere when I sketched out the initial concept and this was the result. A real mean damage dealer - as is proper of a soldier class - but with smatterings of ranger and scout in there from the Tribesman background. Really good with Axes.
>Lancer Goblin Cavalier
Mongolian Wargrider. Complete with Warg! Can use ranged and melee weapons from the back of the big warg without penalty and if somehow knocked off the warg, still a Goblin, still a Lancer, meaning expect to be facing a nasty sneaky git. This is a character concept I have always wanted to play. Now I get to watch someone else play it…
>Explorer Human Savvy Musketeer
Remember how I said there was another character who can use blackpowder weapons? Here he is. He is also the only other character who can use siege weapons (the Captain is the other one). Like the Captain, this guy has strong leanings toward being a Party leader of some kind.
In a nutshell: Van Pelt from Jumanjii, except with a short reptile sidekick who owns a sand sailer. Tally ho sonny Jim.
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No.422060
Designed with more urban settings in mind (I am a fan of the old D&D 3.X supplement Cityscapes), these characters have a metropolitan flavor splashed into them and are meant for games of courtly intrigue.
>Assassin Avian Jester
I was wondering what background package would be really unexpected or unlikely to show up on a character sheet when I saw 'Jester' from the Adventure Companion. Figured it was as unlikely as any. Somewhere throughout the character generation process I decided to pair that with the Assassin Class and from there the character evolved into some kind of killer stand-up comedian and minstrel who wanders courts of high society and bawdy taverns of low society. As for making him a black feathered avian - we did have a Kenku thread a while back and I happen to be on good terms with a family of crows that live in a tree next to my apartment. So this one is for them.
>Court Elf Lord
Designed with the intent to be a party leader or at the very least an extremely well connected socialite or fallen noble whose disgraced house is held together only by the fact that he still owns the deed to his actual home and has maintained the loyalty of one servant and a few retainers. Followers included - both the raw NPC data and the converted stats for use in a TL1 campaign setting. Good at fencing.
>Conjuror Uborn Wizard
Originally intended to be the Mage concept discussed with >>341390 , I quickly discovered that Unborn have a difficult time being offensive spellcasters because of the painful hit they take to charisma - affecting their Spell Save DCs. So I revisited the concept by using the unreleased Conjuror class for Spellbound. Drawing inspiration from Wakfu's Nox - what this Clockwork Wizard lacks in firepower it makes up for in raw utility and technical trickiness. Facing an army at the gates and finding yourself with only an army of tiny toy lead soldiers? Enlarge item! Animate Object! You now have an army of your own. Need to check a room for traps? Animate one of the Burglar's knives and have it do the job for you. City Guards at the door because the Barbarian couldn't keep it in his pants and he slept with the wrong woman? Hold Portal and buy yourself a few extra seconds.
I hope you folks find some amusement in them and, maybe, get some use out of them. The next time you try talking up Fantasy Craft and can't be arsed to generate any PCs for your timid party of potential players, just grab a few of mine.
That's all. Questions? Comments? I'll be around.
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No.422097
>>422060
So is Spellbound out or not, you fucker?
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No.422118
>>422059
I forgot the Warg's stats.
>>422097
I don't know, is it?
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No.422121
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No.422123
>>422121
To be more helpful and specific according to Crafty it is "done" with edits and they are now looking for people to help them with stat blocks, both to review and fill in ones they already have and to create some news ones as needed (mostly for summoned creatures.) You can find all that information here.: https://www.crafty-games.com/forum/index.php?topic=8823
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No.422153
>>422121
Damn, oh well. Cool characters though.
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No.422165
>>422123
GenCon is a little over a month away, so I doubt it will be in print and in anyone's hands in time, but I get the feeling that part of their booth is going to be dealing with the preorders they had taken years ago. Would be a hell of a surprise if they did have it for sale thought.
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No.422194
Is there any homebrew for drakes taking human form?
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No.422199
>>422194
Sure, but it requires Dragon Dildos as a supplement
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No.422210
>>417538
Errata and accessories link is dead.
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No.422214
>>422194
>homebrew
There's a master class called Dragon Lord that lets you do that or if you're a non-drake it lets you become a drake.
In my opinion it's a steep price to pay for a drake just to become humanoid and only at higher levels.
I'd ask your GM if drakes can take this class skill as a feat instead, maybe give it some other prerequisite or some sort of drawback.
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No.422220
>>422214
>>422194
>>422199
No no no, you're all wrong. There are better options than this.
Picture related. It's from the Spellbound leak - Polymorph Self I.
Have an NPC shopkeeper in your game world with a small stock of these on hand for your Drake to purchase.
Alternatively? Ask your GM to give you a quest line that will let you discover the spell so you can cast it yourself.
Downside is that to run this spell legally it only lasts 1 minute per Caster Level.
HOMEBREW ALTERNATIVE
Long ago I had a player who wanted to run a Drake but didn't want to restrict the party with his size, so I gave him a small quest to find an artifact that was an amulet of polymorph - the object in question broke two rules.
1. There wasn't a limit to the duration of the Polymorph Self I spell when the item was activated. It would still cost him 5 reputation to transform, however, so I was fine with the tradeoff.
2. The other tradeoff is that when his drake polymorphed into a Human, he could not carry his full vitality over from his true form, meaning he was always physically vulnerable when he assumed human shape.
Further, he could never upgrade Polymorph Self 1 to the higher levels of that spell.
Just saying there are options for you if you're willing to work with your GM to make things interesting for yourself.
Incidentally, here's the amulet stats:
>ARTIFACT
>Amulet of Polymorph Self I
>Level: 5 Artifact
>Charm: x5 uses of Polymorph Self I per Scene.
>Free Action to Activate; Casting Time: 1 Minute
>Spell Modification: While active, Polymorph Self I has no duration.
>Spell Modification: While active, Polymorph Self I reduces its user's Max Vitality Pool by 1/2.>>422199
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No.422254
>>422220
>Downside is that to run this spell legally it only lasts 1 minute per Caster Level.
If you have the Spell Conversion: Duration feat you can double that. You can even make that feat the essence on a magic item with the spell as the charm.
Another way to limit this power is to have a single specific form tied to the amulet, whether the duration is limited or not.
Personally, instead of finagling rules I would seek out a Wish spell to get the desired result.
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No.422264
>>422254
Wish spells are limited too. Read the fine print.
At least with finagling, we can have a clear agreement upon which to move forward.
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No.422285
Do you have to be a Priest to take Steps in a Path?
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No.422294
>>422285
The Crusader Base Class, Paladin expert class, the Inquisitor expert class, the Monk expert class, and the Avatar master class can take steps along a path.
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No.422333
>>422294
>>422285
The GM can also rule that you can use a feat as a path step.
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No.422383
>>417538
I don't think this is in either of the troves in the OP. It's another Adventure Module.
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No.422385
>>422383
Its part of the compiled book Time of High Adventure so its in there. I'd be interested to see if anyone had other adventure materials than the four already available through Crafty though, there seems to be at least one other group on Drivethru making material for FantasyCraft so there has to be others out there too.
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No.422392
>>422385
Oh yeah it is. I'm an idiot.
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No.422469
>obtain essence binding feats to third tier
>can make artifacts, with up to 3 essences
>Essence: NPC Quality (Critical Surge)
>Essence: NPC Quality (Rend)
>Essence: Threat Range +2
>give to a martial artist with the two-hit combo and martial arts feat chains
>minimum 4 attacks per turn
>each has a 20% chance to crit, giving one more half action (recursive)
>even without a crit, any normal attack grants a free attack (which can't trigger more attacks) if you hit
ora ora
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No.422483
Is it overall unwise or not properly designed to have the otherwise Temporary Campaign Features, be Permanent? Some of the Sorcery and Miracle modifiers in particular don't sound too absurd to always be in effect.
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No.422507
>>422483
It's totally fine as long as the players all know. The reason some are Permanent instead of having a cost isn't because the ones you can activate shouldn't be permanent. It's because the Permanent ones wouldn't make sense as temporary ones.
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No.423620
>>422285
You can take the first step on one path by taking the Blessed feat, the first step on another path by using the Cross-Training ability from Sage levels or a magic item to get Acolyte, and then another step by doing that again to get Path of the Devoted once. This means the most you can have without your class explicitly granting steps is three, and they have to be split into at least two paths, so the highest step you can get on any one path is 2.
>>422333
A GM can do that, but probably shouldn't if someone in the group wants to play a character that gets steps the normal way. You're taking away what makes the divine casters unique if you do that.
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No.423646
>>423620
>>422285
I forgot a couple sources of steps: if the Beneficent Universe quality is active, you can take the first step on one more path. The Crusader CTA supplement allows you to take Path of the Crusader as a Cross-Training option, so that's another step that can go anywhere, which pushes the highest possible step to 3.
>>422469
Critical surge is nuts if you build a character around it. It's weird to me that it's considered a lesser NPC quality for the purposes of magic items.
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No.423652
Have you finished that Spellbound yet?
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No.423669
>>423646
Critical surge is capped by action dice. You don't get a bonus action for scoring a threat, just confirming a crit.
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No.423681
>>423669
There are ways of getting crits for free, like soldier's Most Deadly or the Native Ferocity feat.
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No.423685
>>423681
That requires more investment in character building though. If you have someone with a build like that, that's when you start using encounters with a damage sponge (for them) plus other stuff for the rest of the party to fight. You can justify that in-story by their reputation preceding them.
>>423620
>>423646
So a max of 5 steps, 3 on one path, 2 on others.
>>423652
Latest update says it's done editing and needs to be formatted >>422123
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No.423915
>>423685
>Spellbound
Supposedly we're getting close to 900 new spells but since its all being dumped out in installments and it hasn't started yet we're still unlikely to see a completed, useful, book until 2020. I'm just waiting for them to open up preorders or whatever they call them where you give them money up front, get all the weekly or monthly releases, and then they give you the whole combined book at the end. I'd like to be able to show Crafty that I like their game but they're making it awful fucking difficult when they won't give me a product to buy.
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No.423916
Does anyone have a document that compiles all of the class, feat, and equipment material they've released in various places? I haven't seen one on the forums but I figured maybe someone here would have something like that.
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No.423933
>>423916
They could really use an SRD, especially given the modular nature of the system.
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No.423995
Trying to understand some mechanics here. For a weapon like the lasso or mancatcher, do RAW account for snagging the target? The lasso's cord quality kind of implies you could pull on whatever you hit, but how do you resolve what happens? Would that be like a grapple but at range? What about arrows with the climbing line?
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No.424581
How are the games going folks?
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No.424625
what the fuck is the dc for poisons? is it just 10? it never fucking says it anywhere. this system seems fun but jesus fuck if it isn't the most unclear system i've ever played. they wrote it just well enough to be slightly confusing.
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No.424626
>>424625
Standard DC of 12, with upgrades to add +2, +4, or +6.
Chapter 5
Special Combat Rules
Poison and Disease, page 216
>Poisons and diseases can be inhaled, ingested, absorbed through the skin, or applied to weapons. Each has an Incubation Period, during which time it spreads through a character’s system. Thereafter, and at the end of each subsequent Incubation Period, he makes a Fortitude save (DC 12). With success, he fights the contagion off entirely; otherwise, he suffers the listed effects. This process continues until the character fights off the contagion or dies. Antidotes are specific to each contagion and spread through the system over a period of time equal to the Incubation Period (during which the character may still have to make another Fortitude save).
The book is laid out for the players to have an easier time building characters. Most of the rules of play are in chapter 5, with stuff related to other topics like magic or NPCs in those chapters. Building and running the game is chapter 7. I agree it's confusing at times. The way they compartmentalized is ok except it's not always obvious that they did that (although the poison section under gear refers the reader to the above section).
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No.424627
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No.424642
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No.424697
>>424581
Despite my demands for it no one actually talks about games in this damn thread. They just talk about RULES RULES RULES.
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No.424718
>>424697
I'm running a game but I don't really have a lot to report and I also don't want my players, who know where to look, to read up on what I'm doing. I'm already a little upset that in order to play Fantasy Craft I have to GM it since what I really want is to play the game. The only games that I've seen crop up on /tg/ were a one shot from a bit ago and another game that ran before that I had to drop out of so I think I may never find my fix. Hopefully Spellbound brings in a rush of interest in others to GM but who knows when that will actually come out and even then there isn't an assurance they'll have player positions and be able to accommodate my time zone and schedule. Oh well, running a game is better than not having one.
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No.424723
>>424718
It's people like you that make me glad I actually enjoy GMing. Best of luck to you, perhaps you can find an autist like me and convince him to be one of your players until he gets fed up and offers to GM because you suck dick.
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No.424727
>>424723
Nothing but praise so far and you have the wrong idea of it, I don't hate being a GM I just strongly prefer to be a player. I prefer to eat fried chicken but if you server me grilled chicken I still enjoy it, its still chicken, I would just really prefer it be fried. This doesn't really diminish my appreciation for grilling it but I have a preference.
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No.424728
>>424727
It's good that you don't feel trapped in your role because somebody has to run the game. I've seen that before, and it never ends well for the game or the group in question.
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No.425180
So the measuring of difficulty of NPCs to fight against seems a bit vague, there are categories but not every quality is actually weighted in the way they imply they are and they even admit that NPC qualities aren't a science so what sort of enemies do you use for different character levels in your own games? Are there are specific ones you use for easy, challenging, or ball-busting encounters?
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No.425363
>>425180
The guidelines given work fine for anything you'd pull out of the bestiary or rogues gallery, templates included. If I'm making bespoke NPCs...
>easy
Keep it simple, maybe a gimmick or two with stats very in line with the guidelines, not many NPC qualities.
>challenging
Actually build the characters to have few weaknesses, usually something that requires non-standard behavior, outside-the-box thinking. With these I'm going to compare stats and do some fuzzy math about how likely each side's attacks and other actions are to succeed. I want the numbers to make it so they won't win in a simple straight fight, that they have to either prepare and weaken them, go after some weakness, etc.
>or ball-busting
Build the NPC (or group) as a hard counter to the party, forcing them to use character abilities they neglect. Give them NPC qualities that can mill the party's resources (e.g. tough mills action dice and crits). Loads of natural attacks and the flurry ability is also painful.
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No.425389
Crafty has their own booth at Gencon foe the first time in years, but the only stuff they have is all Mistborn rpg booka and board game stuff, and oddly enough, Little Wizards. No word or announcements on NEVEREVERbound.
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No.425761
>8ch back
>still no news on spellbound
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No.425765
>>425761
>latest post in the spellbound thread is from the 30th of August
jej
https://www.crafty-games.com/forum/index.php?topic=8028.555
also a little (((test))) cucked website if removed
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