No.417538 [Last50 Posts]
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?
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No.417554
Something I get confused by
>Goblin has a +2 Strength bonus -2 Charisma bonus
>Giants have no attribute bonuses or penalties
Doesn't that make the average goblin stronger than the average giant?
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No.417557
>>417538
>How does it feel to know Spellbound is never coming out?
It is though. They said in the forum it's done editing and they're doing layout next.
http://www.crafty-games.com/forum/index.php?topic=8028.510 (last post this page)
>>417554
For attack rolls and damage, sort of. For carrying capacity no. Strength isn't supposed to scale with size that way except for carrying stuff. The damage die you roll scales with size (bigger weapons or natural attacks have bigger dice). Goblins straight up cannot use non-siege weapons sized Medium or Large unless they have an upgrade to scale them down (reducing damage) or the lightweight upgrade/quality. Giants can scale up weapons to increase the damage further.
Your strength bonus increases your average die rolls but bigger dudes roll bigger dice to begin with. The bonus raises the distribution by a set amount, but the range and probably the max damage will be higher for the bigger dude. Pic related is the damage roll for average-strength goblin and giant wielding the most damaging weapon with no modifications.
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No.417558
>>417557
I thought that was the case but I wasn't entirely sure. The chart certainly helps to visualize it.
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No.417561
>>417558
>>417557
If you restrict the weapons to stuff an average giant could actually wield (no massive quality), they have the same max weapon damage as the gobbo. The more important thing is that you have more options if you want to be stronk. Goblins can't obtain base melee weapon damage beyond d12. Also, giants get access to Trample attacks by default, which work on any smaller character (Medium or smaller) because of improved stability. Trample I for a Large character deals 1d10 damage (1d12 because of improved stability) and is an unarmed attack (meaning unarmed combat feats can be applied to it). Just take a look at this (page 223):
TRAMPLE
1 Full Action • Unarmed Attack Action • Requires Trample Natural Attack
The character moves up to his Speed [50 feet for a Giant] through areas occupied by targets 2 1 or more Sizes smaller [Medium and smaller]. He doesn’t have to stop when he moves past or through conscious opponents, though he does have to end his movement in an unoccupied area. At the end of the character’s movement, he makes a single Trample attack and the result is compared to the Defense of each opponent run over during the move. The second and each subsequent opponent gains a cumulative +2 bonus to defense against this attack (+2 for the second, +4 for the third, and so on). Damage is rolled separately for each opponent hit. Targets hit by this attack must also make a Fortitude save (DC equal to the damage) or become sprawled [includes the flat-footed condition, making them easier to hit].
A giant could do that once every turn. They might even backtrack or go in a tight circle to hit the same character twice. Compare that to the damage output of a goblin with a warhammer or longsword, and consider that a giant always has access to this attack.
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No.417570
I was drafting up a ship when i went back to look at damage saves for objects, a galley specifically. Being a collosal object, the ship gets +15 to damage saves and 8 saves before it's destroyed, and being hard 7 construction gives it another +10 to damage saves because it's hard. So a galley has a total of +25 to damage saves and 8 saves, but what the hell is the 7 for? Did i miss something about that in the book?
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No.417578
>>417570
page 155 under the Damage heading:
>An item’s Damage save bonus determines how well it resists damage. Most items with stats already have a Damage save bonus but for those that don’t, and for scenery such as chairs, doors, windows, consult Table 4.5: Item Damage Saves (see right).
General rule for RPGs is that specific rules trump general ones. You're supposed to go with the specific item stats because they might be different from the standard model. A ship has fewer damage saves probably because they're hollow and less massive an an object of their size might imply.
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No.417585
>>417578
So a galley has 7 saves instead of 8? That's what the 7 in "Hard 7" means?
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No.417586
>>417585
Yes, for any item go with what it has listed on the table under Const. It tells you what kind of construction it has for the save bonus (use that and size on the table) and how many failed saves breaks the item (unusable). You need 2x failed saves to ruin it beyond repair. 7 failed saves would mean that you can't use it until repaired (for a vehicle that would mean no Ride checks or traveling), but if it's in the water, it could start sinking with just 1. From the same section:
>When scenery is broken, a hole is punched through it large enough to accommodate a character of smaller Size.
A failed damage save implies a hole in the hull (scenery less than 9 inches thick is "broken" with 1 failed save on the table). If the hole is below the water line, the ship would logically take on water. You might get a way with trying to blow a hole in the hull specifically and only be up against a 6 inch or thinner hull for a single +12 save or lower. This kind of stuff is up to GM discretion though.
If you're just after damaging the ship via item damage, I'd recommend the NPCs firing cannons or whatever to have the swarm quality so you make one attack and damage roll for all of them. It reduces bookkeeping and makes a failed damage save more likely. With a +25 damage save, you need at least 32 damage in one hit for a failed save to be possible. A basic heavy cannon
(6d8) has about a 1/5 chance of rolling damage that high.
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No.417596
Anyone running any FC games at the moment?
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No.417608
>>417557
>They said in the forum it's done editing and they're doing layout next.
No, I refuse to get my hopes up again.
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No.417610
>>417608
You have to open up your heart and believe in Spellbound or it won't come out. We all have to believe.
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No.417612
Any good homebrew class that is a gish from level 1?
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No.417614
>>417612
http://www.crafty-games.com/forum/index.php?topic=4540.msg85452#msg85452
Primer is one, all the homebrews that reach a community consensus are on the forums
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No.417615
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No.417617
>>417614
Primer doesn't learn any casting till level 7
>>417615
Seems exceptionally plain.
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No.417618
>>417596
Not yet, but my friend has been bugging me to start something, and it'll probably either be this or L5R. I was leaning toward the latter, but not if Crafty is actually going to deliver.
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No.417620
>>417617
http://www.crafty-games.com/forum/index.php?topic=6677.0
Theres the homebrew classes, you can work on your own if none of them are what you're looking for and there are plenty of guides and materials to help you do that. Maybe a more autistic anon will even do it here for you, we do have a couple of very motivated FC posters after all.
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No.417624
>>417620
Is full BAB, only Compass, Blessing and Glory and starting at level 0 spells with normal progression speed (like the Spycraft Spellbound classes) a balanced starting point?
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No.417638
>>417624
You can check the guide on how to make custom base classes here, its more or less whats used to make everything you've seen out of homebrew and probably close to how they do it in house as well.
http://www.crafty-games.com/forum/index.php?topic=3175.msg50964#msg50964
Full (High) BAB isn't in the same resource pool as actual class abilities, thats all in the table which you have to balance out (including spell points if you want to cast spells.) You can have High BAB and spell point progression but you have to take it out of somewhere so saves or lifestyle will have to eat the hit. You can repaper one of the Spellbound 'cast from three school' choices and probably be fine, as for the rest of the levels? Just watch what goes where and look at other classes if you want to get into making a base class.
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No.417652
>>417638
>>417624
>>417620
All classes follow the same basic skeleton for class abilities, so if you don't have a good enough guide, look at what other classes get at the same level and maybe swap out for equivalent things: one feat tree for another, one attribute for another, etc.
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No.417670
Has anybody done some good homebrewing with the alignment rules? There's a lot of potential for a fun and mechanically interesting religious system, especially with the Wrathful Universe campaign quality making people stick to their alignment.
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No.417672
>>417670
Most campaigns I know do their own alignments so everyone does alignment homebrewing, its more what you're looking for and what suits your table. I personally prefer to use political or national structures as alignments that offer education in their ways of life and conformity with their patron god, much like ancient Egypt where the status of your god in the divine pantheon was largely based on the success of the city associated with it and people who are from that city. It ties players to not only a specific divine figure but more specifically a place and culture that are malleable, allowing the character to grow, change, and influence their own religion so that they aren't rigidly confined to a doctrine they have no influence in setting (something that is the anti-thesis of Fantasy Craft's otherwise pro-player decisions.) As they evolve and grow, they bring prosperity to their homeland and their god and they both begin to take cues from them. Therefore I tend to just hand players who want to be divine characters the guide to make alignments and say "Make two, one for you, one for your most bitter enemy." and then review and adjust what they give me.
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No.417677
>>417672
>allowing the character to grow, change, and influence their own religion so that they aren't rigidly confined to a doctrine they have no influence in setting
That sounds like vastly more interesting campaign material than the D&D alignments. All kinds of stuff you can do with it.
<new splinter sect forms
<slightly different beliefs/rules from the religious establishment
<have each other as opposed alignments
<holy wars over which sect wins
<depending on the relationship to political bodies, one may be favored or the rules of engagement might be limited
This is even better than it looks at first glance.
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No.417722
Anybody here play Crafty's Mistborn games? Is it any different from the fantasy craft system?
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No.417741
>>417596
Trying to get some interest in my area to find a group, but nobody seems interested in anything but the big cancerous three games; 5e, mtg, and hyper competitive 40k where the other player will try to argue your armies are invalid for the color shemes or even a slight imperfection like bleed over. Doesnt help that one of the stores wont let me post an ad on fagbook because the account i created just for looking for a group isnt at least 5 years old.
>inb4 just play online
I just moved to the area and trying to find people to hang out with but losing hope very quickly. Doesnt help im not exactly sociable to begin with.
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No.417743
>>417741
Can't help you there, I haven't played a game in meatspace that wasn't playtesting someone's shit in years. Your local store sounds like a real crock of shit, show up and hand them a piece of paper to hang on their corkboard instead. I have never seen a game store escalate in person, they're operated by obese manlets who will do what you tell them in the flesh as long as it doesn't hurt them monetarily or hurt their virtue signalling (this does neither.) You'd be surprised what you can get away with if you are within 5ft of another human, policies that are rigidly enforced online will magically melt away to avoid issues with someone who will talk back or argue...not that I'm advocating people go around and harass game store owners but I do advocate for using your physical presence to bypass any of the stupid membership or posting rules they like to put up because its a disservice to the hobby and the community. Although if you aren't sociable, as you say, you might not get very far as its easy to recognize people who will accept a no and people who won't.
Still, if it isn't too much trouble I'd try it anyways, if they give you a firm no then you can at least look around the shop and if there are other people they might be interested in helping you out anyways. It happens, thats how I've seen people drum up playtesters once or twice oddly enough.
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No.417744
>>417743
No corkboards in either store because "sharp objects are dangerous" and "we can't let anonymous lure people to their house through our shop" (yes, they said it like anonymous in a person). I wish it was obese manlets running the stores, theyre easy to deal wih like you suggest. The only person i got any sort of receptive response from immediately disengaged when they heard it wasnt going to be a 5e group. The only other option i have at the moment is asking if one of my roommates might be able to get a group together, though i have reservations of what might come if i ask that since i dont have any control of filtering people.
And i should note since it may change a few ideas, but im stuck in commiefornistan.
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No.417759
>>417744
>no sharp objects
>no corkboard
>shop is hostile to non-core games
Why even bother with them at all then? No game is better than a miserable one, especially if you have to GM it and I can't imagine you're going to find the kind of people you want to play with in a place like that. Maybe thats just my culture shock though coming from a place where if I am not carrying a minimum of one knife, one lighter, and one multitool on my person I am the odd man out. Nobody has ever scolded me or batted an eyelash if someone needs to clip a sprue or something and I produce a multitool, nobody cares if I open a package with a knife, and people explicitly ASK to borrow my lighter if they want to go out and smoke because they're supposed to be quitting according to their wives. Hell, far as stranger danger goes I live a literal block away from the store so I have invited people back to my apartment for drinks and other games if they wanted to continue staying out without going home, I have yet to be informed this is a faux pas or that people are worried I'll kill them in my apartment.
Is California really that different than the midwest? We have our share of problems, usually fedora tippers, pushy sales people, cheaters (god are they bad at cheating...), but I have never had someone tell me something completely retarded like that they were worried about sharp objects. The joint runs sunday studies after the owner is back from his morning mass and even with kids around nobody is terrified of pointy things, you're talking a fucking alien language to me.
Anyways, gripes about your shit state and local game shops aside (and I could go on that for a while) your only reasonable options might be to just run online. You can still socialize over a microphone after all if thats what you're aiming for and /tg/ has had at least one successful game run already that I believe reached completion. There could be others but I only know the one I was in before I had to drop out and just lurk.
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No.417766
>>417759
>Is California really that different than the midwest?
<ifonlyyouknewhowbadthingsreallywere.jpg
"Please annex california and nuke us" isnt just a meme. It is a legitimate call for help. An illegal spic can steal a gun from a cop car, murder a women, resist arrest, and only be given 363 days for illegally possessing a firearm (year minus a day to keep it from being a felony so he doesnt get deported as a big middle finger to trump) and then give a guy 25 to life for an admitted false accussation of rape. If i can make a way out of this hellhole then i need to make that plan. I am mostly limited by a severely limited skillset, cripplingly neglected social upbringing, and an intense fear of failure. It doesnt help that the oh so caring mental health system in california has literally no options in their playbook other than throwing meds and calling it a day, going so far as to fire any therapists who try anything else to avoid any lawsuits.
I could go on all weekend about the shitshow that is this "progressive" state but that's not what this thread is for.
To try to get back on track, if my only option is to play online, i know a group i could play with but i need to prepare fuck you options for them since every single one of them deliberately tries to derail anything any gm plans, then further derail what they already derailed into ad infinitum. So far all i have is a murderbot factory. Any ideas guys?
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No.417767
>>417744
Where exactly in California?
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No.417768
>>417767
It's an area between sacramento and the gay area.
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No.417769
>>417766
>playing with people who explicitly don't want you, the person doing most of the work, to have fun
Don't do that.
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No.417771
>>417768
Sounds like you're near Travis Airforce Base. I guarantee you if you can get in contact with some of them you'll have people to play with better than the typical lot you'll find around, even if they're airforce. See if they have an organization in charge of offering recreational activities to the people stationed there and say you want to put on a gamenight for them. Organizations like that can typically escort you on the base and provide a place to play, they might even spring for snacks.
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No.417776
>defense score instead of AC, scales with class
>armor as DR, lowers defense score
>known spells, spell points
>better way of handling feats, especially weapon feats; each feat means more
>classes are more down to earth and allow better customization
>armor/weapons have various customizations without being magical
>humans are more than just "bonus feat/skill" (but still probably your best choice like in D&D)
This system has a lot of flaws, but I like that stuff.
>my very personalized, customized character
Gifted Acrobat Burglar 4/Scout 16
spd 50ft (60 in combat)
Bab +15, F+12, R+20, W+10, Def +25, Init +26, Life +5, Leg +6
Dexterous, Very very Sneaky (24), Evasion I, Uncanny Dodge I, Stalker (36), Rough Living +4, Sneak Attack +4d6, 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), Charging Basics (6), Bow Basics (7), Mobility Basics (9), Bow Mastery (9), Angry Hornet (11), Charging Mastery (12), Pathfinder Basics (Forest) (13), Iron Will (15), Pathfinder Mastery (15), Pathfinder Supremacy (17), Ghost Mastery (18), Horde Basics (19)
(if "Fast Feats" is in play: Ambush Basics, Ferocity Basics, Scroll Casting [or Surge of Speed])
(Ranks + Feats) Acrobatics 25, Athletics 23, Craft (Inscription/Carpentry/Chemistry/Pharmacy) 15, Haggle 1, Investigate 25, Notice 23, Prestidigitation 23, Resolve 19, Ride (Flying/Land) 7, Search 28, Sneak 29, Survival 23, Tactics 7
Origin: Investigate, Search, Prestidigitation, Survival
Edged Forte, Hurled Forte, Bow Forte, Parry, Arrow Cutting, Called Shot, Cheap Shot
Common, (Homeland), Chaotic Good, Elven, five other campaign specific interests
superior finesse goblin hatchet
superior goblin hurl stiletto
superior goblin AP 2 razor sword?
superior grip elf metal shield
superior goblin Keen 4 longbow (arrows?)
Superior Fitted Elven Moderate Hardened Leather w/Light Fittings
5, Fire 5, -0, -0, -0ft, 19lbs
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No.417779
I'm going to start running a PBP game for a group, anyone have any experience with adapting the system to work this way? Any advice on how to make sure the game doesn't slow way the fuck down? I think if I just cut down on the hitpoint bloat it shouldn't break anything but I'm not a mathematician.
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No.417799
>>417771
I'll look into it. It's not a terrible ride there from where I'm at but I feel that if I do it I'll need more than just a crudely drawn map and a dollar pack of wooden tokens to give them a good time. Have family in most military branches so I feel like I would need to impress anyone I meet there
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No.417819
>>417779
You can reduce vitality bloat with the Fragile Heroes campaign quality. Normally characters get either 6, 9, or 12 vitality per level from class. Since you round down that becomes, 3, 4, and 6. Martial classes with high vitality are more meaningful than the squishy or average classes this way. There are other campaign qualities you can use to tweak the rules to make critical hits more likely or more damaging. That speeds up combat which is the slowest part.
That and do good encounter design. Fighting to the death every time is dull. Give each side an objective and a limit on how hard they'd reasonably choose to fight for it. The Morale mechanic exists for characters losing their nerve. In Fantasy Craft you explicitly don't have to kill an enemy to get XP for them. Sneaking past, beating them in a wrestling match, convincing them to stand down, etc should all grant full XP. With the available skill uses, character abilities, and combat actions, there are all kinds of scenarios you can use for encounters that don't require you to whittle down vitality. See the rules on criminal trials for an official example (pages 319-321)
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No.418134
I'm disproportionately proud of having made this for the 3.5 vs 5E thread, so I'm reposting it here to panhandle for (you)s.
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No.418166
>>418134
Dragonborn don't even have tails at all do they?
Drakes don't get a tail slap natural attack, just bite and claws although I guess you could still use the tail for the default unarmed attack everybody gets.
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No.418167
>>418134
>>418166
other than those bits it's good oc, +1 internet
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No.418169
>>418166
>Dragonborn don't even have tails at all do they?
Dang, you're right. I could have sworn I'd seen one on an illustration, but I guess it was just the robes. I added most of your improvements, since the mismatched fonts were bothering me.
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No.418179
One feat choice on character creation, lv1, beyond bonus feats from class, spec, etc. right? I see people with two feat picks sometimes and I don't know if it's Homebrew stuff or if I missed something.
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No.418185
>>418179
You get 1 feat from first level, 1 feat from specialty, and sometimes a feat from species and/or class. Some options for species/specialty/class give you a choice from a feat tree. Some 1st-level species feats allow you to drop an attribute 2 points to get another 1st level species feat. More than that is not following the book. Are they playing humans and just doing the 3.X thing where humies get an extra feat?
Got an example?
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No.418189
>>418179
Most human specialties grant a feat of some kind. I think a couple classes, like Martial Artist, grant a feat also. It's not really that hard to make a character that starts with a Supremacy Feat.
>Human
>Specialty: Archer
>Class: Warrior
>1 at Creation Feat, 1 Bonus Feat from Warrior Level 1 (Fight On)
>Archery Basics, Mastery, Supremacy
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No.418243
Started a fantasy craft game consisying mainly of people who never played a ttrpg before. The story so far:
The Newfoundlend elves are looking for adventurers to hire for an expedition to the Old Commonwealth of Elves on the other side of the sea. There was a great wall of mist thay cut across the sea and ensared ships that blocked access to the old continent but now thst barrier is starting to thin out. I gave the newbie players the character sheets from the previous fantasy craft thread (Human/Grizzled Captain with clockwork automaton lietenant, Drake Sage, Human Sorcerer, and pech burgler) and a fifth player made a courtier (he wanted to play a rogue that steals from the party. I shot that down and instead suggested he could play a courtier with some kleptomania). The players were in the back of a caravan headed to tge Newfoundlend capital. I had a "Daemon" (other than the Newfoundlend elves, the continebt is run by tiegling or aasimar nobles lording over human commoners) at a camp bonfire who gave exposition about the setting which was a mishmash of something like the norse realms but bas on the five chinese elements plus the four chaos gods and demons living outside of the realms in the warp/astral plane. After that the got seperated from the caravan the next morning and had to cut through the forest to catch up. A couple miles and dead kobolds later the meet up with the front of the caravan and meet the elven expedition leader who I called Blackoak Blackoak decided to personally hire the captain and leace the group (the player was leaving for job related things and this game was a goodbye present.) The gane went reasonably well but i think half the party is chaotic evil:
>Drake player was a very nice and well behaved
>courtier is a schemer as to be expected
>the Pech is a very aggressive little guy and the butt of many jokes
>and the Sorceress was originally keeping her motivations veiled but is slowly becoming a chaos worshipper after she found out that was an option
Ill keep things updated as the game progresses.
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No.418248
>>418189
If you want maximum feats, play an unborn and take all the feats that let you drop an attribute score for more feats.
>Floater
>Many-Armed
>Many-Legged
>Custom Construction
>Two-Headed
>Wheeled
>+1 "Level 1 only" feat, like Special Construction
>>418243
That sounds pretty unique and interesting. Don't let the standard DnD alignments bog the players down though. The alignments can work however you want in the setting.
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No.418250
>>418248
Of course. Im not using the D&D alignments in the game. Im just saying they're characters could be considered chaotic evil from the way the all talk about using everyone else in their charachter motivations, except for the drake who is exceptionaly nice. I should also say that I always have players give soliloqueys for their characters to get everyone in the mood.
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No.418254
>>418250
Sounds like a fun group. I especially like this
> I always have players give soliloqueys for their characters to get everyone in the mood.
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No.418255
>>418254
I got that from Within the Ring of Fire and have been using it in other systems.
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No.418263
White:
>alignment skills: Crafting, Haggle, Ride, Tactics,
>paths: Order, Righteousness
>ritual weapon: Longsword
>avatar: Herald Angel
>opposed alignments: Black, Red
(Crafting covers white having equipment tutors and cost reducers)
Red:
>alignment skills: Acrobatics, Athletics, Haggle, Prestidigitation
>paths: Fire, War
>ritual weapon: Broad Axe
>avatar: Drake Warlord
>opposed alignments: White, Blue
(Haggle covers red's mana accel. Luck and its manipulation is red)
Blue:
>alignment skills: Crafting, Disguise, Investigate, Search
>paths: Knowledge, Magic
>ritual weapon: Musketoon
>avatar: Water Elemental V
>opposed alignments: Red, Green
(Cannon armed ships are a historical blue card)
Should I bother doing black and green?
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No.418269
>>418263
>Should I bother doing black and green?
Hell yeah. Using opposed alignments for rock-paper-scissors is good, too. Adapting stuff this way is one of the best strengths FC has.
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No.418321
>>418263
>>418269
Black:
>alignment skills: Ride, Sneak, Acrobatics, Athletics
>paths: death, destruction
>ritual weapon: ???
>avatar: Anarchy Demon
>opposed alignments: White, Green
Green:
>alignment skills: survival, sneak, blend, sense motive
>paths: beast, nature
>ritual weapon: longbow
>avatar: dire mammoth
>opposed alignment: black, blue
Hardest part was doing skills since many of the the skills that are most on-tune for each color are already class. The exception as blue, which was easy
>search is tutor
>crafting is love of artifacts
>disguise is morph and transform
>investigate is... investigate
White and Black have Ride because of the iconic opposed knight pairings (White Knight/Black Knight, Hand of Honor/Hand of Tyranny ect.). White has tactics because of its weenies.
All avatars were ones used in the core book or adventure companion because I'm lazy.
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No.418334
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No.418405
So what is the FC Caster Supremacy like compared to other games (5e/3.5/pozzfinder?)
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No.418426
>>418405
What do you want it to be? The vanilla game comes with optional rulesets called Campaign Qualities that adjust the rules to suit your campaign or play style. Arcane/divine magic has some that can make it more powerful, weaker, or more costly. By default it's seriously reined in, with arcane casters having to make a skill check to cast and divine magic tends to confer a small number of spells and other benefits that are reliable.
FC treats martials way better, too. Probably the most versatile class in the game is soldier, the equivalent of fighter, because it's pretty much license to get lots of feats for combat.
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No.418435
>>418405
Not that much, though arcane caster will generally be more versatile than mundane, but not necessarily better at the same stuff. Mostly because spells aren't OP
For example, in dnd 3.5 Invisibility spell gave +20 to Sneak, making it better than most thiefs at that level (unless highly minmaxed). In FC invisibility has effect of automatically give you a hidden status effect if you move more than 10 ft in one round. It does not make you automatically good at stealth because if you don't have a skill, you will be easily detected, but on the other hand it is still useful for someone who specializes in stealth and doing it in a way that is different from providing a bonus that trivializes any other investment.
Most of the time spells augment something you do instead of replacing any mundane means entirely.
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No.418436
FC also has an inherent modularity in it, meaning that you can take away a lot of parts without making it totally imbalanced or boring. You can play in a non-magical human-only setting and it's still be pretty fun and balanced.
You control what goes into your game with Campaign Qualities (some can be applied temporarily and some only permanently)
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No.418439
>>418436
>>418405
>You control what goes into your game with Campaign Qualities (some can be applied temporarily and some only permanently)
For example if the wizard is fucking shit up you can spend some resources as GM (action dice) and decide that suddenly magic is harder to cast or is more unpredictable because reasons (obviously there should be some justification for this)
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No.418440
On martials - they are inherently more fun in FC than they are in most other d20 games because of how combat system works.
There are stances and tricks. Stances is something you assume as a half action and they provide some constant benefits (and sometimes restrictions) unless you turn them off or someone makes something to you that makes them turn off (like knocking you on your ass)
Tricks are something that you can apply to any attack and they give you additional benefit with certain conditions (additional damage if the opponent is bleeding, moving your opponent 5ft, moving yourself 5ft, gaining bonus to attack if last missed etc.). There are tons of them. You can apply one trick to one attack (Martial Artist can apply 2 at lvl 10 and 3 at lvl 20).
You get tricks by taking feats, generally a full weapon feat chain of three feats will give you two tricks and one stance. You also gain tricks/proficiencies every odd level, meaning that even at low level if you are martial character you will have several of them. Sometimes class options and origins give you tricks too.
All of that means that you are never "just attacking" and there are always some little tactical decisions that you can make.
And that is not even talking about the fact that many skills are useful in combat too, meaning that less combat oriented characters can be useful in battles instead of sucking on their thumb in the corner.
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No.418443
>>418439
I would rather make a challenge more appropriate next time though.
On the other hand, it really gives great instruments for handling situations like "you are fighting near the source of great magic power, so all spellcasting is more powerful" or "after the Crystal of Doom was destroyed magic is temporarily out of whack"
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No.418445
>>418440
>Tricks are something that you can apply to any attack
There are tricks for most non-attack combat actions too, particularly Mix-Up which rewards versatility. There are also "initiative actions" which includes stuff like shield blocking and parrying, as well as stuff like "parting shot" which is effectively a ranged attack of opportunity you get against someone leaving close quarters (within 30 feet). Then there's a lot of stuff you can do other than straight damage, and even if damage is your thing there's 3 damage tracks - lethal, subdual, and stress - that may be more or less appropriate for different enemies.
>>418443
>On the other hand, it really gives great instruments for handling situations like "you are fighting near the source of great magic power, so all spellcasting is more powerful" or "after the Crystal of Doom was destroyed magic is temporarily out of whack"
That's mostly what it's supposed to be, but you can pull it out for emergencies with shit like "uh... suddenly there's a meteor shower which causes interference in the mana network making your spells more likely to go haywire."
Obviously that's kind of shitty but with stuff like the weather effects it's pretty clear that you're meant to have this option (and why it has a cost to it). Like, if a player is acting up really badly you can drop 4 action dice and have them struck by lightning. In the same way you give action dice for good behavior you can respond to bad behavior by giving yourself a GM action die with their name on it. That's not so much about balance though.
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No.418446
>>418445
>oo, particularly Mix-Up which rewards versatility.
Oh yeah, there are plenty of stuff. Just didn't want to go with the wall of text and just present a simple examples of melee being more fun and caster not being gods.
When i was GMing a FC games i always had a rule that if i had to improvise some additional challenges for players, i would need to pay for those from my dice pool. It not a bad way to self check if you are doing too much pulling out of your ass.
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No.418447
Btw, i'm up for some FC game if anyone what's to GM
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No.418449
>>418447
You and probably everyone else in this thread. GMs for Fantasy Craft ain't exactly something you can pick up at the corner store.
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No.418458
>>418449
>>418447
Lucky for you two, I have a one shot I've been working on. Mostly worked on that first just so I could use it as a sort of filter if I ever manage to get enough interest to gather a group in person. I can be ready to run tomorrow about this time if you guys are willing to do roll20 and dickscord for voice chat. I wageslave full time and really only have sundays free for this.
I'll take up to 5 players. Level 3 characters, sorcery and miracles ok, though for alignment come up with an opposing alignment, just in case we decide to continue with more adventures. Like >>417672 says here. Campaign qualities to be mindful of would be Dead Means Dead, Adventure Insurance, Versatile Heroes, and for this adventure Dramatic Pacing. Also for this adventure, I'll allow any meduim race in the book, as well as goblin and pech, unless you decide you want to play one of the iconics characters as is. If I left out any details you want to know, just ask.
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No.418460
>>418458
I should also mention, this one shot is a search and rescue mission. Hopefully that helps you pick things that will help that.
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No.418461
>>418458
Sundays are good for me.
MirddinEmris#6826
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No.418463
>>418458
ParadiseMantis#2035
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No.418478
>>418458
Put ne down for a maybevif we can work out time zones
ArtemisWyrm#4468
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No.418480
>>418478
For reference, i posted that at about 11 am my time, and about the time i intend to try to gather people. It is 8ish pm when i post this. Your post's timestamp shows up as about 6 pm for me. That should give you reference at least.
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No.418484
>>418480
That does help. Thanks.
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No.418679
So one shot train wreck time
>two players
>former noble human martial artist named Alister
>fey heritage human soldier named Martin
>the duo meet up with three guys in a tavern
>say their 3 daughters have went camping and havent come back when they said they would and here are bandits in that forest
>what kind of fathers just let their girls go camping with bandits nearby?
>the two notice the third father is a bit off
>alister notices a guy watching in the corner
>notices guy in corner is carrying a poorly concealed fancy sword, probably weathly
>swords are too fancy to be local for this small town
>get paid 1k upfront to bring the girls back
>martin not-so-subtly suggests the guys are actually part of aforementioned bandits
>kinda insults them, nothing came from that though
>go to tell town gaurd what theyre about to do and about the suspisous guy in the corner from eariler
>as they enter, another guy with a fancy sword is leaving
>our pair of heroes get a bit on edge, decide to not tell the gaurds about tavern guy
>PCs decide to go to the blacksmith to see if he knows anything about the sword guys
>blacksmith doesnt care too much about weapons, mostly just interested in tools for the town
>players ask about the girls
>blacksmith notes they did come by before their trip and got a chain
>after saying it aloud, realizes that that's actually strange, especially getting a short one (10 ft)
>players wonder what they could use it for, conclude it's for tying someone up because theyre into some weird shit
>buy a chain like theirs and leave
>another fucking guy with a badly hidden sword, wandering around kinda nervous
>alister has enough and just walks up to him, grill him about what the hell theyre doing
>takes abit but eventually confesses that theyre here looking for their runaway princess, and tells them they never heard about this from him
>players now want to get out there, find the princess and claim an evem bigger reward for staying silent
<cont.
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No.418681
>>418679
>forest isnt far, and along the trail they notices a few guys before they jump out
>only one steps out demanding payment to pass
>martin bullshits a name to the bandits
>decide fuck it, i can use that name anyways
>bandits get interested and demand to know where steve is
>alister threatens them by not just telling them on steve, since steve was just one of their buddies who went missing while keeping watch in the night, but also with violence
>violence gets them to back off a bit
>notes that steve possibly got attacked by an orc, but couldnt find him
>now the players head off in the direction the bandits point out
>find an especially tall tree, alister climbs up to scout for possible campsites
>find a few areas, a couple more tall trees, and in one particular spot smoke
>make their way to one clearing and the day is ending
>decide to set up camp, martin goes foraging
>alister makes a joke about picking apples from the pine trees
>run with it and correct him that they are actually pineapples
>martin uses his fey blood to find a watermelon bush to feed himself
>comes back with watermelon still in his mouth, juice running down his face, and saying he didnt find anything for alister
>take turns keeping watch at night
>night passes mostly peacefully, no encounter at least
>eat breakfast and get back on their way
>on their way to another possible campsite, they notice a fading trail of blood lead away from where theyre going
>obviously follow the trail till there's nothin left to follow at another large tree
>players find themself near the smoke spot
>now that theyre closer, they see the roof of a cabin
>head towards the cabin in the woods
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No.418683
>>418681
>little over grown at the moment but kept well enough to see someone lives here
>players hear a chain, feminine laughter and something smacking
>players sneak up to the window
>get noticed once they poke their heads up and see three women beating the shit out of an orc in his own home while wearing kinkshit, breast and cunt showing but midriff covered
>players were right
>but only two of the three girls match the descriptions they were given
>players rush in to catch girls, girls rush out to catch players
>meet half way in the house and fight breaks out
>one girl rushes to the back and gets a fourth girl from a room
>misjudged npc stat blocks and knockig the girls out wasnt a challenge at all
>orc died while fight was going on, bled out internally
>players find steve tied naked to a bed and covered in blood, cuts, and huge bruises, and a drug induced boner, still alive though
>players leave orc body in the middle of the house, treat steve, tie up girls
>instead of turning steve in for bounty, take him back to other bandits to deal with, explains everything
>martin goes to town to find the liason, who was posing as one girls dad, and arranges a pick up in the middle of the forest
>skeptical at first but turns angry when he sees the girls all tied up
>players explain most of what happened
>tries to extort quiet money from dude
>gets another 9k the liason wouldve given it to them anyways but they saved a bit by waiting on that till just now
>PCs go on their merry little way, explains some of it to the other two fathers
>fourth girl was just a psycho bitch who thought it'd be a good idea to teach young women how to be sadist
>bandits continue harrassing travelers for months
>princess was married off as soon as she got back to the capital
>the prince of a neighboring kingdom is now "happily" married, but each night he has new bruises and nobody can figure out why
>relationship between the two kingdoms become strained when it's reveal the princess kept the lessons to heart
>and everyone else lived happily ever after
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No.418693
>>418683
>>418681
>>418679
Sounds kinda magical realmy to me, could've crunched that down too but greentexting is an art you learn over time.
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No.418696
>>418681
>>418679
>>418683
Points for originality but like >>418693 said, there's a lot of detail that doesn't really add to the story. Nothing against NSFW adventures as long as it's not, you know, indulgent or uncomfortable for someone at the table. It is good to have what a tweest for a one-shot, but if you drop sex kinks into the adventure without warning you're likely to scare people off.
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No.418697
>>418693
>>418696
I included it simply to see if anyone would try to take it further or overreact to it. I said earlier i made it to filter people out if i managed to get a group in person. I don't normally add shit like that in simply because it usually is just some bastard jacking himself off in front of people. I do have an alternative idea to be more slapstick if you'd want to hear about it.
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No.418703
>>418697
>I said earlier i made it to filter people out if i managed to get a group in person. I don't normally add shit like that in simply because it usually is just some bastard jacking himself off in front of people
You might be filtering out people who (reasonably) think you're liable to do that.
>I do have an alternative idea to be more slapstick if you'd want to hear about it.
Shoot.
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No.418709
>>418703
Basically the girls would just be forcing the orc to play dress up and putting make up on him like a 4 year old would when having a tea party with dolls. They would throw powder, wigs, and dresses around just to distract the players and waste time. Obviously there'd be no risk of death since it's just a game to the girls but i kinda figured itd just be an annoying chore for the players. On the other hand it mightve been funny having the players make a mess out of the house trying to take the girls. Also, if i had gotten set up for it, i wouldve played the bandits more like robin hood men in tights to play more into the comedic tone.
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No.418711
>>418709
That might actually be better for showcasing the system as different from D&D because you'd be nudging the players toward non-lethal or even non-violent conflict resolution. In my experience players have a lot of fun using Threaten actions to subdue enemies because it makes yelling one-liners and insults extremely appropriate.
With something goofy like that you're setting a much clearer tone, especially if you use recognizable elements like you described with the bandits. The original story seemed like it was setting up something suspicious and maybe mysterious and then it ends up being weird and kinky, without an obvious tone being struck at the conclusion. How people react to a twist like that depends a lot on their sensibilities, while something clearer like this alternate version is going to be more predictable and way more suited to a one-shot, instead of possibly throwing people for a loop about how they're supposed to respond. Although if you're after people who are unusually open to fetish stuff then I guess you're on the right track.
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No.418720
>>418711
Honestly, ill try the tea party thing next time seeing your guys' reaction here. Im usually uncomfortable with sexuality in games unless there is a specific use for it in the story. My own scenario there really pushed it for my own limits. Hell, i got uncomfortable with characters just flirting with npcs and each other in previous groups just because it was some weird side thing to mess around with. But i also have a hard time trying to set a tone even if i know exactly what im looking for. Cant easily do scripts since there are always questions i didnt anticipate. And i also want to be able to switch between serious and funny naturally.
inb4 are you autistic over sexuality? I think it has something to do with how little variance ive had in social interaction growing up but that's not a story for here
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No.418725
>>418720
Tone has more to do with what you include than dialogue. If you want to be both serious and silly then don't shy away from the silliness of a premise, instead embrace it and let it be fun. It's easier to take serious character beats seriously if the storytellers aren't trying to downplay the goofy premise, like in 90% of superhero movies. Silliness can help balance seriousness. It's a mistake to specifically avoid it.
The fetish stuff is more weird for being out of left field than for just being included IMO. If it had more context it would maybe just be questionable. Like if the adventure hook was going after a debaucherous cult or something then whatever, what you described is pretty vanilla.
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No.418928
>no article about Fantasy Craft on 1d4chan
Honestly kind of surprised, how can we fix this?
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No.418929
>>418928
Well, it's a long shot, but writing one could possibly work.
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No.418943
>>418928
1d4chan is mostly kept together by cuckchanners these days. I doubt what's left of their /tg/ plays any tabletop besides 5e and poorly painting 40k models.
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No.418997
Do you guys use a hex map in your game?
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No.419096
>>417722
No, but I'd assume it uses Master Craft as a basis and thus shares similarities. I've never even looked at the books though so its a complete guess.
>>418254
What exactly do you have them do, just talk in character for a bit? Do you use a prompt? I'm curious how this all works.
>>418263
>>418321
Very cool, MTG game would be neat. Give players their choice of color alignments, everyone is a gestalt Mage (gain Mage progression in addition to whatever your actual base class is, can't double up on Mage), port over some of those WoTC pamphlets on 'official' MTG race stat blocks...could be good. Unfortunately the only fun planes can be counted on one hand.
>>418997
No but I probably should, FC assumes you're using a grid most of the time. Many effects don't work as well if you're not using a map.
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No.419145
>>419096
Basically the player talks in charchter to the "audience" giving their feelings, motivations, state of bring, and other such things much like a charachter would in a play
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No.419158
>>418997
A lot of little rules reference a grid. You might have to convert for those, so it's more effort. Stuff like area-based spells/attacks and some tricks that affect an area. Also, footprints would be weird since they don't have to have uniform dimensions. The drake species is listed as 2x3 squares for instance.
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No.419242
Here's an alignment for gun worship if you want to play a MURRICAN character
Ritual Weapon: Hand Cannon (or pick a smaller gun if you're a pussy)
Skills: Crafting, Haggle, Prestidigitation, Tactics
Paths: Metal, War
Avatar: Alpha Clockwork Giant Eagle (97)
Opposed Alignments: any hippie shit that favors peace
>>419145
I'm definitely doing this to cut down on "inter-party conflict" that's just the players butting heads. It's better when everyone's on the same page about what characters they're playing and should cut down on pointless dickery against each other.
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No.422057
>Reposting from the original thread
13 FC Level 1 PCs Part 1: The Usual Suspects
Alright, most of you fuckers are probably sleeping so I won't see replies to this until tomorrow morning, but here are thirteen Level 1 Fantasy Craft PC's I built for GMs out there who want to slap non-committal players from other systems with a character they can play.
The characters are not designed to min-max or be broken. If they end up being broken, then that is not intended by me. I built these the way I would play them if I was a player.
Here we go with the first three, designed to be part of what I call the 'D&D Classics' FC characters. They are meant to catch the eye of people who have never played or heard of FC, but have played D&D. Naturally, they all have their unique FC twists, some more than others:
>Burglar Pech Rogue
What it says on the tin. Good with knives, as tools, as weapons, or a tooth pick. Good at sneaking and can be trusted to thieve something without getting caught. Played twice, both con games.
>Captain Grizzled Human Fighter
Contrary to most traditional Fighters, this character is one of the most complex to try and play largely due to the added rules and mechanics associated with the Personal Lieutenant - of which there are three to choose from. Has a Great Club and tricks and a Strength score to make good use of it. Literally the swinging dick of any party, this character is designed to be a party leader. Played twice, both con games. Both times, the players who ran this Fighter chose the Clockwork Golem as their Personal Lieutenant resulting in… unexpected shenanigans.
>Mage Gifted Human Sorcerer
The Sorcerer turned out to be the most straightforward character in this mess of characters I built. General purpose all round spell caster - some damage dealing, some utility spells. One of two or three PCs I made that starts the game with a 10 Rep magic item. Played twice, both con games. First time a male player, second time a female player. Both ran the character the same way - with practicality and a rather surprising amount of common sense.
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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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