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File: 1458649318544.jpg (317.37 KB, 991x615, 991:615, Fantasy Craft.jpg)

 No.228317

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

http://rpg.drivethrustuff.com/product/63884/Fantasy-Craft-Second-Printing

>If you want to try before you buy

http://www.mediafire.com/download/rscnai437ptu23k/FantasyCraft.torrent

https://www.mediafire.com/folder/nzs6xsnzbid4t/Fantasy_Craft

https://www.dropbox.com/sh/5dkzgw3cn842eyw/AACivEvWTEODXQgsjBPsHv8wa?dl=0

Other useful links:

>Errata & accessories

http://www.crafty-games.com/fantasy-craft-print-bundle/

>Web NPC builder

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

>Custom PC Species creation guides

http://sletchweb.wikidot.com/fc-origin-creation

>Species feat creation guide & reference spreadsheet

http://www.crafty-games.com/forum/index.php?topic=8257.msg160117#msg160117

http://dl.dropbox.com/u/1016700/species%20feats.xls

>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

 No.228320

>>228317

Been a while.. I've been itching to get back to FC, but I'm currently GMing a 5e campaign. I'm really feeling the lack of homebrew friendliness and it's killing me, because it used to be so easy to toss together a few unique NPCs and magic items when I was running FC


 No.228348

> Drastically reined-in magic

So magic is nerfed and boring?

I don't mind the removal of some SoD encounter-ending stuff. Hell, taking out teleport, or forcing it to be an expensive ritual, is fine. But all this dumb shit where the wizard has more utility is just fags who whine. The only reason Fly is overpowered in 3.5 is because ranged attacks suck, and even then a ranged character can be pretty devestating to a wizard. You get a guy with rapid shot and a flaming longbow and a flying wizard won't be in the air too long. Sure he can protect himself with spells, but that's assuming he knows which spells to prepare. Which means he has divination knowledge. Which is why Divination is broken and should be removed from the game. Even if it wasn't, the faggot still has to prep spells beforehand, and the archer doesn't.

No shit wizards are OP in 3.PF but it's far better than the emasculated shit in FantasyCraft and similar systems. Games like 4e were almost as bad for making magic boring and useless as shit (though 4e had a far superior way of handling spells, with at wills, encounters, and daily powers). Personally I would do away with the shit-tier Vancian system and replace it with the 4e system, with most minor spells being at wills, some being hourly, and some being daily.

But 5e had to come up with "lol hit dice to limit healing" and similar action economy (rest economy?) bullshit to further complicate the game and limit healing, as if that was even a fucking issue in the first place. Are you kidding? If the characters can heal up fast and keep going, more power to them! I fucking hate downtime / resting in a dungeon. It's why most encounters I run are 1 to 2 levels BELOW the party level so they can steamroll through the dungeon, use their healing spells, then fight the "boss monster" and rest having won. It's a far better system if you aren't doing gig-fucking-antic dungeon crawls.


 No.228349

>>228317

>Custom monster and NPC design is a breeze

Baseless claim. Can you elaborate? I am actually genuinely curious. Seeing as I already have systems like Savage Worlds where I can literally make up an NPC on the fly with no issue.

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

Again… how? I fail to see how reputation translates to gear. Unless you just mean that treasure is less common, which I don't see what the fuck that has to do with magic items? I'm not doubting you, it's just that statement is confusing by itself.

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

Fair enough. Though I still wish for a generic system that has both "realistic / gritty" and "heroic / pulpy" options for lethality.

Sorry if I sound like a dick, I actually would like answers to those last two points.


 No.228351

>>228348

>>228349

Who shit in your cheerios this morning? You don't even know what you're talking about with FC and yet you wrote these big retarded posts about 3.5 and PF.


 No.228388

>>228317

>Leaked Spellbound Preview

Deer God… If I ever return to playing FC, I don't know how the hell I'm going to have anything but a party of casters.


 No.228444

>>228348

Ignoring your rant about 3.5/PF, which isn't germane to the topic at all, let me expand upon the magic system.

Arcane "[m]agic uses spellpoints and a Skill (Spellcasting), using the casting check for any sort of rolls that the spell might use (For instance, a to-hit roll, or the result of a Bull Rush check for things like Gust of Wind, which acts like a Bull Rush on multiple opponents.) Spells are M.A.D instead of being S.A.D, Wisdom (and ranks in the Spellcasting skill) gives you more spells, Intelligence boosts your Spellcasting check, and Charisma dictates your Spell Save DC."

Divine magic is given by Paths (of which there are 5 steps in each Path and steps are usually granted by class ability) and are almost always limited to "cast (spell) 1-2 times per scene/adventure". The Paths that a divine caster could pursue is limited by their alignment.

>>228349

>Baseless claim. Can you elaborate? I am actually genuinely curious. Seeing as I already have systems like Savage Worlds where I can literally make up an NPC on the fly with no issue.

It's a baseless claim for you to claim that that is a baseless claim, as it seems that you haven't actually read.

"NPCs are statted up using a sort of point-buy system, using XP to give them abilities. While they have a pretty sizeable bestiary/rogues gallery, you can also make basically anything as an NPC. NPC creation is pretty good, and NPCs scale with the party, using a Threat Level that scales numeric stats relative to the party (You can change this with Menace, if it's meant to be a tough adventure, you can give it a high Menace, and boost the TL.) It's handy, too, because if you multiply a monster's XP cost by it's Threat Level, you get the amount of XP to award the players. NPCs come in two varieties, Standard, and Special. Standard enemies are easy to kill, each time they take damage, they have to make a save or be knocked out or killed, depending on the damage type. (Some tougher Standard enemies can have a quality that lets them survive X amount of failed saves). Standard enemies can't crit unless it's a Dramatic scene, and there are some abilities that let you do extra stuff against Standards as well." [sic]

>I fail to see how reputation translates to gear.

Fantasy Craft defaults to a Low Magic setting (well, technically it defaults to a No Magic setting, as magic has to be enabled by a Campaign Quality, but we're assuming that you're using the Sorcery Campaign). This means that everything was made without the silly notion that character progression and magic item acquisition are intrinsically tied together. This, in turn, means that magic items are generally priceless. "Even the lowliest magic item is essentially priceless, its value impossible to gauge in mere coin. When magic items can be bought, the only currency precious enough to compare is a character’s good name among friends and across the world: his Reputation. To “purchase” a magic item, you must pay the item’s total Reputation cost, including all Essences and Charms (see page 195). This is true whether the item is actually bought (in a very high-magic campaign where the forces of creation are displayed in shop windows) or leveraged away from its former owner (for example, by burning some of your standing to convince a noble to part with a prized heirloom). [Fantasy Craft pg. 194] ". As such, the physical currency of silver (and the income of PCs) doesn't have to be scaled to such enormous heights to accommodate a level 20 magic item, which would trivialize getting the best room at the nicest inn in the city at the peak of the grand festival of the century which also happens to be when the wedding of the monarch is.


 No.228451

>>228349

>realistic / gritty

BLEAK HEROES (3 ACTION DICE)

These are dark times and the odds are stacked high against heroes. Each hero’s starting action dice decrease by 2 and none of his action dice explode. Abilities based on the number of starting action dice are unaffected (i.e. they’re calculated using the hero’s normal number of starting action dice).

DEAD MEANS DEAD (3 ACTION DICE)

Life is fleeting and once you check out, you don’t come back. Characters may not Cheat Death or benefit from the everlasting quality. Also, the Preparation Cost of Resurrection and other spells that return a character to life are doubled.

DEADLY COMBAT (3 ACTION DICE)

Combat is a life-or-death affair, with death being a very real possibility. The threat ranges of attacks increase by 2.

DOOMED HEROES (4 ACTION DICE)

Threats against heroes automatically become critical hits.

FRAGILE HEROES (PERMANENT)

Heroes can fall as easily as lesser men. Their class vitality bonus decreases to 1/2 normal (rounded down). For example, a hero who typically has a vitality bonus of 9 instead gains only 4 vitality per level.

HEWN LIMBS (2 ACTION DICE)

The world is a brutal place where no injury is trivial. Characters must save to avoid a critical injury when they suffer 16–25 points of damage in a single attack; with a failed save, the character rolls 2d20 and adds the result to his damage to determine the critical injury suffered. Also, characters must save against Massive Damage when they suffer 26 or more points of damage in a single attack (see page 208).

LESSER HEROES (PERMANENT)

Heroes are everyday men and women with more courage than raw ability. At character creation, player characters start with 32 points to buy attribute scores and may not start with scores above 18 (even after applying Origin benefits).

>heroic / pulpy

BEEFY HEROES (1 ACTION DIE)

A ripped physique is all the armor a real hero needs! Special characters gain Lethal and Subdual Resistance equal to their Strength modifier (min. 0).

BOLD HEROES (1 ACTION DIE)

Heroes are larger than life and rely on luck as much as skill. Each hero’s starting action dice increase by 2 and his action dice explode with a 1 and the natural highest result (e.g. a “6” on a d6). Abilities based on the number of starting action dice are unaffected (i.e. they’re calculated using the hero’s normal number of starting action dice).

DOMINANT HEROES (2 ACTION DICE)

Carnage abounds as true heroes carve their way through lesser foes. Whenever a hero or special NPC scores a threat with an attack check, it automatically becomes a critical hit unless the attacker spends 1 action die.

HEARTY HEROES (1 ACTION DIE)

Heroes are exceptionally resilient and bounce back quickly from injury. They benefit from natural healing even while they’re not resting, and their natural healing rate is doubled while they do rest.

IRON HEROES (1 ACTION DIE)

Heroes scoff at the threat of permanent injury. Heroes must save to avoid a critical injury when they suffer 36–60 points of damage in a single attack; with a failed save, the character rolls 1d10 and adds the result to his damage to determine the critical injury suffered. Also, heroes must save against Massive Damage when they suffer 61 or more points of damage in a single attack (see page 208).

LARGER-THAN-LIFE HEROES (PERMANENT)

Heroes stand head and shoulders above their peers. At character creation, player characters start with 40 points to buy attribute scores and may purchase scores above 18 at 5 points per score beyond 18 (i.e. a starting score of 20 costs 32 points).

All are built in Campaign Qualities [Fantasy Craft pg. 322] . The ones with (X ACTION DI(C)E) can be bought by the GM to enhance a scene.


 No.228560

File: 1458721804645.jpg (814.82 KB, 1080x1380, 18:23, 1457582471966.jpg)

>mfw that Spellbound grimoire

Well I know what I'm doing later. Anyone want me to upload the file when I'm done making indices for those spells according to school, qualities, level, casting time, etc.?

>>228451

Here's a few more from the Adventure Companion.

>realistic / gritty

DANGEROUS MONSTERS (2 ACTION DICE)

Monsters of the world are particularly powerful. The ThreatLevels of monster and other non-rogue NPCs increases by 2.

LEGENDARY MONSTERS (4 ACTION DICE)

The characters live in a time of vicious monsters and legendary battles. The Threat Levels of standard monsters and other non-rogue NPCs increases by 2, and the Threat Level of special monsters and other non-rogue NPCs increases by 4.

>heroic / pulpy

RESILIENT HEROES (1 ACTION DIE)

The heroes easily shake off debilitating conditions. At the start of each special character’s Initiative Count, he may make a saving throw against each of his conditions. The save is the same that prompted each condition, with a DC equal to 10 + the adventure’s Menace + 1/2 the adventure’s Threat Level (rounded up). With success, the character immediately loses the condition, or 1 grade of the condition if it’s graded.


 No.228562

>>228560

We will always love you for sharing, Anon.


 No.228585

>>228560

I'd love to see that, especially since I'm probably going to force players to pick a couple schools and stick to them if they play Mages from now on.

And while I'm posting, who here has all those homebrew classes?


 No.228586

>>228585

The class compendium? Some are dead links since some of the Crafty Servers crashed with no survivors a while back. They lost the entire wiki.

http://www.crafty-games.com/forum/index.php?topic=6677.0




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