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/tg/ Traditional Games

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Anonymous 2014-09-21 04:40:30 No.35012061

[Missing image file: ]

Fantasy Craft is a d20 P&P RPG using the OGL. It's geared towards cinematic play where every character can contribute, with solid mechanics designed to give groups lots of flexibility to tailor games to their preferred style.

Rather than just a set of bolt-on additions to the OGL d20 system, Fantasy Craft tears it all down and rebuilds from the ground up. It's not perfect, but it nicely avoids the vast majority of classic d20 pitfalls.

Noteworthy points:
>Feats, Specialties, and Origin skills allow loads of character customization beyond class alone
>Separate Reputation and silver economies keep mundane gear relevant and magic items special
>Action dice reward good play and promote cinematic narrative flow
>Custom monster and NPC design is a breeze
>Optional Campaign Qualities tweak mechanics to suit the tone and style of your campaign

Download links:
>Fantasy Craft Torrent [Includes Adventure Companion/Call to Arms/Homebrew (No Core Rulebook)] - Please seed!

Other useful links:
>Web NPC builder

>General downloads

>New PC creation guide

>Custom PC Species creation guide

>Custom Specialty creation guide

>Expanded Species & Specialty creation guide (contains more options not found in existing Species, with estimated point values)

>Species feat creation guide & handy spreadsheet for context/reference

Anonymous 2014-09-21 04:46:01 No.35012169
Well, since you didn't give a conversation starter, the Reaper in my group has started imprisoning political rivals of the Courtier in his tomb-holding in the local catacombs.
I want to complicate things for them without jailbreaks. The Alchemist is good at covering their tracks.
I'm kind of stumped.

Anonymous 2014-09-21 04:54:02 No.35012290
>One or more of the prisoners snaps and kills or harms the others. Hes a psychopath and it will prove difficult to find out who it is. Maybe one's a vampire.
>The wealthy family members of the prisoners start a manhunt for them, and involve some of the PC's allies.
>Without one or two of the politicians, a previously secret plan, piece of legislation or law goes wrong and interferes with the party.
>A contact or other form of ally finds out and is abhorred and accosts the party
>A delegation of Rootwalkers arrive expecting to be met by one of the prisoners and his court. Feeling offended and fearing treechary, they close trade with the PC's home city, increasing prices and making things difficult or something.

Anonymous 2014-09-21 04:59:38 No.35012373
I can use that first one. The Reaper originally was doing the prison-tomb to be a vigilante, and still has a few monsters-of-men trapped down there that I forgot about 'till now.

Anonymous 2014-09-21 05:01:20 No.35012404
What is the name of the monster that is so fast its prey fall as skeletons?

Anonymous 2014-09-21 05:06:07 No.35012473
Havent heard of it before. Any idea of source or appearance?

Anonymous 2014-09-21 05:12:13 No.35012580
Dire Locust
Mantis Prawn
Fireflies, but mostly their firemaggots
Knife Mastery

Anonymous 2014-09-21 05:17:04 No.35012666

Anonymous 2014-09-21 05:23:09 No.35012773
Does Fantasy Craft have any classes or weapons that let me throw out a bunch of status or weird effects? I want to live on the dangerous side.

If there aren't, what about riskier frontline classes or abilities? I'm not to worried about dealing maximum damage, more looking forward to every roll being a possibility for fun.

Anonymous 2014-09-21 05:26:42 No.35012845
The Scourge weapon does Subdual, Stress and Bleed. Throw Poisonous and Ogre or Pech construction and you can add Poison and a Morale check or a Cheap Shot onto that. Otherwise Mage is good for that, but everyone can get some stacking stuff going, its pretty integral to the system.

Anonymous 2014-09-21 05:39:42 No.35013078
>Throw Poisonous and Ogre or Pech construction and you can add Poison and a Morale check or a Cheap Shot onto that.
Go with Ogre construction and just take Cheap Shot with your regular proficiency slots.

Plus if you have Whip Mastery you can yank targets around and trip them with your attacks.

Anonymous 2014-09-21 05:44:06 No.35013140
Sadly Scourges are a flail-type weapon so thats a no-go, but flail feats themselves are nuts

Anonymous 2014-09-21 05:52:50 No.35013308
Thanks. This opens me up to a few new ideas on how to play my character.

Anonymous 2014-09-21 06:25:02 No.35013757
Ah, man that always throws me. I guess it makes sense as far as the motions involved in use of the weapon go, since the short thongs of a scourge lend themselves more to a threshing-type motion similar to a flail rather than the lashing technique used with a longer whip...but in regular parlance, a scourge is definitely a whip.

Oh man, the flail feats are pretty much tailor-made for a Maxi-esque fighting style. All about delivering a bewildering flurry of attacks.

Anonymous 2014-09-21 09:46:24 No.35016186
Two questions.
1)Is the big bad spellbook out?
2)Is anyone running a /tg campaign?
I remember in previous threads two guys started them. One got in a car accident, another got a laptop burned.

Anonymous 2014-09-21 10:17:05 No.35016506
Spellbound? Sadly no.

I was in both games. The latter is starting back up Wednesdayish, havent heard from Epoch GM since the accident. And me still picking away at my Abyss game, itll start eventually.

Anonymous 2014-09-21 13:30:07 No.35018056
Great now i want to stat Astaroth.
Flesh-Golem Unborn Barbarian Martial Artist with Axe BMS, Wrestling BMS and that feat that increases size?

Anonymous 2014-09-21 13:32:21 No.35018068
I heard guns were pretty bad in Fantasy Craft. True/False?

Anonymous 2014-09-21 13:35:52 No.35018108
They do big damage and have high crit rates but you need to spend upwards of 7 actions to load them.
Quickdrawing guns left and right and tossing them after a shot is perfectly reasonable though.

And somehow none of them have AP. Not sure how that happened.

Anonymous 2014-09-21 13:38:05 No.35018130
I'm assuming actions are like the typical D&D 6-second round? Meaning I would have to wait 7 turns before I could fire again? Or is that wrong?

Sounds like it would just be easier to have six pistols on my chest and two muskets on my back.

Anonymous 2014-09-21 13:45:20 No.35018202
I am, and I'm currently in need of players, however it's no sorcery and you seem like you want sorcery.

Anonymous 2014-09-21 13:45:52 No.35018208
Action as in a Handle Item action, whichyou can do twice a round, or 4 times with Quick Draw

Anonymous 2014-09-21 13:47:45 No.35018223
So what would be the most efficient use of guns? If I need seven actions, and quick draw will do 4 of those for me, would I only need two guns to make sure I'm always firing?

Anonymous 2014-09-21 13:53:23 No.35018276
How many players do you have and what times are you running it?

Anonymous 2014-09-21 14:29:22 No.35018649
Three players, I'm running it on Saturdays 5pm EST.

Anonymous 2014-09-21 15:50:00 No.35019766
Each gun needs a separate set of actions to reload. You can get load times down to 5 Handle Item actions if you get a bandolier (cheap item that reduces load time for guns), so if you had two guns, your routine with Quick Draw would look something like this:
>T1: Fire A / load A / load A / load A
>T2: Fire B / load A / load A / load B
>T3: Fire A / load B / load B / load B
>T4: Load B / Fire B / load A / Load A
>T5: Load A / Load A / Load A / Fire A
>T6: Load A 4x
>T7: Load A / Fire A / Load A 2x
>T8: Goto T6

So you could fire once per turn for the first 5 turns, then once every other turn after that.

But since you get two half actions, you can normally attack at least twice per turn (more with the right feats) with most weapons, so that's still pretty behind the curve. Best way to use guns isn't really for sustained fire but rather just having a brace of pistols that you Quick Draw from, fire off, then drop and move on. Make some high-damage volleys in the first couple rounds, then close to melee with a different weapon.

Anonymous 2014-09-21 15:52:50 No.35019814
Or, rather, turn 8 should direct you to turn 5 there, not turn 6. But either way.

Anonymous 2014-09-21 18:03:34 No.35022252

You could do like the old big game hunters did, and pass the rifle back to a native boy assistant, who passes you a loaded one.
Splitting the reloads between two people would let you fire eight shots every nine rounds, and that's assuming you use a separate handle item to pass one rifle and take the other.

If you use a free action to drop the rifle and let Simba pick it up, or the DM allows you to just swap rifles as one action, you can free an extra 4 handle items per eight rounds for one or both of you.
I wanted the "worst case" numbers, so I went on the assumption that you're moving so the enemy can't close with you, and so you can't just drop it safely. (Like it'll roll off your elephant or whatever.)

Anonymous 2014-09-21 20:11:28 No.35024893
Does this math include cases such as an Unborn or Rootwalker with Many-Armed? That speeds up the process a lot.

Anonymous 2014-09-21 20:21:18 No.35025062

Nope, I went with straight humans on my two-man system.

Anonymous 2014-09-21 20:32:40 No.35025291
It does kind of bug me that flail feats don't let me crack skulls. It feels like they were written for nunchuks but I want to crush my foes, not spin my flail real fast and stylish-like.

I mean it's not a big deal, I just would like a power strike styled chain alongside the flashy spinny chain.

Anonymous 2014-09-21 22:32:29 No.35027490
Teen idiots go into the catacombs on a date and bring back word of people calling for help.

Anonymous 2014-09-21 23:26:04 No.35028568
What's the best setup for making an absolutely ordinary character in Fantasy Craft?

Anonymous 2014-09-21 23:27:45 No.35028610

1) Pick Human.
2) Don't take any Species feats.
3) Don't pick one of the caster classes.

That's as ordinary as you're going to get. You'll still be pretty damn cool.

Anonymous 2014-09-21 23:35:38 No.35028758
>You'll still be pretty damn cool.

That's the problem. If I end up too cool too quickly, I'll get rejected for trying to show up the veterans.

Anonymous 2014-09-21 23:38:20 No.35028814
>If I end up too cool too quickly, I'll get rejected for trying to show up the veterans.

Try not playing with enormous cockslobbering faggots worried about being "shown up" or believing that veterancy is anything of significance in fucking tabletop RPGs, I find that drastically improves my gaming experience.

Anonymous 2014-09-21 23:39:15 No.35028833

I don't think that's gonna be a problem. Everybody gets to be cool in FC.

Anonymous 2014-09-21 23:39:21 No.35028835
What kind of characters are these 'veterans' building?

Anonymous 2014-09-21 23:41:29 No.35028885
What kind of "Ordinary" are we talking about?


Adaptable talent, Slave specialty so you can get the Anonymity Basics feat. Go Sage because at the end of the day, your partners will be doing all the work, you're cheering them on.

Follow up on the Anonymity Feat line and get Very very sneaky. Max out blend and get the ghost feat line whenever you are prompted for feats.

Play pic related.

Anonymous 2014-09-21 23:41:31 No.35028887
>Show up the veterans
Are you saying that you purposefully want your character to not be the same sort of 'wow' factor as the other characters, or are you trying to avoid the ire of more veteran players?

If it's the former, I would suggest going for the Explorer, Keeper, or Sage classes; they're by-far the most 'background' and 'low-key' classes, although you still get to be cool by other means (always know an answer and can get information anywhere, craft the entire party's gear in a week, become a jack-of-all-trades without stealing anyone else's thunder, etc).

If it's the latter, do what >>35028814 suggests. Fuck those assholes.

Anonymous 2014-09-21 23:42:34 No.35028916
Keeper or Sage are pretty subtle, you can be effective and avoid the spotlight

Anonymous 2014-09-21 23:44:01 No.35028944
>Low key

Maybe if your entire campaign is combat. Even then, explorers are grapple/bullrush masters.

Anonymous 2014-09-21 23:46:57 No.35029005
Oh, right, I forgot about their Athletics boosts.
This guy know's what's up. Become so hidden they forget that you're there until they realize that they're much weaker without you to help, since you've go so much utility.
I would offer, however, that you lower the WIS and CHA down to 12 and boost your INT and CON up to 14; more survivability and a higher amount of skills to splurge on can go a long way when the rest of the party's on the ropes.

Anonymous 2014-09-22 00:02:15 No.35029405
It's a hypothetical group of veterans. I'm not in any games, and I'm trying to prepare for the scenario where I'm the new kid in an established group.
So ordinary that it's practically invisible/ Maybe that'll work.
Yes, it's mostly the latter, since I have so little experience with RPGs that I've got most of my theoretical experience from stories on /tg/.

Anonymous 2014-09-22 00:03:29 No.35029439
>I'm trying to prepare for the scenario where I'm the new kid in an established group.

You're preparing for the scenario where you're in a shitty group.

That's like preparing for what happens if you intentionally stab yourself in the leg: it's better to just not intentionally stab yourself in the leg.

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