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Fantasy craft??? will you bother?
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<blockquote data-quote="Toccata" data-source="post: 3764669" data-attributes="member: 48832"><p>I've looked at spycraft for using it in different time periods (Feudal Japan and Pirates of the Carribean, mostly)</p><p>What doesn't work in a fantasy setting, character option wise:</p><p></p><p>Origin Options:</p><p>Criminal (but all you'd have to do is choose a different weapon proficiency to grant, then it' fine), Geek, Hot Rodder, Pilot (unless the setting has airborn mounts or something, in which case, it's fine), Serviceman (same as Criminal, change the proficiencies it grants and it's ace), Soldier of Fortune (same deal as Serviceman and Criminal), Special Ops (again, change the proficiency and it's all good)</p><p>That's 0 out of 28 talents that would get the axe, and 2-7 out of 40 specialties.</p><p></p><p>Classes:</p><p>Hacker (Though if you want to file off the serial numbers, rename all the abilites and electronics gear and call it Scryer or something, it works and makes for an interesting approach to divination)</p><p>Intruder: Just ignore the word "Electronics" in the text of the Booby Trap ability, and it's fine</p><p>Pointman: Remove the Hacker Cross-Class Ability options (unless you did the Scryer thingy, then this is fine, too)</p><p>Scientist: Just remove the word "Electronics" from the Elbow Grease Research Project choice, replace or remove the Electronics Familiarity choice from Research Project</p><p>Snoop: Remove or replace the Intelligence Analysis choice for the Spookshow ability, remove the flavor text about bugs in the Big Brother ability, and apply some handwavium to Eye in the Sky (just don't say *how* he knows these things, it even seems more impressive that way)</p><p>Wheelman: Change the 11th level version of Manual Adjustment to apply to a different kind of check than Electronics, and take the same approach to Elbow Grease as Scientist. Wheelman is more of a niche in a fantasy setting, but it still works quite well for ship captains and stuff. Word is there's a class called Lancer that will cover the cavalry approach more directly.</p><p>The remaining base classes, Advocate, Explorer, Faceman, Scout, Sleuth, and Soldier, all work 100% as written.</p><p></p><p>Field Analyst: Change Priority Request to cover another different gear category instead of Electronics</p><p>Grunt: This one doesn't really work in fantasy</p><p>Inventor: Change references to the Techie feat to Scholar, and change the electronics reference in the Technophile ability to another category</p><p>Triggerman: Unless the technology has hit flintlocks, triggerman is pretty much a no-go. However, even with only breach-loading pistols, he's a terror in combat, being able to draw any handgun within 5 feet as a free action.</p><p></p><p>Brawler, Cleaner, Con Artist, Counter-Terrorist, Guide, Illuminatus, Politico, Raptor, Schemer, Sniper, Stuntman, Tactician, Transporter, and Virtuoso work fine.</p><p>Counter-Terrorist could use a rename, but mechanically it works just fine. Remove the flavor text in the cases of Raptor and Stuntman, and in the case of Sniper, it was actually deliberately designed to work just fine with bows and such.</p><p></p><p>Feats:</p><p>Basic Combat Feats:</p><p>Battle Hardened is slightly less useful with encountering Cover Fire and Suppressive Fire being less likely, but then again, stress damage might be more likely in a setting where people can toss fireballs. Still works, though.</p><p>Explosives Basics probably gets the axe, but in some settings it's still useful.</p><p>Fire-Team Basics, Fire-Team Mastery, and Fire-Team Supremacy probably aren't as useful under normal circumstances, but they still function.</p><p>Tac-Squad Basics, Tac-Squad Mastery, and Tac-Squad Supremacy could use a rename, and Mastery is somewhat more limited in usefulness, but they still function, too.</p><p></p><p>Melee Combat Feats are all a-ok</p><p></p><p>Ranged Combat Feats:</p><p>Autofire Basics and Autofire Mastery surprisingly work just fine, though Autofire Supremacy doesn't work unless the setting has automatic weapons of some sort, like repeating crossbows or something.</p><p>Flamethrower Basics probably isn't applicable, unless you've got greek fire pumps on warships or something.</p><p>Grenade Basics can be tweaked to cover your flasks of Alchemist's Fire and such</p><p>Guided Weapon Basics is probably out</p><p>Revolver basics is almost certainly out</p><p>Rock and Roll! is out</p><p>Style Over Caliber is no good unless you've got flintlocks and stuff</p><p>"This... Is My Boom Stick!" is out</p><p></p><p>Unarmed Combat Feats are a-ok</p><p></p><p>Chance Feats are a-ok</p><p></p><p>Chase Feats:</p><p>Simulator Jockey gets the axe</p><p>Wind Rider will be of extremely limited usefulness unless there's airships or pegasii or griffons or something, but it works with as little as a hang-glider</p><p></p><p>Covert Feats are all fine</p><p></p><p>Gear Feats:</p><p>Electronic Warrior is out (unless you re-tooled Hacker)</p><p>Extra Gear (Electronics) is likewise</p><p></p><p>Basic Skill Feats:</p><p>Techie is out (unless you re-tooled Hacker)</p><p></p><p>Advanced Skill Feats are fine</p><p></p><p>Style Feats:</p><p>High Tech Contacts goes the way of Techie</p><p></p><p>Terrain Feats are a-ok</p><p></p><p>Tradecraft Feats:</p><p>Bug Basics is out</p><p></p><p>Otherwise, all the feats work, some being more appealing and some being more of a niche</p><p></p><p></p><p>Gear obviously involves a lot of changes, of course. The Gear chapter is actually only about 100 pages (1/5 or so of the book)</p></blockquote><p></p>
[QUOTE="Toccata, post: 3764669, member: 48832"] I've looked at spycraft for using it in different time periods (Feudal Japan and Pirates of the Carribean, mostly) What doesn't work in a fantasy setting, character option wise: Origin Options: Criminal (but all you'd have to do is choose a different weapon proficiency to grant, then it' fine), Geek, Hot Rodder, Pilot (unless the setting has airborn mounts or something, in which case, it's fine), Serviceman (same as Criminal, change the proficiencies it grants and it's ace), Soldier of Fortune (same deal as Serviceman and Criminal), Special Ops (again, change the proficiency and it's all good) That's 0 out of 28 talents that would get the axe, and 2-7 out of 40 specialties. Classes: Hacker (Though if you want to file off the serial numbers, rename all the abilites and electronics gear and call it Scryer or something, it works and makes for an interesting approach to divination) Intruder: Just ignore the word "Electronics" in the text of the Booby Trap ability, and it's fine Pointman: Remove the Hacker Cross-Class Ability options (unless you did the Scryer thingy, then this is fine, too) Scientist: Just remove the word "Electronics" from the Elbow Grease Research Project choice, replace or remove the Electronics Familiarity choice from Research Project Snoop: Remove or replace the Intelligence Analysis choice for the Spookshow ability, remove the flavor text about bugs in the Big Brother ability, and apply some handwavium to Eye in the Sky (just don't say *how* he knows these things, it even seems more impressive that way) Wheelman: Change the 11th level version of Manual Adjustment to apply to a different kind of check than Electronics, and take the same approach to Elbow Grease as Scientist. Wheelman is more of a niche in a fantasy setting, but it still works quite well for ship captains and stuff. Word is there's a class called Lancer that will cover the cavalry approach more directly. The remaining base classes, Advocate, Explorer, Faceman, Scout, Sleuth, and Soldier, all work 100% as written. Field Analyst: Change Priority Request to cover another different gear category instead of Electronics Grunt: This one doesn't really work in fantasy Inventor: Change references to the Techie feat to Scholar, and change the electronics reference in the Technophile ability to another category Triggerman: Unless the technology has hit flintlocks, triggerman is pretty much a no-go. However, even with only breach-loading pistols, he's a terror in combat, being able to draw any handgun within 5 feet as a free action. Brawler, Cleaner, Con Artist, Counter-Terrorist, Guide, Illuminatus, Politico, Raptor, Schemer, Sniper, Stuntman, Tactician, Transporter, and Virtuoso work fine. Counter-Terrorist could use a rename, but mechanically it works just fine. Remove the flavor text in the cases of Raptor and Stuntman, and in the case of Sniper, it was actually deliberately designed to work just fine with bows and such. Feats: Basic Combat Feats: Battle Hardened is slightly less useful with encountering Cover Fire and Suppressive Fire being less likely, but then again, stress damage might be more likely in a setting where people can toss fireballs. Still works, though. Explosives Basics probably gets the axe, but in some settings it's still useful. Fire-Team Basics, Fire-Team Mastery, and Fire-Team Supremacy probably aren't as useful under normal circumstances, but they still function. Tac-Squad Basics, Tac-Squad Mastery, and Tac-Squad Supremacy could use a rename, and Mastery is somewhat more limited in usefulness, but they still function, too. Melee Combat Feats are all a-ok Ranged Combat Feats: Autofire Basics and Autofire Mastery surprisingly work just fine, though Autofire Supremacy doesn't work unless the setting has automatic weapons of some sort, like repeating crossbows or something. Flamethrower Basics probably isn't applicable, unless you've got greek fire pumps on warships or something. Grenade Basics can be tweaked to cover your flasks of Alchemist's Fire and such Guided Weapon Basics is probably out Revolver basics is almost certainly out Rock and Roll! is out Style Over Caliber is no good unless you've got flintlocks and stuff "This... Is My Boom Stick!" is out Unarmed Combat Feats are a-ok Chance Feats are a-ok Chase Feats: Simulator Jockey gets the axe Wind Rider will be of extremely limited usefulness unless there's airships or pegasii or griffons or something, but it works with as little as a hang-glider Covert Feats are all fine Gear Feats: Electronic Warrior is out (unless you re-tooled Hacker) Extra Gear (Electronics) is likewise Basic Skill Feats: Techie is out (unless you re-tooled Hacker) Advanced Skill Feats are fine Style Feats: High Tech Contacts goes the way of Techie Terrain Feats are a-ok Tradecraft Feats: Bug Basics is out Otherwise, all the feats work, some being more appealing and some being more of a niche Gear obviously involves a lot of changes, of course. The Gear chapter is actually only about 100 pages (1/5 or so of the book) [/QUOTE]
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