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<blockquote data-quote="CuRoi" data-source="post: 5653382" data-attributes="member: 98032"><p>Thanks for the responses.</p><p> </p><p>Well, my main question relates precisely to frankthedm's response. Crunchy. I don't mind crunchy so much. However, I dont want crunchy to munch up our story...</p><p> </p><p>I really enjoy the PC creation process and think my players would get a kick out of it as well. That almost had me straight up converting. The "crunchiness" there was plain fun and made some interesting characters for people to RP.</p><p> </p><p>However, I keep hearing that Fantasycraft runs much smoother than 3.5. But I see things like the following in the rules and get a bit leary:</p><p> </p><p>Say a wizard casts a fireball. He rolls a skill check, the targets each roll saves for 1/2. They then roll saves to avoid catching on fire and burning each round. Next, they roll Will saves to avoid being forced to just stop drop and roll. Finally, you roll to randomly determine which way the fire spreads each round. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p> </p><p>Thats all from one action...or am I missing something here? Easier than 3.5? Sure, they dropped AoOs and some of the other annoying things that could really drag on combat but I'm not sure 4+ rolls for the targets of an area spell won't just grind things to a complete halt more than someone figuring out if the space they are is threatened or not. (That said the idea of people lighting up from a Fireball is glorious, heh.)</p><p> </p><p>Also, the little things like varying (and changing) error and crit ranges, tracking 4 kinds of damage, etc. etc. It seems like the bookkeeping alone would outweigh any streamlining they did for the 3.5 system.</p><p> </p><p>So, what am I missing here? How smooth is it <em>really</em> running and if you have any players that are sort of "rules light" type players, how have they adapted? (I got a couple out of the 6 we normally game with...)</p><p> </p><p>Also, you say you like the NPC section, once I got that far in the book I got to admit on a first glance I was a bit turned off. I get why they are using all the roman numerals and such but it is SUCH A PAIN to keep referencing a table to fill out all the blank places on a monster. There's some extra work right there I didn't need with DnD unless I wanted it or needed it for a special encounter - I could always just open the page to a monster and -go-.</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5653382, member: 98032"] Thanks for the responses. Well, my main question relates precisely to frankthedm's response. Crunchy. I don't mind crunchy so much. However, I dont want crunchy to munch up our story... I really enjoy the PC creation process and think my players would get a kick out of it as well. That almost had me straight up converting. The "crunchiness" there was plain fun and made some interesting characters for people to RP. However, I keep hearing that Fantasycraft runs much smoother than 3.5. But I see things like the following in the rules and get a bit leary: Say a wizard casts a fireball. He rolls a skill check, the targets each roll saves for 1/2. They then roll saves to avoid catching on fire and burning each round. Next, they roll Will saves to avoid being forced to just stop drop and roll. Finally, you roll to randomly determine which way the fire spreads each round. :confused: Thats all from one action...or am I missing something here? Easier than 3.5? Sure, they dropped AoOs and some of the other annoying things that could really drag on combat but I'm not sure 4+ rolls for the targets of an area spell won't just grind things to a complete halt more than someone figuring out if the space they are is threatened or not. (That said the idea of people lighting up from a Fireball is glorious, heh.) Also, the little things like varying (and changing) error and crit ranges, tracking 4 kinds of damage, etc. etc. It seems like the bookkeeping alone would outweigh any streamlining they did for the 3.5 system. So, what am I missing here? How smooth is it [I]really[/I] running and if you have any players that are sort of "rules light" type players, how have they adapted? (I got a couple out of the 6 we normally game with...) Also, you say you like the NPC section, once I got that far in the book I got to admit on a first glance I was a bit turned off. I get why they are using all the roman numerals and such but it is SUCH A PAIN to keep referencing a table to fill out all the blank places on a monster. There's some extra work right there I didn't need with DnD unless I wanted it or needed it for a special encounter - I could always just open the page to a monster and -go-. [/QUOTE]
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