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<blockquote data-quote="CuRoi" data-source="post: 5653526" data-attributes="member: 98032"><p>Great! Thanks for the answers. So, the Fireball example was perhaps a bit extreme but between reading and skimming I was looking at how Fantasy Craft handled common scenarios. (I completely missed the reduced Fireball damage as well). It's good to know that its the exception not the rule.</p><p> </p><p>By "rules light" I suppose I mean someone that enjoys the game, interacting with the story and making the rolls/roles happen but doesn't care much about knowing the details (or just never seems to pick up on them.) With 3.5 DnD mostly, this falls under combat and perhaps some fiddly feats. But the basic underlying mechanic is roll a d20, roll damage, record damage. My concern would be in Fantasy Craft it seems the combat rules are simplified / streamlined but the complexity is pushed a bit to the character sheet. So just a bit worried a player that may need consistent advice on AoOs or something is now going to need regular hand holding tracking the various bits on the sheet.</p><p> </p><p>Thanks for the Narative Control and Cheating Death rules suggestions. I haven't gotten all the way through the book so I either skimmed those or haven't seen them yet. </p><p> </p><p>Need to check out the NPC Builder it sounds like! With 3.5 I found a laptop with software to build and track NPC / Custom monsters pretty indispensable, so that shouldn't be an issue. Still, having a pre-printed list of monsters at "Typical" Threat Levels seems like a decent idea if you are running things on the fly.</p><p> </p><p>Also, I have yet to check much into the gear section. How well does that work? The "lifestyle" stats (panache / prudence) is a new concept to me and I've heard negative things about both Fantasy Craft and earlier Spycraft editions and how they handle gear/equipment. Is it, in your opinion, a good feature and a working one at that?</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5653526, member: 98032"] Great! Thanks for the answers. So, the Fireball example was perhaps a bit extreme but between reading and skimming I was looking at how Fantasy Craft handled common scenarios. (I completely missed the reduced Fireball damage as well). It's good to know that its the exception not the rule. By "rules light" I suppose I mean someone that enjoys the game, interacting with the story and making the rolls/roles happen but doesn't care much about knowing the details (or just never seems to pick up on them.) With 3.5 DnD mostly, this falls under combat and perhaps some fiddly feats. But the basic underlying mechanic is roll a d20, roll damage, record damage. My concern would be in Fantasy Craft it seems the combat rules are simplified / streamlined but the complexity is pushed a bit to the character sheet. So just a bit worried a player that may need consistent advice on AoOs or something is now going to need regular hand holding tracking the various bits on the sheet. Thanks for the Narative Control and Cheating Death rules suggestions. I haven't gotten all the way through the book so I either skimmed those or haven't seen them yet. Need to check out the NPC Builder it sounds like! With 3.5 I found a laptop with software to build and track NPC / Custom monsters pretty indispensable, so that shouldn't be an issue. Still, having a pre-printed list of monsters at "Typical" Threat Levels seems like a decent idea if you are running things on the fly. Also, I have yet to check much into the gear section. How well does that work? The "lifestyle" stats (panache / prudence) is a new concept to me and I've heard negative things about both Fantasy Craft and earlier Spycraft editions and how they handle gear/equipment. Is it, in your opinion, a good feature and a working one at that? [/QUOTE]
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