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<blockquote data-quote="Krensky" data-source="post: 5653569" data-attributes="member: 30936"><p>I don't find that combat is slowed by dice rolling in the game, although some might since most actions are resolved with an opposed roll. If you find that happening, see the above Rule of 10 (or whatever you want to call it). </p><p></p><p></p><p></p><p>That might be a concern, but the best answer there is for those players to avoid characters with the more complex options. Scott Gearin (aka Morgenstern) posted a series of feats for those who wanted to keep their number of choices in combat down too (<a href="http://www.crafty-games.com/forum/index.php?topic=4593.0" target="_blank">Simple combat feats</a>). I haven't seen much of that, although I admit my players tend to be the engaged sort. I have found some quick copy and paste from the PDF to a Document and printing the result out to give new players a summary of their abilities helps those unfamiliar. Similarly, I would strongly recommend starting at 1st level to minimize the number of options in play so your players can get used to them.</p><p></p><p>Of course, from my perspective as GM, if the players forget their abilities that's their issue, not mine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (Well, if it's a constant thing is sort of is, but you know what I mean.)</p><p></p><p></p><p></p><p>They're both in Chapter 7. The narrative control rules are rather simple, basically thy consist of the players spending action dice to change or define aspects of the environment. It's similar to, but not as strictly defined, Adventure! D20's system. Cheating Death basically involves the player of a PC who bought it coming up with a story about how, no, he really survived. I typically allow a certain amount of colaboration, sometimes even helping myself. Once the story's made up, the whole table rates it and the player gets to roll. Good ratings mean it's more likely the PC survives with little consequence. Bad ratings mean it's less likely the PC survives and if he does so it will be with worse consequences (scarring, permanent injuries, hauntings, psychological issues, etc.)</p><p> </p><p></p><p></p><p>Tracking is simple, especially since most NPCs are Standard ones. The builder is pretty straight forward, and a laptop is a bit overkill, I can run it on my tablet (<a href="http://www.meadicus.plus.com/craftygames/npc-beta/NPCBuilder.html" target="_blank">Web NPC Builder</a>). There's also tiny windows application that converts the grades to play numbers up on DriveThruRPG for free (<a href="http://rpg.drivethrustuff.com/product_info.php?cPath=562_4349&products_id=64345" target="_blank">Fantasy Craft NPC Builder - Crafty Games | DriveThruRPG.com</a>).</p><p></p><p></p><p></p><p>I like it, but I know there are others who find it too different then the norm.</p><p></p><p>The lifestyle stats work smoothly in play. Panache give them a bonus for some social interactions and a bit of coin at the beginning of an 'adventure'. Prudence determines how much of their haul they can save at the end of an 'adventure' and how much they blow on high living. Typically, I let the players do some shopping before downtime to soften some of the sting.</p><p></p><p>Things like potions and food spoil at the end of the 'adventure' as well.</p><p></p><p>The number of magic items (and other Prizes, like castles or contacts and such) a character can have is limited by their Renown. Reputation is the 'big' coin used for these sorts of things, if they're available for purchase. Silver is just for mundane stuff (which still includes a number of 'magic' items like potions and scrolls).</p><p></p><p>The other common thing I've seen as a complaint is that it seems like PCs start off poor. First, it's important to remember that the items listed in the Forge chapter have a mechanical effects. The backpack isn't just a backpack, it's one good enough to give you a bonus to your carrying capacity. That sort of thing. The second is that if you find the amount of silver too low, just increase it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Krensky, post: 5653569, member: 30936"] I don't find that combat is slowed by dice rolling in the game, although some might since most actions are resolved with an opposed roll. If you find that happening, see the above Rule of 10 (or whatever you want to call it). That might be a concern, but the best answer there is for those players to avoid characters with the more complex options. Scott Gearin (aka Morgenstern) posted a series of feats for those who wanted to keep their number of choices in combat down too ([url=http://www.crafty-games.com/forum/index.php?topic=4593.0]Simple combat feats[/url]). I haven't seen much of that, although I admit my players tend to be the engaged sort. I have found some quick copy and paste from the PDF to a Document and printing the result out to give new players a summary of their abilities helps those unfamiliar. Similarly, I would strongly recommend starting at 1st level to minimize the number of options in play so your players can get used to them. Of course, from my perspective as GM, if the players forget their abilities that's their issue, not mine. ;) (Well, if it's a constant thing is sort of is, but you know what I mean.) They're both in Chapter 7. The narrative control rules are rather simple, basically thy consist of the players spending action dice to change or define aspects of the environment. It's similar to, but not as strictly defined, Adventure! D20's system. Cheating Death basically involves the player of a PC who bought it coming up with a story about how, no, he really survived. I typically allow a certain amount of colaboration, sometimes even helping myself. Once the story's made up, the whole table rates it and the player gets to roll. Good ratings mean it's more likely the PC survives with little consequence. Bad ratings mean it's less likely the PC survives and if he does so it will be with worse consequences (scarring, permanent injuries, hauntings, psychological issues, etc.) Tracking is simple, especially since most NPCs are Standard ones. The builder is pretty straight forward, and a laptop is a bit overkill, I can run it on my tablet ([url=http://www.meadicus.plus.com/craftygames/npc-beta/NPCBuilder.html]Web NPC Builder[/url]). There's also tiny windows application that converts the grades to play numbers up on DriveThruRPG for free ([url=http://rpg.drivethrustuff.com/product_info.php?cPath=562_4349&products_id=64345]Fantasy Craft NPC Builder - Crafty Games | DriveThruRPG.com[/url]). I like it, but I know there are others who find it too different then the norm. The lifestyle stats work smoothly in play. Panache give them a bonus for some social interactions and a bit of coin at the beginning of an 'adventure'. Prudence determines how much of their haul they can save at the end of an 'adventure' and how much they blow on high living. Typically, I let the players do some shopping before downtime to soften some of the sting. Things like potions and food spoil at the end of the 'adventure' as well. The number of magic items (and other Prizes, like castles or contacts and such) a character can have is limited by their Renown. Reputation is the 'big' coin used for these sorts of things, if they're available for purchase. Silver is just for mundane stuff (which still includes a number of 'magic' items like potions and scrolls). The other common thing I've seen as a complaint is that it seems like PCs start off poor. First, it's important to remember that the items listed in the Forge chapter have a mechanical effects. The backpack isn't just a backpack, it's one good enough to give you a bonus to your carrying capacity. That sort of thing. The second is that if you find the amount of silver too low, just increase it. :) [/QUOTE]
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