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Combining Post 3.x games?
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<blockquote data-quote="AdmundfortGeographer" data-source="post: 5261201" data-attributes="member: 4682"><p>Not sure you can take the well designed stuff out of Fantasy Craft easily.</p><p></p><p>I was impressed that Fantasy Craft allowed large-sized characters at 1st level in a way that wasn't out of power with other characters. </p><p></p><p>The piece I most want to pry out from Fantasy Craft is the reputation/coin rules.</p><p></p><p>Coin can buy day to day things one might find out of the Aurora's Whole Realms Catalogue. And the book has a mini-Sears catalogue of fun stuff to buy!</p><p></p><p>Reputation is what characters purchase their "prizes" with, i.e. titles, contacts, favors, holdings, fortifications, staff and guards for your land, magic items with. <em>Especially</em> magic items. I seriously appreciate that magic items were demoted from a vital character power advancement mechanism into just being cool stuff you could get but just as easily lose and not upset adventure balance at high levels.</p><p></p><p>The Fantasy Craft rules for Campaign Qualities are rules-mechanical ways to accentuate campaign flavor. Excellent innovation.</p><p></p><p>I believe Fantasy Craft had their eyes on sweet spot of play better than Pathfinder's designers did. FC's guys placed the capstone ability of all classes at level 14, while still advancing up to 20. PF placed the capstone at level 20. The sweet spot has long been viewed at around 6th to 12th level, even still <em>few</em> campaigns played to the full 20 levels. But who wants to be getting the kewlest powers just as the campaign ends? Thus, FC places the cool power <em>nearer</em> to where players could achieve it when most campaign are winding down at the top end of the sweet spot, and for those that keep going on longer they have many more adventures to enjoy that rocking cool capstone power. I don't think this very smart design can be implemented into Pathfinder without wholesale redesign, though I wish they had the foresight to have done it too.</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 5261201, member: 4682"] Not sure you can take the well designed stuff out of Fantasy Craft easily. I was impressed that Fantasy Craft allowed large-sized characters at 1st level in a way that wasn't out of power with other characters. The piece I most want to pry out from Fantasy Craft is the reputation/coin rules. Coin can buy day to day things one might find out of the Aurora's Whole Realms Catalogue. And the book has a mini-Sears catalogue of fun stuff to buy! Reputation is what characters purchase their "prizes" with, i.e. titles, contacts, favors, holdings, fortifications, staff and guards for your land, magic items with. [I]Especially[/I] magic items. I seriously appreciate that magic items were demoted from a vital character power advancement mechanism into just being cool stuff you could get but just as easily lose and not upset adventure balance at high levels. The Fantasy Craft rules for Campaign Qualities are rules-mechanical ways to accentuate campaign flavor. Excellent innovation. I believe Fantasy Craft had their eyes on sweet spot of play better than Pathfinder's designers did. FC's guys placed the capstone ability of all classes at level 14, while still advancing up to 20. PF placed the capstone at level 20. The sweet spot has long been viewed at around 6th to 12th level, even still [I]few[/I] campaigns played to the full 20 levels. But who wants to be getting the kewlest powers just as the campaign ends? Thus, FC places the cool power [I]nearer[/I] to where players could achieve it when most campaign are winding down at the top end of the sweet spot, and for those that keep going on longer they have many more adventures to enjoy that rocking cool capstone power. I don't think this very smart design can be implemented into Pathfinder without wholesale redesign, though I wish they had the foresight to have done it too. [/QUOTE]
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