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Fantasy Concepts: An OGL Fantasy Saga Project

The_Pugilist said:
Will the PDF document be updated with this information? I am thinking of purchasing and I'd like to know if that will be kept "up to date".

Yes. I do not yet have a schedule as to when the next update will be available, but this will be included at that time. You should be able to download the updated PDF after each errata update.

With Regards,
Flynn
 
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Moniker said:
Flynn,

As a designer, what informed your decision to remove Great Cleave and Whirlwind Attack from the 3.5 to OGL Fantasy conversion?

Cheers,
Daniel

In general, streamlining combat requires a great reduction in the number of attacks a character can make. Resolving each attack takes time, which adds up and thus slows the combat down. Looking at the intention of streamlining combat, I felt that removing those two feats fell in line with that philosophy.

That being said, if you wish to add them back in, you may do so in your campaign. :) I would suggest that the character would have to spend an action point to activate either feat, in order to minimize the number of times you see a series of extended combat rolls interrupt the flow of your combat scenes.

Hope This Helps,
Flynn
 

Flynn said:
In general, streamlining combat requires a great reduction in the number of attacks a character can make. Resolving each attack takes time, which adds up and thus slows the combat down. Looking at the intention of streamlining combat, I felt that removing those two feats fell in line with that philosophy.

That being said, if you wish to add them back in, you may do so in your campaign. :) I would suggest that the character would have to spend an action point to activate either feat, in order to minimize the number of times you see a series of extended combat rolls interrupt the flow of your combat scenes.

Hope This Helps,
Flynn

Noted on the action point to activate. I am glad we're thinking along the same lines; I am going to incorporate many of the items in your PDF into my own rules.

Cheers~
 

Moniker said:
Noted on the action point to activate. I am glad we're thinking along the same lines; I am going to incorporate many of the items in your PDF into my own rules.

Cheers~

Cool. Now you have an OGL source to quote, if you need to. :)

Looking forward to hearing about your gaming experiences,
Flynn
 

Has anyone posted a review for Fantasy Concepts online somewhere? If so, I would like to link to your review. If not, please let me know when you are able to post one.

With Warm Regards,
Flynn
 

Alrighty! We've got about three months using this system, and we love it. It's a perfect way to get my players ready for 4th edition's release. Although the rules were certainly different at first, it's going over very well amongst my group. They enjoy the new abilities. I've made a few important changes on my end, and adopted a few homebrewed rules into it:

-Armor as DR
-Steel weapons adds +1 hit/+1damage
-Keen weapons do +1 damage
-Well-balanced weapons do +1 hit
-Steel/worghide armor adds +1 DR
-DR equals 1/2 character level + Armor
-Shock equals Fortitude (for consideration to Penalty levels)
-Defenses are 1/2 level for consideration to formula, with exception of key Defense (which is full level for consideration to formula; e.g. Rogue 1/2 level Fort/Will, full level Reflex)
-Talents come at 1,1,3,5,7,9,11,13,15,17,19 (11 talents at 20th level)
-Feats come at 1,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20 (21 feats at 20th level)
-No restrictions on Skill or Feat choices by class
-The number of damage dice by weapon is modified by 1/2 BAB to hasten combat deadlyness and bring weapon damage on par with spells (e.g. 7th level fighter does 3dX with weapon; 14th level fighter does 7dX with weapon; x equals whatever weapon they use)


Using the Pit Fiend stat type for 4th edition, my NPC tables are now a cinch! Check it out:

Inquisitor Mullen Degraff Level 12 Cleric
Medium humanoid (Aradain)
Initiative +16 Senses Notice +18
HP 112; Bloodied 66; Second Wind 87
AC 25; Fortitude 23, Reflex 24, Will 30, Shock 28
Divine Grace (free; at-will) +1 to all Defenses
Zen Defense (free; at-will) bonus to AC equal to Wisdom modifier
Cape of Mountebank (movement; encounter) • Magic
When Mullen wraps cloak around himself, he can Dimension Door up to 10 squares
Dodge (free; at-will) +1 to AC
Damage Resist 9 worghide leather
Saving Throws +0
Speed 6
Melee Grapple (standard; at-will)
Reach 1; +18 vs. AC; 0; Followup: Crux of Alatar +14 vs. AC; 4d4+4
Melee Crux of Alatar (standard; at-will) • Well-balanced Steel Weapon
Reach 1; +14 vs. AC; 4d4+4
Ranged Turn Foes (standard; encounter) • Magic, Enlightened Precision
Reach 30; +14 vs. AC; 12d6
Alignment Oathbound - Chapel of the Twelfth Night (+1 hit)
Languages Auld, Gothric
Skills Initiative +16, Skill Focus Notice +18, Skill Focus Religion +18, Survival +13, Deception +14, Influence +14, Perform +14, Sneak +16, Geography +12
Str 16 (+3) Dex 20 (+5) Con 18 (+4)
Int 12 (+1) Wis 14 (+2) Cha 17 (+3)
Equipment Ivory Mask inlaid with gold, grey Cape of Mountebank, steel crux of Alatar, worghide leather, strange octagonal blue charm of a pool of water with webbing between it

Note Turn Foes does not work on followers of Alatar.



Another example:


Southern Cross Knight Leader Level 8 Warlord
Medium humanoid (Aradain)
Initiative +19 Senses Notice +11
HP 80; Bloodied 40; Second Wind 65
AC 27 (28); Fortitude 20, Reflex 27, Will 19, Shock 20
Team Fighting (free; at-will) when fighting adjacent to allies, gain +1 to hit/AC
Acrobatic Defense (free; at-will) +6 AC/-4 attack when fighting defensively/+10 total defense
Dodge (free; at-will) +1 AC
Die Hard (free; at-will) at zero HP, do not fall unconscious. Can make standard action 1/round
Elusive Target (free; at-will) gains +8 AC vs. ranged when adjacent to allies
Far Shot (free; at-will) all Close ranged attacks become Point Blank Range
Point Blank Shot (free; at-will) +1 hit/damage within 12
Concerted Attack (free; at-will) all allies gain +4 on flanks when he threatens enemies with melee or ranged
Bravery (swift; at-will) All allies gain +2 to overcome fear-like effects
Damage Resist 7/4 unarmored
Saving Throws +0
Speed 6
Coordinate (standard; at-will)
Allies within 30 feet gain +1 hit/damage Followup: Inspire Courage (free; at-will) Allies within 30 feet gain +1 to all defenses
Ranged Crossbow (standard; at-will) • Well-balanced Steel Weapon
Reach 12; +14 (15) vs. AC; 3d8+2 Followup: Inspire Fervor (free; at-will) one ally within 30 feet gains bonus to damage equal to his level
Ranged Defensive Crossbow (standard; at-will) • Well-balanced Steel Weapon
Reach 12; +10 (11) vs. AC; 3d8+2 His AC becomes 33 (34)
Ranged Two-Shot Crossbow (standard; at-will) • Well-balanced Steel Weapon
Reach 12; +10 (11) vs. AC; 3d8+2/3d8+2 Followup: Inspire Fervor (free; at-will) one ally within 30 feet gains bonus to damage equal to his level
Full Defense (standard; at-will)
His AC becomes 37 (38)
Alignment Oathbound – Southern Cross Knight (+1 to hit)
Languages Auld, Gothric
Skills Heal +11, Skill Focus Initiative +19, Religion +10, Notice +11, Acrobatics +14, Skill Focus Sneak +14, Influence +12
Str 16 (+3) Dex 20 (+5) Con 18 (+4)
Int 12 (+1) Wis 14 (+2) Cha 17 (+3)
Equipment Steel Breastplate, Well-balance Steel Crossbow, Steel Dagger, Keen Bolts
 
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Nice work, Moniker! I like the presentation. Glad to hear you are enjoying the game!

Here in Austin, there's a gaming group that is starting a Fantasy Concepts campaign this month, so I'm happy to see that more people are enjoying the system.

Thanks for sharing,
Flynn
 

Hey guys, I just bought this PDF from Lulu and going over it with one of my players, we both are REALLY liking it very much.

We play C&C right now and honestly the amount of house-ruling and on-the-fly adjudication that I have to make with that system is wearing me down big time. Fantasy Concepts seems to be the ideal solution to both relieve some of that rules-deficit and get us prepped up to jump into 4th when it comes.
 
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Thanks, Harr! I hope you like it. There are a number of groups playing it now, and I trust that you guys will have as much fun as they are. :)

If you have any questions, please feel free to post them.

With Regards,
Flynn
 

I have come across two minor points of confusion so far:

on page 87, under 'Reflex Score', section 'Armor Bonus'.
"Armor provides a minimum bonus to anyone who wears it, but a character who is proficient in the use of a certain type of armor receives a larger bonus to the Reflex score."

I can't find anywhere where it mentions this larger bonus except in this paragraph. The three Armor Proficiency Feats just say something about applying the armor's penalty to attack rolls or not. And the Armor Table has only one 'equipment bonus' column, nothing about another bonus for proficiency.

There is one Talent that gives you +2 for using a specific type of armor (Armor Focus), but the text makes it seem that it's related to proficiency, so I'm wondering if I'm confused or just missing something.

Also, there are a few mentions throughout the book of how a character wearing armor may slow a character down, in the Combat Speed section, in the Movement section, etc, and even a Prestige Talent which says "your base speed is not reduced while wearing armor" yet I can't find anywhere where it specifies what these slower movements due to armors are.

Appreciate any help on these :)
 

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