Celebrim
Legend
Does anyone have play experience with Fantasy Craft?
The game looks much more like what I thought 4e would look like than what it actually looks like, but I have several misgivings about its apparant complete lack of concern with play balance and an even bigger misgiving over its core mechanic of 'critical success/fumble on a skill role'.
What is meant by a critical success on an attack is fairly direct. What is meant by a critical success on a fumble of an attack is much more difficult to put your finger on, forcing me when I added fumbles to 3.X to create a table to help with arbitrating them.
However, by comparison to attacks, what is meant by a critical success or failure of a skill check is far more abstract and uncertain. What I'm afraid of is essentially that in order to make a skill success 'better than succeeding' is that it will tend to trample on RPing, exploration, and other interaction - effectively short cutting one or more scenes. So, how are you handling 'better than succeeding' on skill checks generally? I can think of specific examples where you could pile on success - critical success in negotaiting, you not only get a good price, but the noble offers his daughter's hand in marriage sort of thing - but in general I'm having real trouble getting my head around what better than success means.
Does the game handle this by virtue of player choice, or is there something else I'm missing?
The game looks much more like what I thought 4e would look like than what it actually looks like, but I have several misgivings about its apparant complete lack of concern with play balance and an even bigger misgiving over its core mechanic of 'critical success/fumble on a skill role'.
What is meant by a critical success on an attack is fairly direct. What is meant by a critical success on a fumble of an attack is much more difficult to put your finger on, forcing me when I added fumbles to 3.X to create a table to help with arbitrating them.
However, by comparison to attacks, what is meant by a critical success or failure of a skill check is far more abstract and uncertain. What I'm afraid of is essentially that in order to make a skill success 'better than succeeding' is that it will tend to trample on RPing, exploration, and other interaction - effectively short cutting one or more scenes. So, how are you handling 'better than succeeding' on skill checks generally? I can think of specific examples where you could pile on success - critical success in negotaiting, you not only get a good price, but the noble offers his daughter's hand in marriage sort of thing - but in general I'm having real trouble getting my head around what better than success means.
Does the game handle this by virtue of player choice, or is there something else I'm missing?