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Fantasy craft??? will you bother?
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<blockquote data-quote="AscentStudios" data-source="post: 3765912" data-attributes="member: 11548"><p>Interesting thoughts here. It <em>seems</em> people think we're trying to put out a D&D killer here...we're not. The intent of FantasyCraft was to open up the ruleset to other periods of play. It's been requested <em>many</em> times by our fanbase and we were looking to serve that. </p><p></p><p>I'm really surprised/boggled myself that there's such a negative reaction to needing 2 books, though - anyone who plans on playing or running D&D 4e with just the Players' Handbook at the table, please raise their hand. With second printing imminent (I have my new sexy galley as of today, and it sure is pretty...), asking people rebuy what would end up being a "re-fluffed" version of the 2.0 rules they likely will have just purchased is somewhat silly...and I think is beside the point. </p><p></p><p></p><p></p><p>I'll go out on a limb and say that, gear chapter aside, 75% of what's in the 2.0 rulebook can be used in a pre-modern setting with minor tweaking or reframing of how abilities work. If you look at the old 1960's decade book, much of that book was conversion for the core book and it ported over just fine for players - it ended up being arguably the best/most popular supplement of Spycraft first ed. </p><p></p><p>Classes will be looked at hard and tweaked or rewritten as needed - some just need a different context (frinstance, a fantasy Snoop's Intercept Communication ability can be seen as coming from a spy network or bribed couriers rather than an NSA database). Skills - looking at it again, I could see a few skill <em>checks </em>going out, but most of the skills save a few (Computers, Electronics, some Science and Cultures and Drive foci) are perfectly usable as they are. Feats - yep, some come in, some go out.</p><p></p><p></p><p></p><p>The gear itself will certainly change, and we'll be offering up new ways to handle gearing and new stuff for the obligatory magic items. Combat and Dramatic Conflicts will only be expanded.</p><p></p><p></p><p></p><p>This is where the settings/genre bit I mentioned in earlier posts comes in. Rules for campaign qualities, campaign and NPC construction, game running, and events - which make up the bulk of that chapter - will run just fine with just additions.</p><p></p><p></p><p></p><p>Guess we'll have to agree to disagree. In all good spirits, I look forward to making you eat some crow <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="AscentStudios, post: 3765912, member: 11548"] Interesting thoughts here. It [i]seems[/i] people think we're trying to put out a D&D killer here...we're not. The intent of FantasyCraft was to open up the ruleset to other periods of play. It's been requested [I]many[/I] times by our fanbase and we were looking to serve that. I'm really surprised/boggled myself that there's such a negative reaction to needing 2 books, though - anyone who plans on playing or running D&D 4e with just the Players' Handbook at the table, please raise their hand. With second printing imminent (I have my new sexy galley as of today, and it sure is pretty...), asking people rebuy what would end up being a "re-fluffed" version of the 2.0 rules they likely will have just purchased is somewhat silly...and I think is beside the point. I'll go out on a limb and say that, gear chapter aside, 75% of what's in the 2.0 rulebook can be used in a pre-modern setting with minor tweaking or reframing of how abilities work. If you look at the old 1960's decade book, much of that book was conversion for the core book and it ported over just fine for players - it ended up being arguably the best/most popular supplement of Spycraft first ed. Classes will be looked at hard and tweaked or rewritten as needed - some just need a different context (frinstance, a fantasy Snoop's Intercept Communication ability can be seen as coming from a spy network or bribed couriers rather than an NSA database). Skills - looking at it again, I could see a few skill [I]checks [/I]going out, but most of the skills save a few (Computers, Electronics, some Science and Cultures and Drive foci) are perfectly usable as they are. Feats - yep, some come in, some go out. The gear itself will certainly change, and we'll be offering up new ways to handle gearing and new stuff for the obligatory magic items. Combat and Dramatic Conflicts will only be expanded. This is where the settings/genre bit I mentioned in earlier posts comes in. Rules for campaign qualities, campaign and NPC construction, game running, and events - which make up the bulk of that chapter - will run just fine with just additions. Guess we'll have to agree to disagree. In all good spirits, I look forward to making you eat some crow ;) [/QUOTE]
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