Byrons_Ghost
First Post
I know the PDF is out, but I prefer hard copy so I'll be waiting for that. Has anyone bought and/or played this game yet?
I know the PDF is out, but I prefer hard copy so I'll be waiting for that. Has anyone bought and/or played this game yet?
I'm certainly going to be watching the reviews of this game closely. It sounds like it eliminated most of the tactical aspect I felt bored with in 3.5 and increases interesting options that give flavor.
Such as what?There's still a good but of tactics to combat, but they're very different then the tactics in 3.0 or 3.5 and nothing at all like 4e.
Such as what?
Discouraging action and in-play resource-management (as opposed to having to manage your skill points or something).What specifically about 3.0 combat bored you?
Discouraging action and in-play resource-management (as opposed to having to manage your skill points or something).
The first one has already been mostly covered by saying AoOs are gone. I found those to be simple blocks to anyone trying things rather than tactical elements. But you mentioned skills can be disrupted. How is that handled?
For the second I have read all the previews I could find, so I do understand that FantastyCraft has per-adventures and I believe per-scene resources. I suppose if that was all it would be fine, but I'd like to know how much it relies on tracking ammo and the sort of resources like D&D's potions and wand charges.
Thanks for all the answers.
And certainly less likely to make people afraid to move, period, because they're paranoid about getting attacked. And everyone gets stuck in the narrow stairway behind them. Because that happened to one of my groups once, and it sucked.Ok. The AoOs relating to movement are replaced with a simple rule: If you are adjacent (within 5' or one square) of an opponent (not their reach) you may only take a 5' step, Tumble, or a standard move where the first 10' does not leave them adjecent. Also, if you move adjacent to an opponent it ends your move unless they are flat-footed or unable to attack you, although you can tumble past. In play it's easy to remember and has a minimal effect.
I suppose that's worth a try.It's worth noting that, in a lot of ways, FC shares some feel with 1e. In that a number of rules and a few systems are left vague for the GM to adapt to their purposes and style. Known spells, for instance. The game tells you how many spells a Mage starts with, but not how they gain more since it's an issue related to the specific campaign.
Ah, I thought I'd noticed "per session" in there somewhere. The thing is I do a lot of PbP, and "per session" would have no meaning. Still that's a separate issue entirely, and not one I couldn't come up with a solution to.It also has per session and per combat resources.
Ah, I thought I'd noticed "per session" in there somewhere. The thing is I do a lot of PbP, and "per session" would have no meaning. Still that's a separate issue entirely, and not one I couldn't come up with a solution to.
Pick an arbitrary length of time, number of scenes or number of posts and call that a session.![]()
It's worth noting that, in a lot of ways, FC shares some feel with 1e. In that a number of rules and a few systems are left vague for the GM to adapt to their purposes and style. Known spells, for instance. The game tells you how many spells a Mage starts with, but not how they gain more since it's an issue related to the specific campaign.
Just post here (Talking the Talk - EN World D&D / RPG News) and I will be thereSorry to hijack the thread, but Ive had a hard time finding enough interest in a Fantasycraft PbP game on my normal stopping grounds. If anyone has an idea or is interested let me know![]()