/fcg/ - FantasyCraft General

Fuck Pathfinder edition!

Fantasy Craft is a Fantasy d20 Tabletop RPG, using the OGL ruleset. It is geared towards cinematic play where every character can contribute equally, while having solid mechanics and being fairly modular at that. Some have described it as "3.5, except done right."

A few points of note:
>Magic is no longer king
>Several noncombat classes, which can still contribute in combat.
>Martial characters are not gimped outside of battle
>Specialists can be the best in their field without being overshadowed by magic.
>Varied weapon groups and fighting styles mean that most any style of weapon use is viable.

Download links:
mediafire.com/folder/nzs6xsnzbid4t/Fantasy_Craft
>Fantasy Craft Torrent [Includes Adventure Companion/Call to Arms/Homebrew (No Core Rulebook)] - Please seed!
mediafire.com/download/rscnai437ptu23k/FantasyCraft.torrent

And here's a few other links of note:
>Web NPC builder
meadicus.plus.com/craftygames/npc-builder/NPCBuilder.html

>General downloads for Fantasy Craft
crafty-games.com/node/851

>New Player Character Creation Guide
crafty-games.com/files/File/Fantasy_Craft-PC_Creation_Guide.pdf

>Guide to create a custom PC species
crafty-games.com/index.php?q=content/species-and-talent-creation

>[Unofficial] Species Feat Guide
crafty-games.com/content/blankbeards-unofficial-guide-creating-species-feats

>[Practically Official] Specialty Creation Guide
crafty-games.com/content/specialty-creation

Other urls found in this thread:

drivethrurpg.com/product/63884/Fantasy-Craft-Second-Printing
mediafire.com/download/rscnai437ptu23k/FantasyCraft.torrent
mediafire.com/folder/nzs6xsnzbid4t/Fantasy_Craft
dropbox.com/sh/5dkzgw3cn842eyw/AACivEvWTEODXQgsjBPsHv8wa?dl=0
crafty-games.com/fantasy-craft-print-bundle/
meadicus.plus.com/craftygames/npc-builder/NPCBuilder.html
sletchweb.wikidot.com/fc-origin-creation
crafty-games.com/forum/index.php?topic=8257.msg160117#msg160117
crafty-games-fans.wikia.com/wiki/Class_Creation_Guidelines_(Mastercraft)
drive.google.com/file/d/0B7JqPtKRnUBYTkF0YlYxNllQN0hXY0V2c01xa1QzWGd6OF9J/view
twitter.com/NSFWRedditGif

Apparently, half of the links in the OP are completely fucking gone.

Op, you mind posting some evidence of this "thing's" existence. You got me excited, and then nothing happened...

Is Spellbound out yet?

It's OK. M&M might do the anime bullshit fantasy better.

Spellbound is not out yet. It's currently being edited and then is planned to be released as a set of .pdfs. I don't know if they're doing a physical release.

Check out that torrent, it's got all the books and supplemental materials and was still up earlier this week.

Awww yeahhh FC is back! I wonder if that autismo whongot angy about me making his homebrewed path of explosions as a blue aligned when I converted all of the paths to mtg alignment wheel.

ded thred for ded game

Its not ded its niche!

Fantasy Craft is my favorite system to make characters in, but all those options sadly become unwieldy at higher levels in my group's experience. I'm more interested in medium-crunch systems nowadays, that can keep combat interesting without bogging things down too much (as if I could ever get a game going).

I believe the plan was to put it on DriveThruRPG print-on-demand. I'll probably buy it even though I'm not sure I'll ever use it because God knows these guys will deserve the support after all the effort and frustration that has gone into it.

Gifted Acrobat Burglar 4/Scout 16
spd 45ft (55 in combat)
Bab +15, F+12, R+20, W+10, Def +26, Init +26, Life +5, Leg +6
Dexterous, Very very Sneaky, Evasion I, Uncanny Dodge I, Stalker, Rough Living +4, Sneak Attack +4d6/6d6, Huntsman (Keen Senses, Sprint, Trail Signs, Expertise [Notice or Sneak]), Master Tracker 1/Scene, Overrun
Str 14, Dex 22, Con 12, Int 16, Wis 12, Cha 8
Elf-blood, Owl Nation, BSM (Investigator), BSM (Robber), Prodigal Skill (Search) (3), Ghost Basics (3), Two-Weapon Fighting (6), Bow Basics (7), Two-Weapon Style (9), Bow Mastery (9), Angry Hornet (11), Knife Basics (12), Pathfinder Basics (Forest) (13), Iron Will (15), Pathfinder Mastery (15), Pathfinder Supremacy (17), Ghost Mastery (18), Horde Basics (19)
(Ranks + Feats) Acrobatics 25, Athletics 23, Craft (Inscription/Carpentry) 7, Haggle 5, Investigate 25, Notice 23, Prestidigitation 23, Resolve 19, Search 28, Sneak 29, Tactics 23, Survival 23
Origin: Investigate, Search, Prestidigitation, Survival
Edged Forte, Hurled Forte, Bow Forte, Parry, Arrow Cutting, Called Shot, Cheap Shot
Common, Free Lands, Chaotic Good, Elven, Verdant Reach (Geography), Verdant Reach (Culture), Verdant Reach (History), Witches, Arborea

superior finesse goblin hatchets x2
superior goblin hurl stilettos x6
superior goblin longbow (arrows?)
Superior Fitted Elven Moderate Hardened Leather w/Light Fittings
5, Fire 5, -0, -0, -0ft, 19lbs

Do you know what the story is behind Spellbound? I know it's been in development forever, but is there any known reason why it's taken so long to come out?

Have they just been spending time on other crafty products?

What's this build supposed to be for?

I've never met another person who even plays FC, but if I did, that's the character I'd want to play, assuming a normal setting. I went through the book and made a custom character that was as close to what I wanted as I could get. A single feat is from another book (elf-blood).

I appreciate that your character has an interest in, to quote, "witches".

It's come up on Veeky Forums a couple of times in the past. A couple of fa/tg/uys tried to run campaigns and each one of them ended up having some sort of horrendous accident before they could run the campaign.

As such, we chalked it up to a curse and didn't look back.

If you have questions, I can answer some of them.

Essentially, yes. FC isn't their most profitable line and they are a very small team so they need to focus on what pays the bills to stay afloat. They've tried hiring external help to work on Spellbound but it's such a complex task (hundreds of spells, several classes and other stuff that need to be finely balanced with everything else and align with the system's design philosophies) that that person eventually gave up.

They refuse to give up on it since it's already so far along, but they've resigned to working on it sporadically when time allows and stopped giving ETAs. It's also likely to be the last thing they release for FC for obvious reasons, except maybe small addons like Call to Arms.

yeah, all the interests past elven are for stuff in my own campaign world. The witches are a regional "faction", I guess, of female spellcasters who get their magic from evil otherworldly sources. The main bad guys (girls) of a pretty big area.

>asslizard.png

>and each one of them ended up having some sort of horrendous accident before they could run the campaign.

That's a common thing for internet PnP games. People get excited thinking about running a game, ask a bunch of people to play, then realize the huge amount of work and effort ahead of them and bail out.

I figured something like that might have been the case. I'm just happy they've said it'll come out eventually and that everything has already been written; it just needs to be edited.

Honestly, I don't know that FC needs all that much more content beyond Spellbound. I can understand them not wanting to add a ton of spell support in the original book, for balance reasons (lmao 3.5 casters). However, the choices there are pretty limited and Mage is pretty generic as far as a class goes.

It's basically a mod for 3.5. I've always been excited about it from a DM perspective because I feel like it fixes one of the biggest problems with designing content for 3.5: Challenge Rating.

Instead of that mess, opponents you create have two essential ways of gauging their difficulty: XP and Threat Level (could be wrong on the name of this).

Threat Level is between 1 and 20. It maps more or less directly to character level. XP, however is a little different. It basically is a measure of how difficult a creature is at a given TL.

So if you have a 10 XP creature at TL 5, it'll be the same difficulty for a lvl 5 group that a 10xp create at TL10 would be for a lvl 10 group.

The book gives some pretty broad XP ranges in terms of what you should expect out of a creature's performance. IE. 0-10 Trivial, 10-30, Easy, ... 120+ Deadly, et al.

Look, I knew what image I was picking when I started this thread.

Getting all skills as class skills on one character:
Adaptable Adventurer Sage w/Prodigal Skill & Cross-Training (Subtle & Quick to Anger)

Highest defence?
Saurian Shield-bearer priest with maxed dex and path of protection

The master of damage (both dealt and resisted): METAL GIANT
Giant Fighter Assassin 1/Priest (Metal/War) 9/Paladin 10
fell hand (all-out attack, cleave basics), perceptive
elemental heritage (metal), blessed, armor mastery/supremacy, hammer basics/mastery/supremacy
Armor Basics, Comely, Enchanting, elemental legacy, contempt
1st: Str 16, Dex 12, Con 13, Int 11, Wis 11, Cha 13
20th: Str 25, Dex 12, Con 16, Int 10, Wis 12, Cha 16
superior large-scale giant keen maul or warhammer, superior moderate heavy dwarf fitted platemail, item of rage supremacy?
(it isn't completely optimized, but it is a nice playable character)

Highest Initiative:
Unborn Fencer Burglar 20
Init +33
Special Construction (Clockwork), Fencing Basics/Mastery/Supremacy, Lightning Reflexes
Str 10, Dex 26, Con 10, Int 10, Wis 10, Cha 8
Enlightened Acrobatics
(could actually dip several high-initiative classes for even more, but eh)

Wanna be a solid beast at 1st level without getting weird looks?
Crusading Fighter Soldier
Crunch!
Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 10
Iron Will, Armor Basics, Sword Basics, Darting Weapon
Edged Forte
Shamshir +7 (1d12+8)

dwarf fighter soldier
Str 22, Dex 11, Con 18, Int 12, Wis 12, Cha 10
Athletics, Crafting, Intimidate, Resolve, Tactics
armor basics/mastery/supremacy, axe basics/mastery/supremacy, shield basics/mastery/supremacy, combat instincts, combat vigor, contempt, cleave basics, twf fighting/style, flail basics, favored gear, all-out attack
>Decisive Attack, Killer Instinct, Most Deadly, One Step Ahead, Master Weaponsmith
, Dwarven Tower Shield,
Fitted Dwarven Platemail w/heavy fittings

pech rogue burglar
Str 10, Dex 23, Con 12, Int 12, Wis 15, Cha 12
Acrobatics, Athletics, Blend, Disguise, Prestidigitation, Resolve, Ride, Search, Sneak, Tactics
ambush basics/mastery/supremacy, knife basics/mastery/supremacy, ferocity basics/mastery/supremacy, ghost basics/mastery/supremacy, wolf pack basics/mastery, packrat, twf/style
>Sneak Attack, Stick Close and Don't Make a Sound, Look Out!, Bloody Mess, Expertise
Goblin Knives/Daggers w/Finesse
Fitted Elven Moderate Hardened Leather w/light fittings

elf wizard mage
Str 10, Dex 12, Con 11, Int 14, Wis 20, Cha 22
Acrobatics, Blend, Bluff, Impress, Investigate, Medicine, Notice, Resolve, Search, Spellcasting
spell library, casting basics/mastery/supremacy, comely/elegant/enchanting, yeoman's work, doublecast, hidden spells, spell power, spell conversion (casting time), spell conversion (effect)
brawn IV, wit IV
Drake Long-staff,
Drake Ceremonial Moderate Padded Armor w/light fittings

wise human cleric priest
Str 18, Dex 12, Con 14, Int 12, Wis 24, Cha 12
Athletics, Haggle, Intimidate, Medicine, Notice, Resolve, Sense Motive, Survival
bandage, adventurer's luck, blessed (path of light), club basics/mastery/supremacy, shield basics/mastery/supremacy, fortunate, fortune favors the bold, lady luck's smile, close call, extra holding,
>path of life V, path of strength V
>Perceptive, Sacred Turning (undead/outsiders), Rebuke, Fell Hand, Sacred Weapon
Fitted Rootwalker Moderate Scalemail w/light fittings

Quit dumping character sheets, nobody cares and it will make people skimming just ignore the thread.

At the very least, post some context to go along with each one. As it is, most people probably don't know what any of those feats do.

Why don't we pick one and discuss it. Let's go with the last one. What's the point of getting Rootwalker armor?

>Quit dumping character sheets, nobody cares and it will make people skimming just ignore the thread.
get fucked, faggot

Yeah, my question is:

Can you give examples of how it works and general rules? Sounds like I could try doing something with it...

Nvm read this

Something else to note is that each character gets way more feats than they would in base 3.5. Because of this (and because feats in general are more powerful) characters are equally defined by their class as the are by their feat selection choices.

Part of their design decision was to essentially to combine similar classes and put their class features in feats instead. Because of this, you don't end up with four classes that are largely "deals physical" damage with minor differences. Instead, things like the Barbarians rage or the Monk's unarmed powers are spun out into feats that anyone can take (if they meet any pre reqs).

Additionally, there's only one core Arcane caster class (although Spellbound's whole purpose is to expand upon this). It should be noted that arcane casters have to make a roll to successfully cast spells in FC. They also make use of a spell point system, but have a much more strictly limited number of spells known compared to 3.5 wizards.

Divine casters on the other hand have a much more limited set of spells, but their spells require no casting check.

>Additionally, there's only one core Arcane caster class (although Spellbound's whole purpose is to expand upon this). It should be noted that arcane casters have to make a roll to successfully cast spells in FC. They also make use of a spell point system, but have a much more strictly limited number of spells known compared to 3.5 wizards.
Also, this one core "arcane" class has access to every spell, even the ones limited to divine classes in D&D. An FC mage can cast bless, cure wounds, resurrection, etc.

This is true. The spell list is completely unrestricted.

Casters also have to focus on three stats as opposed to whatever their sole casting state was in 3.5. If I recall correctly: INT contributes to spell points, WIS contributes to spells known and CHA contributes to saving DC's.

At least in the core book, all polymorph spells have been removed, which was a step in the right direction since they were far too flexible.

Int is used for the spellcasting skill, not spell points.

One of the big things Fantasy Craft does right is limiting (most) ability cooldowns to a narrative duration: either per scene, per session, or per adventure. This helps combat the 5 minute workday by removing much of the incentive to blow all your abilities and go back to town every encounter, since you aren't getting those spell points back from doing that.

Ah that's right. Is there anything that contributes to spell points, or is that fixed?

All that I am aware of is the Spell Power feat. The Mage's core ability lets you spend action dice for spell points, so anything that gives more action dice or higher results on action dice would effectively give you more spell points too.

Yeah, I remember both of those. I'm starting to think I just invented a memory of such a mechanic existing.

As another example of something that FC does that 3.5 doesn't really have support for is that your character can essentially be support for a secondary character you control.

There are two feats (Personal Lieutenant and Wilderness Companion) that allow you to create an NPC that can advance in power as you take additional, related feats (social feats for PL and wilderness feats for WC). Where this gets a little more interesting is that you're essentially designing an NPC. So you spend "XP" on this NPC's various stats and powers, but it advances in Threat Level as you advance in character level. In this way, it's always fairly relevant, as opposed to things like the ranger's animal companion, which was, more or less, permanently a foot note.

Reading the core book, I really like the character creation. It feels like PF and GURPS lite had a child or something.

What's a good setting to run it? Eberron?

Imagine that we want to translate our PF chars to FC
Imagine that my unchained monk moves at mach 1 at 8th level (eventually mach 3)
How do I do that in FC? How do I get benefits from it beyond "go from A to B in less rounds"?

FC is pretty setting-agnostic. You can run it in just about any setting you can think of. It's going to do a fine job of doing something like Eberron or Faerun. You could also run a Wuxia setting with it using some of the alternate campaign setting rules in the back of the core book.

That said, it's also not hard to add new feats/races/whatever, so you can make it work with any setting with a minimal level of tinkering.

For instance, I've been thinking of running a game set in the Secret of Mana world. As far as I'm concerned, I need to stat up a sprite race, and then come up with some alignments/feats based around the elemental spirits.

There's a couple of options you have for unarmed combatants. In the supplemental material there's both "Martial Artist" and "Monk". The former is more concerned with punching things, the latter is more concerned with spiritual enlightenment and vows, etc.

There's gotta be options that increase your move speed, but I can't think of them off the top of my head. That said, a basic/master/supremacy feat chain based around increasing movement speed is completely within the bounds of the game.

It feels pretty setting-agnostic to me. The Adventure Companion has three very different suggested settings and the few adventures I got to play were just in a generic, nameless fantasy setting. Campaign qualities allow you to fine-tune the system to adapt to your setting, for instance by turning on/off arcane and divine magic independently and defining special rules for each, or by making everyone more squishy or tanky, or by letting people run up walls and across water.

moving fast is it's own reward, because each move action you make is an action you aren't spending on hitting people

there are lots of ways to increase movement speed, mostly in character creation options (species/talent and specialty) and feats.

I think I worded my question badly. I noticed system is setting-agnostic but I wasn't sure if some settings would work better than others and decided to ask what setting you prefer.
I'm glad to know Eberron works nice though, thanks for answeing. I'll take a look at the adventure companions too!

Another question. I live in a backwater town with no other TRPG players and always relied on internet groups, did you ever heard about someone running FC online? Roll20 doesn't seem to support it...

On a side note, I think I can make a tanky shield+unarmed character with Martial Artist, nice! (pic related)

>Its own reward
Well, when moving as fast as the speed of sound still makes you as easy of a target as standing still, no. At least this is what happens in 3.PF.

My character-making mojo is mostly depleted, but the Charging feat chain (2 free attacks during movement and 5-ft speed increase) comes to mind and if you're Unborn, you could get the Wheeled species feat for a 20-ft speed increase on practicable ground and Superior Runner II -- that means you could Run in a straight line at 150 feet per round and make two free attacks at any point, rolling damage twice and keeping the higher roll.

Any other race would have a harder time I think, and I don't know about breaking the sound barrier either way, but that's what I can think of off the top of my head. You can also definitely get more speed boosts from other sources or improve your Superior Runner trait with magic items.

> It is geared towards cinematic play

Stopped reading right about here. Anything that claims itself to be "cinematic" is typically dumbed-down powerlevel bullshit.

>Stopped reading right about there
>Still posts in the thread
k

Char is human though, dunno what Unborn is.

My speed comes mostly from feats, monk levels and mythic tier powers (impossible speed). GM wanted us to have quirks that made us stand from your typical adventurer...mine was costly (pretty fucking costly in fact) and is a meh as fuck gimmick with almost no utility for the price it costed. But I tthought would be funny.

You can even dual wield shields and still get AC from them if you're willing to dump a lot of feats into it! It's pretty crazy how many wacky concepts you can pull off in this system given enough class levels.

Well, if you keep buzzing past your enemies at 150-ft per round as per the above, attacking them mid-Run and staying about 70 feet from them at all times outside your turn, you should be avoiding a lot of attacks. Of course that's only in ideal conditions.

Can't really help there. Running at Mach 3 is broken to begin with as far as I'm concerned and FC is pretty good at keeping power levels in check. Theoretically though there's no limit to Superior Runner grades, so you could get any speed boost you want/can afford (for straight lines only) if you built your character as an NPC (such as a Personal lieutenant) and your GM approved it.

you can get really fast in FC, but nowhere near mach anything, and it doesnt do you any good apart from getting from point A to point B faster

It's definitely not as popular as other RPGs out there, but it's the same system (under the hood) as 3.5 You should be able to run it on Roll20; there might be some way you can specify "Other" or just post it as 3.5 and call out you're running a mod.

The game is notoriously wanting for players.

To be fair, I don't think FC ever calls itself "Cinematic". It uses the term "narrative" in relation to "narrative durations", which is to say, most stuff doesn't last for X minutes, it lasts for X scenes, or something like that.

If that ruffles your feathers, alright, but I think that's pretty silly to get flustered about.

Unborn is the name of the Golem/Construct species you can play as in FC. They come in all sorts of varieties: clay golem, clockwork monstrosity, frankenstein's monster, etc...

Chances are good, you'd have to tweak your character if you wanted to change systems.

>Broken
Not as broken as teleporting immediately 10 times what I can move in an hour though. Wizard could do that and way more, that's just one of his many spells

In 3.PF is shitty because AoOs, doesn't matter if I move super fast, AoOs fuck me over a lot, and if I want to full attack I have to move all my speed (warrior fleet).

If you're upset about casters beating your martial characters (why are you playing 3.5/PF if this is the case), then you should be happy to know FC helps alleviate some of the gap between casters and non-casters.

Casters have to make checks now in order to cast spells. So those 10 teleports? They have to roll for each of them and, if they mess it up, well, tough nuggets it's gone. The spell point system also helps prevent casters from going full alpha strike and dumping all of their spells in one scene/combat.

Because 3.PF is played everywhere, I have to deal with it if i want to play roll. Luckily GM wanted to try FC because he played in a con and liked it.

bumping from page 10

This game seems crazy complex to me. Any video guides or something to explain it to me or learning from watching others.

Seriously, there's a three page PDF on making a character and it's knocking my brain.

it is quite rules-heavy, and the layout of the rulebook is probably the worst part of the game

the game is 95% identical to 3.pf, which is at least 80% the same as any other edition of D&D

there is no way around actually reading the book

character creation is simple if you follow the book: pick your race (and talent if human)m pick your specialty, buy attributes, pick your class, choose one feat, pick your interests, pick your skills, and spend your starting money

what part of this are you finding confusing?

>In this way, it's always fairly relevant
It's your Career Level -4, it's always noticeably behind passed level 1 or 2

>95% similar.

Don't tell lies, anonymous.

It's complex in that there are many rules, but each of those rules are relatively simple, it doesn't have shit like Pathfinder's 10 million modifiers on fall damage. In addition, the rules often follow predictable patterns. Stress damage, subdual damage, damage against an item, damage against a Standard (read: mook) NPC all follow the pattern of some sort of saving throw against 10+ 1/2 damage dealt.

Many situations are resolved with a simple opposed skill check, including grapple, bull rush (both Athletics), trip (Acrobatics), Bluff (Prestidigitation), Taunt, Anticipate (Sense Motive), and others.

It is complex, but simple once learned, and easy to learn.

Yeah, it's more that the presentation is exceptionally dense.
I remember having a real bitch of a time trying to figure out *exactly* how the Sneak Attack dice work on my first read-through.

I wish Fantasy Craft had a d20SRD-style hyperlinked rules cyclopedia.

You wont have to worry about AoOs in here, so that's a plus.

Thank you based user.

If you've played 3.5 or PF, you should already have a basic idea of how the game works. There's a couple more steps tacked on at character creation, but they largely come down to, "Pick an option from a list, write down the bonuses you get."

As said, the layout of the book is not the best. I know that I've had to flip through the book a couple of times to find things I was looking for. For instance, unlike in 3.5, not all of the base races you can play as are "humanoids". There's at least one beast, plant and construct. These all have serious benefits and some drawbacks, but their rules aren't located anywhere near the races' stat blocks. They're back in the section for writing up NPC and I believe they're called "types".

You'll have to forgive me, I didn't recall that it was four levels behind you. Isn't there an option/feat you can take that bumps it up to your current level?

You bring up a point that I missed earlier when discussing differences. Damage types work fundamentally different. For instance, fire damage always has a chance to set your opponent on fire, acid damage always burns for a couple of rounds, flash damage has a chance to blind, etc etc...

>You'll have to forgive me, I didn't recall that it was four levels behind you. Isn't there an option/feat you can take that bumps it up to your current level?
Well there's the Captain's game-breaker:
>Number One: At Level 14, your Personal Lieutenant’s Threat Level increases to your Career Level minus 1.

Otherwise you could just give them Veteran grades. This houserule actually came up somewhat recently on the official forum:

>I've reduced the XP value of Personal Lieutenants and Animal Partners by 5 and essentially gave them 4 levels of Veteran (8 XP value) instead to offset the -4 TL. Players still have the option to forgo the exchange to keep both the extra 5 XP and the -4 TL if they wish, but none of my players has actually done that.

>Coupled with dropping the x5 vitality for them, the effect I have seen at the table is they are more competent but more vulnerable. This has generally made them better in non-combat or support roles. They can fight, and quite adeptly, but they generally have about half the vitality of most PCs so don't have the staying power.

For context, this was posted in a discussion about special NPC hit points going too high, so the vitality thing references this:
>I give most special NPCs hit points equal to their TL * their health rating. And that is it, no times 5.

That seems like a fair enough work around. Even if you didn't want to houserule it as only being 5xp vs 8xp, there's nothing in the core rule book that says you can't buy Veteran grades for your companion.

To your second point, I've read a lot of folk complaining about Vitality bloat at higher levels, so I can see where this would be a good change. From my understanding, at higher levels, if you're dealing with the "core" Vitatlity stats, most melee builds focus on doing crits, so they can ignore Vitality entirely.

>cinematic play
Stop that post-modern cancer.

Honestly, it's about as "cinematic" as 3.5 is. As has previously been called out, the only thing that's "cinematic" is that durations have some sort of arbitrary narrative length as opposed to seconds and minutes.

I suppose you could argue that fighter types doing more than standing next to someone and swinging their weapon also makes combat more "visually" appealing.

So what is everyones fave bsm line/combo? Personally i like wrestling and knives

Definitely, I appreciate that from a DM's perspective. It can get a little rote and repetitive when you have to describe your fighter's greataxe hitting another opponent for the umpteenth time.

At least with tricks, there's a little more input from their end as to what they're trying to do or how they're doing it. I'm sure the players enjoy having options other than "full attack" as well.

It's not a BSM line, but I'm pretty enthusiastic about the way alternate races/species feats are handled.

If I had to choose a BSM line, I think it'd be either Shields or Flails.

the fencing line is the best by a clear margin

What do you like about the fencing line? Off the top of my head, I remember the Mastery feat giving one of those "Check if the standard enemy has a specific lower stat than you, if so, kill it." But a bunch of other weapon classes get those as well.

I think it's what people mentioned

>Based on 3.5
>Seems to expect experience with it I don't have
>Book needs tidying up

I'm a bit more of a visual learner when it comes to dealing with a large item. I'll admit I even needed some help making a 5e character, but I can do it just fine now. Is there a video about people playing this game like the DnD's have? Knowing my group, I'll end up running a game.

If someone has put up a video of them playing FC in a group, I'll eat my hat. I barely see people talk about this game outside of Veeky Forums and the Crafty Games forums, so if some YouTuber threw up a video, that'd probably be the most exposure the game ever got.

FAGGOT, IT'S BEEN FIXED FOR MONTHS. COULD YOU NOT EVEN CHECK?

>If you have the money and want to support the game
drivethrurpg.com/product/63884/Fantasy-Craft-Second-Printing

>If you want to try before you buy
mediafire.com/download/rscnai437ptu23k/FantasyCraft.torrent
mediafire.com/folder/nzs6xsnzbid4t/Fantasy_Craft
dropbox.com/sh/5dkzgw3cn842eyw/AACivEvWTEODXQgsjBPsHv8wa?dl=0

Other useful links:

>Errata & accessories
crafty-games.com/fantasy-craft-print-bundle/

>Web NPC builder
meadicus.plus.com/craftygames/npc-builder/NPCBuilder.html

>Custom PC Species creation guides
sletchweb.wikidot.com/fc-origin-creation

>Species feat creation guide & reference spreadsheet
crafty-games.com/forum/index.php?topic=8257.msg160117#msg160117

>Class design guidelines
crafty-games-fans.wikia.com/wiki/Class_Creation_Guidelines_(Mastercraft)

>Leaked Spellbound Preview
drive.google.com/file/d/0B7JqPtKRnUBYTkF0YlYxNllQN0hXY0V2c01xa1QzWGd6OF9J/view

Gimme a break, I searched for old threads and I used the info I could find.

That said, thanks for dumping it here.

I'll give you a break, because I went searching through the archives for FC threads recently and they were mostly tiny things that lived and died before I could find them. I dumped my new links in the last thread I saw, which I assumed was the last thread there was. Might have been another one between.

I tried to get my last tutorial session recorded, but the recording was trash. I'd be willing to try again if I could get three other people to sit on Discord with me for 3-4 hours and 'play' the pregen'd characters given them.

bump

Woah, wait, the print bundle's still available? Wasn't that a seasonal-only thing at first?

>tfw getting my real-life friends into FC and gearing up to run an almost completely underwater campaign

Yes, I am here, and making things go boom is still the most red thing to ever red in MtG, for real.

>Honestly, I don't know that FC needs all that much more content beyond Spellbound.
The only thing I'd really want to see in terms of official content after Spellbound would be some stuff for Industrial-era tech. Particularly the more advanced firearms, there have been several homebrew takes (some of them fairly decent), but with how delicate balancing high damage and rate of fire can be, it would be nice to have an official line on the matter.

Though really, that could probably fit in more of a small splat. Either extra material in a hypothetical Gunslinger CtA splat, or something outside the CtA line but of a similar size.

Holy shit we're doing FC threads again?

Is Spellbound finally out?

Great! Ya know, you led to a great discussion about original intent of a creation and if a creator is to close to thier subject to percieve or understand thier own personal bias and subliminal messaging. In the end I made it red for balance issues, but a part or me still belive it could be blue. And I think a part of you too :^)

Last I checked, nobody's kidnapped Pat and/or Alex and chained them up in a sweatshop to force them to do it at the expense of all else so... No

>tfw running one FC campaign and playing in another

I'd love to see some adventures and dungeons.

>tfw campaign I played in crashed and burned and the one I ran had all the players move away

Couldt you use spycraft for that maybe?

Weapon stats are one of the most significant points of departure between Spycraft and Fantasy Craft. Spycraft's weapons mechanics revolve around guns, while FC's do not.

Your could potentially convert Spycraft gun stats for FC, but there's no guarantee it'd be very balanced or satisfying to play.

True, but they have magic classes in spycraft, so it may be easier to use a industrius fantasy setting from there then adding more advanced guns to FC

I'd like more premade stuff like equipment, special non-magical items, monsters, etc. to help GMs with less time or experience designing their own for their own setting. A few more adventures would be nice too.

Rules-wise, maybe something that would make Edge more readily useful instead of requiring an entire build to revolve around it to be somewhat functional. Maybe that's just me but it always looks like those options need a long encounter to become usable before the end and then are still limited by their cost.

Any fun chars people have played? I made a hydra martial artist that specilized in using toxins. Incredibly inefficient, but fun all the same!

One of my players tried to minmax rather poorly with some kind of magic tattoo that provoked acid damage to enemies that attacked him (so any standard NPC that attacked him ended up having to save vs death at least once per round). Unfortunately it didn't do much to increase his own survivability and if memory serves he was pecked to death by a swarm of evil crows while caught in a net.

... It was fun for me to not have to keep track of acid damage anymore.

lazy druid charioteer: lancer for two animal companions, priest and/or paladin for path of beasts to bump up their threat level, and beastmaster to feed them exp and actions. works great until someone asks you to leave your lions at the door.

wizard with an unborn flesh crafted personal lieutenant is a painfully obvious cliche, but it works, and young frankenstein is exactly the right tone for fantasy craft

personal fav was probably the two-headed ogre gladiator that kept changing weapons because the two heads could never agree on which ones to use

Kek thats hilarious.

My current character is a mage whose mentor deliberately trained her wrong as a joke, indoctrinating her into thinking she's a magical girl. Super naive and idealistic, thinks her magic is literally fueled by love and friendship and shit when really it's just regular magic like every other mage uses with some cosmetic tweaks to the incantations and effects. Her mentor also set her up with a cutesy mascot familiar...actually a bakeneko that lost a wager with her mentor and is therefore forced to play along.

I use Magic Vestment I as my "transformation sequence" and mostly spam Magic Missile and Distract (ie, posing dramatically while spouting off cheesy magical girl cliches) in combat.

Has anyone had any good successes with "noncombat" characters in combat

Aha! Path of Beasts! That's what I was trying to think of: the option that increases Animal Companion's levels.