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Fantasycraft and 3x

Started by PulpHerb, January 03, 2023, 12:07:04 PM

Previous topic - Next topic

Shrieking Banshee

Quote from: tenbones on January 05, 2023, 01:15:07 AMDepends on what you mean by "prepwork".

Monsters (3e monsters are notoriously hard to run) and I guess also player expectations. 3e just makes players too powerful in the tools it expects them to have, even outside of combat.

PulpHerb

Quote from: Shrieking Banshee on January 05, 2023, 11:36:17 AM
Quote from: tenbones on January 05, 2023, 01:15:07 AMDepends on what you mean by "prepwork".

Monsters (3e monsters are notoriously hard to run) and I guess also player expectations. 3e just makes players too powerful in the tools it expects them to have, even outside of combat.

The Alexandrian did a good post (and some follow-ups) on applying 4e style to 3e stat blocks, arguing that fixed a lot of the 3e issue:

https://thealexandrian.net/wordpress/2724/roleplaying-games/does-format-matter-a-response

PulpHerb

Quote from: tenbones on January 03, 2023, 02:17:19 PM

1) It's not hard *at all* to convert 3.x material to Fantasycraft. The rules to do so are in the book on page 295.
2) The ability to create your own content can be done, they used to have a chart on their forums for point values etc. Not sure if it's still there. But yes, you could create literally anything in 3.x and probably a lot more and it would run perfectly fine in FC.

Sadly, that chart is gone.

What about designing expert and master classes (which look closer to what prestige classes were originally supposed to be) as well as PC races? Easy enough to balance (especially if I can find said chart)?

tenbones


Brad

Why does this thread get made every couple years, forcing me to dig out my FC and Spycraft books? Only this time in my massive, massive purge/dump of literally several hundred books last year, I seem to have finally gotten rid of those...
It takes considerable knowledge just to realize the extent of your own ignorance.

tenbones

HAHAHAHAH I did the same thing! When I started looking for the FantasyCraft Database which had all the creation tables in it - I kept running across forum posts I made over a decade ago.

Now I'm sitting here- supposed to be in my post-Yoga shower, reading my FantasyCraft book like a dummy... and loving every minute of it.


Edit: SADLY I can't find the Database anywhere. My heart breaks a little. So much greatness in there. I need to find the guys that made it. Crafty doesn't even seem to maintain a forum anymore.

tenbones

Okay I my Googlefu is on point... I may have found it...

These are the templates for creating Classes, Expert Classes etc.

Base Classes

Bass Classes have 20 levels and are accessible to Player Characters beginning at Career Level 1.

Base class information/formating includes 4 main sections: Introduction, Class Features, Class Abilities (including a core ability) and a class progression table.

The Introduction is the class name followed by a written description, including themes and influences. A bulleted list provides 5 examples of archetypical characters built with this class. This section also indicates the class' intended Party Role (Backer, Combatant, Solver, Specialist, Talker, Wildcard). Classes offering a hybrid of these roles list all roles seperated by slashes, with the more predominanent roles listed first.

Class Features include Requirements (optional), Favored Attributes, Class Skills, Skill Points, Vitality, and Starting Proficiencies. This section also indicates special modifiers like Caster, granting the character Casting Levels as they advance in this class.

Requirements are optional and generally used to indicate a class is based on the presence of a particular campaign quality.

Class Skills, Skill Points, and Vitality are linked into specific sets with three possible combinations:

Class skills: list of 12; Skill points: 8 + Int mod ; Vitality 6 + Con mod; Starting Proficiences: 1

Class skills: list of 10; Skill points: 6 + Int mod ; Vitality 9 + Con mod; Starting Proficiences: 1

Class skills: list of 8; Skill points: 4 + Int mod ; Vitality 12 + Con mod; Starting Proficiences: 1

Base Class skill lists always include the Notice skill.

Starting Proficiencies range from 2 to 6 and are the sum of proficiencies granted by skill/vitalty template and BAB progression (see below).

Class Abilities are the various non-numerical benefits the class offers as charaters gain levels in the class. The class' Core Ability is called out at the begining of this section under its own header.

Base Class Abilities follow a strict skeleton:

1 - A, Core
2 - B1
3 - C1
4 - D1
5 - C2
6 - F1
7- C3
8 - D2
9 - C4, F2
10 - H1
11 - B2, C5
12 - D3, F3
13 - C6
14 - G (gamebreaker)
15 - C7, F4
16- D4
17 - C8
18 - C4, F5
19 - C9
20 - H2

The Class Progression table has column for Class Level, 8 or 9 progressions (the 9th progression is used for spell points or other oprional systems), and a column for listing Class Abilities in context with class level.

Class progressions are created by distributing 8 design points between the 8 (or 9) progession columns. 0 points is refered to as 'low progression', 1 point grants 'medium progression', and 2 points grants 'high progression'.

Base Attack Bonus. Low progression +0 to +10 (+1 starting proficiency). Medium progression +0 to +15 (+2 starting proficiencies). High progression +1 to +20 (+3 starting proficiencies).

Saves (Fortitude, Reflex, Will). Low progression +0 to +6. Medium progression +1 to +9. High progression +2 to +12.

Defense. Low progression +0 to +8. Medium progression +1 to +12. High progression +2 to +16.

Initiative Bonus. Low progression +0 to +6. Medium progression +1 to +12. High progression +2 to +18.

Lifestyle. Low progression +0 to +6. Medium progression +1 to +9. High progression +2 to +12.

Legend. Low progression +0 to +5. Medium progression +1 to +10. High progression +1 to +15.

Spell Points. Low progression none. Medium progression 1 per level. High progression 2 per level.

Armchair Gamer

Quote from: tenbones on January 05, 2023, 04:12:57 PM
Edit: SADLY I can't find the Database anywhere. My heart breaks a little. So much greatness in there. I need to find the guys that made it. Crafty doesn't even seem to maintain a forum anymore.

  Crafty shut down more or less all their website stuff about a month back--I know because they moved my Call to Arms bundle over to DTRPG. (And I'd better make sure that's backed up, what with today's news.)

tenbones

Expert Classes

Expert Classes have 10 levels and are accessible to Player Characters beginning at Career Level 5 (some character options may allow entry at Career Level 4).

Expert class information/formating includes 4 main sections: Introduction, Class Features, Class Abilities (including a core ability) and a Class Progression table.

The Introduction is the class name followed by a written description, including themes and influences. A bulleted list provides 5 examples of archetypical characters built with this class. This section also indicates the class' intended Party Role (Backer, Combatant, Solver, Specialist, Talker, Wildcard). Classes offering a hybrid of these roles list all roles seperated by slashes, with the more predominanent roles listed first.

Class Features include Requirements, Favored Attributes, Class Skills, Skill Points, Vitality, and Starting Proficiencies. This section also indicates special modifiers like Caster, granting the character Casting Levels as they advance in this class.

Requirements are indicate character options that must be required prior to acquiring levels in this class. Requirements utilize a 5 design point sytem and are primarily to ensure that class mechanics have a proper foundation to function (i.e. classes granting a second tier feat often require the first tier feat as a requirement).

Class Skills, Skill Points, and Vitality are linked into specific sets with three possible combinations:

Class skills: list of 12; Skill points: 8 + Int mod ; Vitality 6 + Con mod

Class skills: list of 10; Skill points: 6 + Int mod ; Vitality 9 + Con mod

Class skills: list of 8; Skill points: 4 + Int mod ; Vitality 12 + Con mod

Expert classes do not provide starting proficiencies.

Class Abilities are the various non-numerical benefits the class offers as charaters gain levels in the class. The class' Core Ability is called out at the begining of this section under its own header.

Expert Class Abilities follow a strict skeleton:

1 - A, Core
2 - B1
3 - C1
4 - D1, E
5 - C2
6 - F
7- B2, C3
8 - D2, G
9 - C4
10 - H ("gamebreaer")

The Class Progression table has column for Class Level, 8 or 9 progressions (the 9th progression is used for spell points or other oprional systems), and a column for listing Class Abilities in context with class level.

Class progressions are created by distributing 8 design points between the 8 (or 9) progession columns. 0 points is refered to as 'low progression', 1 point grants 'medium progression', and 2 points grants 'high progression'.

Base Attack Bonus. Low progression +0 to +5. Medium progression +0 to +7. High progression +1 to +10.

Saves (Fortitude, Reflex, Will). Low progression +0 to +3. Medium progression +1 to +5. High progression +2 to +7.

Defense. Low progression +0 to +4. Medium progression +1 to +6. High progression +2 to +9.

Initiative Bonus. Low progression +0 to +3. Medium progression +1 to +6. High progression +2 to +10.

Lifestyle. Low progression +0 to +3. Medium progression +1 to +5. High progression +2 to +7.

Legend. Low progression +0 to +3. Medium progression +1 to +5. High progression +1 to +8.

Spell Points. Low progression none. Medium progression 1 per level. High progression 2 per level.

tenbones

Master Classes

Master Classes have 5 levels and are accessible to Player Characters beginning at Career Level 10 (some character options may allow entry at Career Level 9).

Master class information/formating includes 4 main sections: Introduction, Class Features, Class Abilities, and a Class Progression table.

The Introduction is the class name followed by a written description, including themes and influences. A bulleted list provides 5 examples of archetypical characters built with this class. This section also indicates the class' intended Party Role (Backer, Combatant, Solver, Specialist, Talker, Wildcard). Classes offering a hybrid of these roles list all roles seperated by slashes, with the more predominanent roles listed first.

Class Features include Requirements, Favored Attributes, Class Skills, Skill Points, Vitality, and Starting Proficiencies. This section also indicates special modifiers like Caster, granting the character Casting Levels as they advance in this class.

Requirements are indicate character options that must be required prior to acquiring levels in this class. Requirements utilize a 7 design point sytem and are primarily to ensure that class mechanics have a proper foundation to function (i.e. classes granting a second iter feat often require the first tier feat as a requirement).

Class Skills, Skill Points, and Vitality are linked into specific sets with three possible combinations:

Class skills: list of 12; Skill points: 8 + Int mod ; Vitality 6 + Con mod

Class skills: list of 10; Skill points: 6 + Int mod ; Vitality 9 + Con mod

Class skills: list of 8; Skill points: 4 + Int mod ; Vitality 12 + Con mod

Master classes do not provide starting proficiencies.

Continuity. Some Master Classes have the conitnuity ability which reduces the number of skills in the skill list by 2.

Class Abilities are the various non-numerical benefits the class offers as charaters gain levels in the class. Master Classes do not feature a core ability.

Master Class Abilities follow a strict skeleton:

1 - A, B1
2 - C
3 - D
4 - B2, E
5 - F (gamebreaker)

The Class Progression table has column for Class Level, 8 or 9 progressions (the 9th progression is used for spell points or other oprional systems), and a column for listing Class Abilities in context with class level.

Class progressions are created by distributing 8 design points between the 8 (or 9) progession columns. 0 points is refered to as 'low progression', 1 point grants 'medium progression', and 2 points grants 'high progression'.

Base Attack Bonus. Low progression +0 to +2. Medium progression +0 to +3. High progression +1 to +5.

Saves (Fortitude, Reflex, Will). Low progression +0 to +1. Medium progression +1 to +3. High progression +2 to +4.

Defense. Low progression +0 to +2. Medium progression +1 to +3. High progression +2 to +5.

Initiative Bonus. Low progression +0 to +1. Medium progression +1 to +3. High progression +2 to +5.

Lifestyle. Low progression +0 to +1. Medium progression +1 to +3. High progression +2 to +4.

Legend. Low progression +0 to +1. Medium progression +1 to +3. High progression +1 to +4.

Spell Points. Low progression none. Medium progression 1 per level. High progression 2 per level.

PulpHerb

Quote from: tenbones on January 05, 2023, 04:38:18 PM
Okay I my Googlefu is on point... I may have found it...

These are the templates for creating Classes, Expert Classes etc.


Thank you, my Google Fu and Archive.org Fu was failing me.

tenbones

you should be able to backwards engineer from those templates and the main book any kind of class you can imagine. Simply plug and play everything.


Aglondir

#27
Quote from: tenbones on January 05, 2023, 04:12:57 PMCrafty doesn't even seem to maintain a forum anymore.
Looks like they shut it down last year.  No FC at their store either-- it sends you to Drive-Thru.

Brad

Since I have the PDFs, might just print one out to peruse...what IS the actual difference between 1st and 2nd printings?
It takes considerable knowledge just to realize the extent of your own ignorance.

PulpHerb

Archive has the database, although I'm not sure how complete:

https://web.archive.org/web/20110221022211/http://www.fantasycraftdb.com/