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Darkholme wrote:

However; I'm starting to get more and more dissatisfied about the level of prep work that goes into running the game. It's considerably higher than in the other games I've been running or playing lately, and I'm starting to dread more and more the prospect of running the system. I'll be wrapping up my current campaign in the next 3 weeks or so, and I am thinking about avoiding GMing pathfinder for a good long while afterward.

I hear you. I am still undecided between using Pathfinder or Fantasy Craft for my upcoming fantasy campaign (after several years of break due to wife, kids, and other such life changing events). And prep time is now a big issue.

Pathfinder is a familiar and well supported system, but one big advantage of Fantasy Craft is the ease to prep the game, especially when it comes to NPC creation. With the system, its amazignly easy to create an NPC and then, all you need to do is adjust it to the level of your group.

This web site makes things even easier: http://www.meadicus.plus.com/craftygames/npc-builder/NPCBuilder.html

I wonder if there would be an easy way to use the Fantasy Craft NPC creation system and translate it to Pathfinder.

For example, a Pathfinder Bugbear is:

Bugbear CR 2
XP 600
CE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., scent; Perception +8
Defense
AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +3
natural, +1 shield)
hp 16 (3d8+3)
Fort +2, Ref +4, Will +1
Offense
Speed 30 ft.
Melee morningstar +5 (1d8+3)
Ranged javelin +3 (1d6+3)
Statistics
Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9
Base Atk +2; CMB +5; CMD 16
Feats Intimidating Prowess, Skill Focus (Perception)
Skills Intimidate +8, Perception +8, Stealth +10; Racial
Modifiers +4 Intimidate, +4 Stealth
SQ stalker
Languages Common, Goblin

A comparative Fantasy Craft Bugbear would be (for a "CR 2" encounter):

Bugbear (Medium Folk Walker — 40 XP): TL: 2
Str: 14/+2; Dex: 10/+0; Con: 12/+1; Int: 10/+0; Wis: 10/+0; Cha: 9/-1;
Init: +1=1+0(dex) Melee: +4=2+2(str) Fort: +3=2+1(con)
Health: +3=2+1(con) ~ 40/12 Ranged: +2=2+0(dex) Ref: +2=2+0(dex)
Def: 11=10+1+0(dex) Comp: +1 Will: +2=2+0(wis)
Size: Medium (1×1); Reach: 1; Speed: 30 ft. ground;
Skills: Athletics III (Str) +7 = 5+2; Notice III (Wis) +5 = 5+0; Survival III (Wis) +5 = 5+0
Qualities: damage reduction I, darkvision I, feat, improved sense (hearing), swarm, veteran I.
Attacks: Mace (dmg 1d8+2 lethal; threat 20; qualities: AP 4), hide shield (dmg 1d3+2 subdual; threat 20; qualities: guard +2), Net (dmg —; threat —; range 10 ft. × 3; qualities: cord, trip)
Gear: Partial leather armor with light fittings (DR 2; Resist Fire 3; DP –1; ACP –1; Spd —; Disguise –4)
Treasure: 1A, 1G

Obviously the Xp value/reward would have to be adapted but other then that it looks quite balanced. And in addition, it would allow easy access to the "mook" option of Fantasy Craft that are using damage saves instead of HPs.

What do you think?


Sicktabou wrote:

Does the Alchemist count as an arcane spellcaster with regards to the Spell Failure?

What about bards?

Nevermind...

Drinking a potion is probably not a "complicated gesture"

___________________________________
Arcane Spells and Armor

Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

___________________________________


Does the Alchemist count as an arcane spellcaster with regards to the Spell Failure?

What about bards?


Hello all,

I am about to start a campaign with 3 players and so far none of them want to play a healer.

The plan is to have the players at level 1 as none of us played Pathfinder before so I want to start from scratch.

Considering the low level of the players, I don't think I should have healing potions flying around like its beer on St-Patrick's day.

Any suggestions?

Because HPs are described as a sum of wounds, fatigue and will to fight, I was considering something in the line of:

- After each fight, followed by a short break (eating, drinking)

- Each player roll, for each of his level [Career HD - Con mod]

- The remaining is the instant damage healed. This represents the fatigue and will to fight that are recovered.

So a level 7 fighter with a constitution of 16 (+3) would roll: 7d10-21

Would that make sense?

Is it overpowered?

Anyone has something to propose?