FantasyCraft Hardcover


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Any signs of this as of yet? If anyone has it can you give a bit of a review?

Scarab Sages

Lord Raptor wrote:
Any signs of this as of yet? If anyone has it can you give a bit of a review?

No hardcover yet, but the reviews on DriveThruRPG are pretty useful for the game in general.

http://rpg.drivethrustuff.com/product_reviews.php?products_id=63884

I think the book has only been available at GenCon so far.

Personally, I might wait for a second Printing so that some of the major errors are corrected. I'm a patient man and I'll be happy with the pdf until I get the book.

Cheers! :D


ComicJam wrote:
Lord Raptor wrote:
Any signs of this as of yet? If anyone has it can you give a bit of a review?

No hardcover yet, but the reviews on DriveThruRPG are pretty useful for the game in general.

FantasyCraft PDF

I think the book has only been available at GenCon so far.

Personally, I might wait for a second Printing so that some of the major errors are corrected. I'm a patient man and I'll be happy with the pdf until I get the book.

Cheers! :D

Linkified it for you.


This game looks pretty cool. I wish Pathfinder did something like this instead of sticking a tiny bandaid on the gaping chest wound that is 3.5 :P

Scarab Sages

Pop'N'Fresh wrote:
This game looks pretty cool. I wish Pathfinder did something like this instead of sticking a tiny bandaid on the gaping chest wound that is 3.5 :P

Fantasy Craft addresses all the things that I've always thought needed sorting... mostly. Here are the biggies:

- Vitality and Wounds (being wounded actually gives penalties!)

- Defense bonus as you increase in level (why was it only BAB in D&D?)

- Armour as DR (well, this is an odd part. IMHO armour should add to AC/Defense AND give DR)

Cheers! :D

Dark Archive

ComicJam wrote:
Pop'N'Fresh wrote:
This game looks pretty cool. I wish Pathfinder did something like this instead of sticking a tiny bandaid on the gaping chest wound that is 3.5 :P

Fantasy Craft addresses all the things that I've always thought needed sorting... mostly. Here are the biggies:

- Vitality and Wounds (being wounded actually gives penalties!)

- Defense bonus as you increase in level (why was it only BAB in D&D?)

- Armour as DR (well, this is an odd part. IMHO armour should add to AC/Defense AND give DR)

Cheers! :D

Hey, I've already done this basing my HR on the options of UA! And I've added the parry/dodge active defense maneuvers on top of that, too!

Scarab Sages

golem101 wrote:
Hey, I've already done this basing my HR on the options of UA! And I've added the parry/dodge active defense maneuvers on top of that, too!

I would do that myself, but now this is out I can save time! :)

Plus there is a player in the group who HATES house rules... :(

Cheers! :D


Does FantasyCraft use iterative attacks or spells per day/spell slots?

I'm thinking no, but can someone with the book confirm?


Pop'N'Fresh wrote:

Does FantasyCraft use iterative attacks or spells per day/spell slots?

I'm thinking no, but can someone with the book confirm?

I don't have the book, but the preview has the courtier class which has a BAB that goes up to +10 with no iterative attack listed. While not conclusive, it is suggestive.

Scarab Sages

I also don't have the book yet, so I'm not sure about the spell slots, but I definitely know that there are no iterative attacks. The designers have based in on Spycraft and have said that the 'no iterative attacks' and 'no attacks of opportunity' features have continued on into this system.

Cheers! :D

Dark Archive

Pop'N'Fresh wrote:

Does FantasyCraft use iterative attacks or spells per day/spell slots?

I'm thinking no, but can someone with the book confirm?

No iterative attacks, spells are "per scene" (sort of per encounter) and based off a single skill check.

Scarab Sages

Thanks for the heads-up Golem101!

Cheers! :D

Dark Archive

My pleasure. I'm that much of a compulsive collector when it comes to rulesets. :D


Picked this up and I must say that I like it!

Now to see if my group would be willing to give it a go.....hmmmm.

Dark Archive

Lord Raptor wrote:
Any signs of this as of yet? If anyone has it can you give a bit of a review?

FLGS notified me yesterday the distributors may have the books as early as next week.

Dark Archive

Pop'N'Fresh wrote:
This game looks pretty cool. I wish Pathfinder did something like this instead of sticking a tiny bandaid on the gaping chest wound that is 3.5 :P

Well, there's the current D&D system. ^_^

Check out the Rise of the Runelords for 4E AP over at 4E forums here to see how to translate the 3.x system to 4th.

Dark Archive

golem101 wrote:
Pop'N'Fresh wrote:

Does FantasyCraft use iterative attacks or spells per day/spell slots?

I'm thinking no, but can someone with the book confirm?

No iterative attacks, spells are "per scene" (sort of per encounter) and based off a single skill check.

FC PCs get "half moves", which they can move and attack, move-move, or [i]attack-attack[i]. Don't believe a shift, er, excuse me, a five-foot step is allowed in the latter.

Dark Archive

Pop'N'Fresh wrote:

Picked this up and I must say that I like it!

Now to see if my group would be willing to give it a go.....hmmmm.

There are conversion rules in the back of the FC book that discuss converting monsters from open-source to FC. Could you let us know how easy/hard it is?

Dark Archive

Here's a bunch of reviews and commments from various rpg.net threads:

It's like 3.9 edition. It uses essentially the same engine as 3.x, but everything has been seriously overhauled.

The list of classes/prestige classes (called expert/master classes here)

I don't have a copy of FantasyCraft, but was wondering, since this is SELL ON or SELL OFF - is how does it compare to PATHFINDER

Fantasy Craft is out from Crafty Games

FantasyCraft is... crunchy

mach1.9pants (who's also on the Paizo boards as well) summarized it best:

So all told IMO:

PfRPG = 3.5 with some rough edges shorn off. 95% backwards compatible with 3.5, little DM effort, easily done 'on-the-fly.
TB = 3.5 with less rough edges removed but more to make it fit into expectations that 4E have produced.* 85% backwards compatible with 3.5, small DM effort, doable 'on-the-fly.
FC = A very flexible d20 fantasy toolbox game not a 3E mod. 10% backwards compatible with 3.5, huge DM effort, feels familiar but is as almost a big a conversion job as to 4E.

Hope this helps! ^_^

Dark Archive

joela wrote:

Here's a bunch of reviews and commments from various rpg.net threads:

It's like 3.9 edition. It uses essentially the same engine as 3.x, but everything has been seriously overhauled.

The list of classes/prestige classes (called expert/master classes here)

I don't have a copy of FantasyCraft, but was wondering, since this is SELL ON or SELL OFF - is how does it compare to PATHFINDER

Fantasy Craft is out from Crafty Games

FantasyCraft is... crunchy

mach1.9pants (who's also on the Paizo boards as well) summarized it best:

So all told IMO:

PfRPG = 3.5 with some rough edges shorn off. 95% backwards compatible with 3.5, little DM effort, easily done 'on-the-fly.
TB = 3.5 with less rough edges removed but more to make it fit into expectations that 4E have produced.* 85% backwards compatible with 3.5, small DM effort, doable 'on-the-fly.
FC = A very flexible d20 fantasy toolbox game not a 3E mod. 10% backwards compatible with 3.5, huge DM effort, feels familiar but is as almost a big a conversion job as to 4E.

Hope this helps! ^_^

Here's even more stuff, including reviews:

Fantasy Craft: Crafty Games Steal My Heart Again

Fantasy Craft from Craft Games

Liberty's Edge

Well, I'm new here (first post) but I thought I would weigh in.

I have both the FC hardcover and PF Core RuleBook and love them both but I have to give the slight edge to FC as far as a system goes. Let it by known that there is NO setting information...at all...in FC. It's a PHB, DMG, and MM all in one book.

If I had to summarize as mach 1.9pants did I would say -

PF - 3.51 it has the rough edges shorn off. 95% backwards compatible with 3.5, little DM effort, easily done 'on-the-fly

FC - 3.75. While it's not exactly backwards fluidly backwards compatible with 3.5 conversion isn't all that difficult. Their NPC/Monster creation system is genius and can really remove some the the players ability to metagame, which I think is great.

Spells are "per scene" as golem101 stated each caster has spell points that are used to cast the spells and they are what refresh per scene and the higher level the spell the more points it costs to cast. As you would suspect there are Feats that allow you to increase your number of spell points. 0 level spells, like in PF, are free to cast.

There is also a big distinction between arcane and divine casters.

I will be using FC as a system but PF as a setting when I don't want to put the work into my homebrew as (you well know) most of the PF Campaign materials border on genius.

That's my two cents.

Thanks!
Mrk


joela wrote:

Here's a bunch of reviews and commments from various rpg.net threads:

***Snip***
Here's even more stuff, including reviews:

***Snip again***
Fantasy Craft from Craft Games

I wrote said above review...

Wow. It's a lot of crunch in a little, teeny-weeny package. I've played both Spycraft (1.0 and 2.0), as well as started a little PBEM for FantasyCraft. There is sooo much you can do with it. It really is an engine for anything you want to run. I will go so far as to say that the SpyCraft/FantasyCraft engine can be used to run ANYTHING you want, your way. Like PF, they have a lot of community involvement, and many of their boards' members are wonderful and nice when you have a question or rules clarification needed. (Let alone one of the Crafty team answering your questions... as has happened to me on a couple of occasions).

I have a few errors in my review, mainly that it was my first read through it. It's one of the few D20 books I've read cover to cover to try and get it right, and then delved through it again (I did the same with Pathfinder, BTW, although I'm still working on the beastiary). They really did a bang up job with the book.

I will reiterate that it is NOT core D20. I'd say it's in the neighborhood of 10-20% compatible. They gave up compatibility for ultimate flexibility. Yes, Virginia, you can run the sorcerers and devil worshippers of Cheliax meeting the Dragon Empire of Dragonstar fame, and then go defeat the emperor in a galaxy far, far away. (A little over the top there, but you can do exactly that and more with their system).

/d

Dark Archive

MrkMllr wrote:
I will be using FC as a system but PF as a setting when I don't want to put the work into my homebrew as (you well know) most of the PF Campaign materials border on genius.

I've been really tempted to do the same.

Unfortunately (for my tastes) the races/classes/divine-arcane magic system weren't so fitting, and being unwilling to devote so much time and resources to custom building alternatives, I've resorted to plundering heavily from FC to upgrade my own d20 homebrewed system (loosely based on PFRPG).
The heavy emphasis on action dice - even for DMs! - is a very nice mechanic to defuse the magic items stockpiling bomb.

The one thing I'll sorely miss is the upgrade/downgrade "on the fly" system for creatures, which is unbeliavably brilliant. Maybe, one day I'll have the time and hubris to try a conversion. A man can dream. ;)

However, if you're looking for a good, robust fantasy system without the clutter of the 3.X and if 4E isn't of your liking, FC is the way to go.

Scarab Sages

FC is a work of genius. The only problem is that you cannot use the d20 sourcebooks easily (a 'problem' for a player in my group) :S

Cheers! :D

Dark Archive

Has anyone seen/worked on translating Paizo APs/mod/PFS scenarios over to the FC system?

Liberty's Edge

joela wrote:
Has anyone seen/worked on translating Paizo APs/mod/PFS scenarios over to the FC system?

I started running Runelords on the Crafty board, but it's stalled. I'll be starting again soon, and hopefully it'll recover (PbP games tend to die ignominiously there).

We got through the Goblin raid, straight conversion of the goblins came out pretty weak, but they were easy to beef up (love the NPC system). I wrote up Desna and Irori, but no one took Priest or the Blessed feat. Yes, there are no Priests. No Mages either. One player took Gifted so he has a handful of Level 0 spells. Didn't seem to hurt them as they slaughtered 15 goblins, the Warchanter, the Commando, and his little dog. The one Soldier got a bit beat up do to some foolhardy bravado and bad rolls.

The Warchanter's whip and trip focus caused some cursing, and the archer characters were not fond of the Commando's Polearm feats. :)

The one thing to be careful of is that Fantasy Craft really is almost nothing like 3.0 (which it's descended from) or 3.5. Things that challenge players in D&D don't necessarily do so in the same way in FC. Familiarity with FC and striving to capture the feel of an scene is far more important then trying to copy the numbers and details.


Just recently purchased this.

INTITIAL THOUGHTS

- NPC Design is well-thought out.
- PC options are varied and flexible.
- Love some of the blatant changes (spell points, wounds/vitality, DR, strong differentation between a mage and a priest, more open-ended character concepts)

Also, I think that you could fairly easily convert 3.5/PF modules over . . .

For a bit, I was planning on running RotR with this. I still may. But one of the best parts of the book is the World-building and Adventure design chapter . . . the game practically begs you to make your own world, monsters, and adventures.

Either way, as I get more familiar with the system and play it (character creation next week), I will post my thoughts here.

In return, I'd love to hear other's, more recent, thoughts. Especially anyone who's kept the PF setting but changed the system.

Matt

Dark Archive

I have recently picked up the revised second printing (that comes with a bunch of neat changes) and the Adventure Companion, that features three different settings (all of them quite interesting) and a lot of crunchy addons - two new base classes, a bunch of expert classes and even some awe-inspiring master classes.
Some of the new feats and specialties/talents round up nicely the classic fantasy archetypes and tropes (including half-races, sorely missing from the core book).

I am quite tempted to run a couple of Golarion based games, maybe converting some adventures such as the ones set in the Darkmoon Vale area, starting from the classic Hollow's Last Hope.
I feel that GM's action dice will be a lot of fun during the scenes of Carnival of Tears...

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