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Fantasy Craft (Anglais) Relié – septembre 2008

5.0 étoiles sur 5 1 commentaire client

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EUR 64,79 EUR 57,75
Relié, septembre 2008
EUR 73,88 EUR 40,84
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Fantasy Craft

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Format: Relié
Fantasy Craft est un superbe ouvrage, couverture cartonnée, pages conséquentes, et pour les fans du système D20, un magnifique melting pot de ce qui peut se faire de mieux en matière de boîte à outils (hormis le dKsystem).
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Amazon.com: HASH(0x8d41d234) étoiles sur 5 8 commentaires
14 internautes sur 15 ont trouvé ce commentaire utile 
HASH(0x8d3f9324) étoiles sur 5 Fantasy Craft Gives you back your freedom 25 septembre 2010
Par Karl D. Brown - Publié sur Amazon.com
Format: Relié Achat vérifié
There a a lot of reviews of this book online so I'll try to put my own spin on this.
Fantasy Craft combines the best of older games with the latest in game design. Don't get me wrong this is not an 'old school' game. Fantasy craft is state of the art. What I mean is that the core book gives you everything you need to play and takes the cuffs off allowing you to create a world and tweak the rules to suit your style of play. This is your game to make of it what you will, gone are the restrictions of rules ro suit one and only one provided setting, instead you get a toolbox. For those who want a world look at the Adventurer's Companion book or check out Wrymstone online.
Cover: the illustration focuses on combat and dungeons with no real hint of the world building and potential for social events and other kinds of play. Its good though.

Chapter 1 Hero: I never liked describing characters as heroes, what if you want to play someone like Bilbo? That niggle aside the options here will allow you to create almost any fantasy character in the modern-post tolkien era. All the core fantasy folk are here: Elves, dwarves, golems, giants, dragons...(rewind) wait giants? Dragons? Well yes. These odd species are balanced by thoughtful changes to the d20 rules elsewhere in the rules. Encumbrance and oversized weapons for example are altered so you no longer have to worry about balancing the super-strength of giants.

Chapter 2 Lore: this is all your skills feats etc. All of this has been really reworked. There are less skills covering more ground each and carefully divided to ensure the skills will see use in play.

Chapter 3 Grimoire: spellcasting as a skill and spells from spellpoints. No 'memorising' (unless you as a referee want it)

Chapter 4 Forge: This covers equipment but also the character's reputation and ways to call on it. Want to climb the social ladder? Use reputation to buy renown. Magic items are also downplayed compared to standard d20 putting the focus back on the characters. Just another way FC gets us closer to fantasy films, novels and myths than D&D.

Chapter 5 Combat: You don't NEED miniatures or a grid. You can use then if you like. Combat plays a little like AD&D 2 but without all the confusing bits. Also comnined with the skill rules everybody will have something to do in combat. Say your a coutrier/pollitician with a tiny knife, you can taunt, intimidate, offer advice etc right inside the core combat rules.

Chapter 6 Foes: a super fast way of generating all the monsters and NPCs you want and a good number of examples

Chapter 7 Worlds: Nice guidence for building a world (yes you have seen similar stuff before) followed by ways to tweak the rules to match your world. You don't have to have clerical magic, you can make combat more or less deadly, do you want stone-age or renaisance? are the characters struggling survivors or powerful heroes etc. After this advice on writing adventures.

Online: Still can't build what you want? Can't find someone to play with? want a sounding board? Fantasy craft is supported by fellow fans on the forums and wiki of the Crafty Games site. Come join us we're a friendly bunch.

Ok so I love this.
With that in mind what can't it do? Well FC can't do gritty simulation ala GURPS. FC suits a cinematic or fast paced narrativist style without being quite as avante-garde as say FATE. FC walks in the middle ground. Unlike Fate the rules do provide enough foundation for players and referees to share unfamiliar worlds. An FC game should have some fighting to get the most out of the system. Purely social/pollitical plots would work better in FATE.

Overall, a very solid game freakin' great at what it is designed to do.
10 internautes sur 11 ont trouvé ce commentaire utile 
HASH(0x8d5c1a08) étoiles sur 5 An Excellent and Imaginative Design 13 décembre 2009
Par Robert Grady - Publié sur Amazon.com
Format: Relié
Much of Fantasy Craft will be familiar to a D&D player, while a number of subsysystems are unique to Fantasy Craft. If you like the core d20 mechanics, and are a fan of adventure fantasy, I definitely recommend this book. It is ideal for those who like to tinker with world design and customizing a game system to fit that world. The only caution I make is that this is a big, thick book for big, thick play.
10 internautes sur 13 ont trouvé ce commentaire utile 
HASH(0x8d41b258) étoiles sur 5 The best fantasy d20 system so far 9 janvier 2010
Par Joseph L. Crow - Publié sur Amazon.com
Format: Relié Achat vérifié
I've been digging into the book for a few days, and I've gotta say this is probably the best iteration of the d20 ruleset I've found yet, even beating out True20 (which was holding the title 'til now). It's basically a reskinning of the core of the Spycraft rules for fantasy. It's wicked crunchy, but the rules hold together really well, and it addresses a lot of the stuff that ended up driving me away from core d20 a few years back. The mix of class and origin gives a lot more character flexibility than core d20 ever did. Now you can play dragons, giants, and "rootwalkers" (offbrand ents) from 1st level, without the ECL nonsense, or any of the other pseudo-balancing hacks that got developed to keep the craziness in check.

There's a bunch of character customization feats that let you build pretty much any of the stock Gygaxian fantasy races, or most of their derivatives. It's got the default stock Gygaxian fantasy setting assumptions, but it looks flexible enough to cover a lot of ground. Especially with the campaign qualities that let the GM adjust the rules for different setting assumptions like PC mortality, how permanent damage is, magic levels, all that kind of stuff.

The magic system looks like a pretty good spell point version, and clerical magic looks totally different (haven't gotten into that bit yet). The combat's a fairly standard d20 hack, with vitality/wound points and a defense trait with armor as Damage Reduction, and some supplementary damage tracks for subdual and stress damage. There's action points for player narrative control, activating crits and enemy fumbles, boosting rolls, and all that.

I'm interested in the wealth system hack. It's got a funky-looking little system for figuring out how much of your cash loot gets blown between adventures, and how much you can actually save, and what kind of lifestyle you lead when you're not killing critters and stealing from the dead. I wanna see how it plays out.

All told, I really like what I've read so far, and I can't wait to get it into play.
2 internautes sur 2 ont trouvé ce commentaire utile 
HASH(0x8d402a74) étoiles sur 5 Fantasy Craft is The Right Stuff 18 août 2011
Par Scott Stokes - Publié sur Amazon.com
Format: Relié Achat vérifié
This is the perfect D20 FRP game system. It is streamlined where it needs to be and is meaty everywhere else. There are literally hundreds of variations on each class. No 2 fighters will ever be the same. The class system is akin to the Spycraft system so if you are familiar with that, it will come as no surprise that this is even better.
The races are great as well with splinter groups and variations to make them all playable but each can be unique. The Rootwalkers seem to be the strangest race, that and drakes. But there are what you would expect. Should be interesting to see how it unfolds in a campaign.
There are about 11 classes and the basics are covered and again if you have played Spycraft you will see a few crossover classes that fit much better here. Also the cleric; what a neat idea and when you think about it, it is just the way a cleric should be.
The skills are much more streamlined, even more so then Spycraft or Pathfinder. The fighter gets a good # of skills and skill points to be useful.
The gear system is great and easy to use, as down time is handled really well. Magic Item creation seems pretty simple and we have yet to really get our teeth into it, but we will.
The rewards are great, with reputation and renown; you can buy favors, prizes, places to live, titles and various other things that characters can really enjoy getting and they are useful and not a burden to the player.
NPCs and monsters: For those of us familiar with Spycraft this will be no surprise that they follow that same scaling TL to caliber (Now called Menace). This of course helps balance your encounters. You can fight mastermind (Adversary) Dragons and Liches right at first level. Of course you will want to save those for a more juicy time but you get my point.

Well that is it. If you find an opportunity to play this system do. I absolutely love it.

HASH(0x8d8aa7bc) étoiles sur 5 I loved the way they handled races and character classes 9 octobre 2014
Par George F D'Amato - Publié sur Amazon.com
Format: Relié Achat vérifié
I purchased this book a couple of years ago as an electronic book. I loved the way they handled races and character classes. It is what I feel that D&D 3.5 and Pathfinder could have been. I highly recommend this book.
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