A Dance with Dragons
How is Fantasy craft different from 3.5 D&D? I know some of you are really unsure of what Fantasy craft is other than the fact that it’s based on d20/3.5. I thought I’d give a short list of how some things are different.
- Action Dice – Each character starts each session with a pool of action dice. Additional action dice may be gained from various character options, and as GM rewards for playing in character, taking chances (especially heroic ones), furthering the story, solving problems, entertaining the group, and otherwise improving everyone’s experience. Tell a joke, get an action dice. Do something cool/clever, get an action dice. Action dice may be spent in any of the following ways. Unless a rule says otherwise (such as the Sage’s wise counsel ability), characters may only use these options on themselves. There’s no reason to hoard action dice — all action dice not spent by the end of each gaming session are lost. If I am doing my job action dice should be flowing. You use Action Dice to boost a dice roll, to boost your defense, to heal your character, to activate a threat (rolling a 20), and to activate your opponents error (when I roll a 1)
- No attacks of opportunity – instead having enemies around you limits your movement.
- In D&D 4th you had free actions, minor actions, move actions and standard actions, and full round actions. In Fantasy craft it’s broken down into half actions and two half actions make a full round action. So movement is a half action, attacking is a half action (yes that means you can attack twice in a round), casting some spells is a half action, rolling a tumble skill is a half action. I forgot to mention that Fantasy craft uses free actions as well (eg. Shouting a warning to a teammate)
- Spellcasting is a skill roll. Casting a spell is made by making a Spellcasting skill roll with a DC that depends on the level of the spell being cast. You have a number of spell points that you use to cast spells (eg. a 4th level spell costs 4 points)
- Mages are healers. Playing a MAge means that you are very flexible, you might be a Mage with several offensive spells or you might be a Mage that focuses on healing magic. Priest can only heal depending on the Deity that they worship.
- Vitality and Wounds, not hit points. Fantasy Craft uses a system of Vitality and Wounds similiar to the Star Wars rpg. What is Vitality? It is a mixture of endurance, luck, and the will to fight, measuring a character’s ability to avoid injury. Losing vitality does not represent actual physical damage but rather combat fatigue, as it gradually becomes more difficult for the character to avoid being hurt. As a character’s vitality drops, he edges closer to exhaustion and the possibility of a nasty wound. If you take “damage” to your Vitality you aren’t really hit. What are wounds? It’s a direct measure of a character’s remaining vigor, measuring his ability to sustain injury. As a character’s wounds drop, he acquires abrasions, cuts, and eventually broken bones and worse. These points simulate the flow of an adventure epic, in which the heroes dive through endless ranks of the enemy before they suffer a single serious hit in a critical battle.