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FASA Games, Inc. • Developer Blog: Creatures (Revisited)
Page 1 of 3

Developer Blog: Creatures (Revisited)

Posted: Wed May 13, 2015 12:14 am
by Mataxes
New Developer Blog!

Taking a second look at creatures.

http://www.fasagames.com/blog/?post_id= ... (revisited)

Re: Developer Blog: Creatures (Revisited)

Posted: Wed May 13, 2015 2:20 am
by Telarus_KSC
I really like this. The format flows very well, love the new Combat Options section.

Re: Developer Blog: Creatures (Revisited)

Posted: Wed May 13, 2015 6:06 am
by etherial
Not every chapter needs whiz-bang new features, but I like what you've done here.

Re: Developer Blog: Creatures (Revisited)

Posted: Wed May 13, 2015 7:11 am
by Sundahk
Good stuff Mataxes!

Format is better. Makes it easier to find stats at a glance (especially Attribute Steps - top to bottom works better IMO).
Creature specific Combat Options are a great addition! Utilizing extra attack successes in different ways gives combat more flavour, and offers fighters a few more options [our group had been considering similar house rules because the fighters saw the magicians using their extra Spellcasting successes/threads in different ways, while they were stuck using their additional successes for more damage. You've saved us the hassle :) ]. My players with Creature Lore will also be happy their skill now offers more than: "Roll to see if you know the name of this creature and whether it will lay eggs in your brain..."
Lastly, thanks for clearing up the distinction about which creatures can be animal companions. The Animal Bond disclaimer: "non-sentient, natural creatures" has always left things wide open to interpretation (Is a Globberog considered natural? Natural by what standard?).
Anyway, look forward to seeing more. Keep up the good work :thumbup:

Re: Developer Blog: Creatures (Revisited)

Posted: Wed May 13, 2015 11:21 am
by MaxLiao
I like it -- a great format that is easy to read and use in game.

While I understand with the 'more of the same' sentiment in general, I like the idea of updating former editions' creatures to 4th edition. I'm not sure any of my groups ever wants to see another Cave Crab; the one-armed T'Skrang Swordmaster most of all. ;)

Are there plans for publishing a sort of Creature Creation Guidelines? I'd be good with it or simply making my own anyway, but I've always been a fan following some sort of standard.

Re: Developer Blog: Creatures (Revisited)

Posted: Wed May 13, 2015 11:47 am
by Mataxes

Re: Developer Blog: Creatures (Revisited)

Posted: Thu May 14, 2015 1:30 am
by Roth
Cave Crab seems off.

PD of 10 versus 8th circle characters?
Typical 'attacking stat' will be step 7 'attacking talent' rank is 8, karma is nearly unlimited by that point, your around 18/19 before you start in with magic items, stat increases, group patterns, spells, and so on.
Same basic setup for damage.
Why not increase the loot rewards for the increased circle of the creature?

Espagra is a bit more of a challenge.

If you don't use the straight +mod and use the +step bonus the Thunder Beast will be a bruiser for a group to deal with, Step 30 damage at circle 5 against players can be brutal.

Re: Developer Blog: Creatures (Revisited)

Posted: Thu May 14, 2015 6:03 pm
by Baravakar

Re: Developer Blog: Creatures (Revisited)

Posted: Thu May 14, 2015 7:10 pm
by Mataxes
You don't need to. The indicated Steps are what you roll.

So "Tracking (8)" means the wolf rolls 2D6 on Tracking tests. (We've tried to cut back on using "ranks" for creature abilities.)

"Enhanced Sense [Smell] (2): Tracking" means that an adept using Borrow Sense on the wolf gains a +2 bonus to their own Tracking tests.

Edit to add:

With regard to the first point, yes. You have Attack Step (Damage Step) for each attack type.

Re: Developer Blog: Creatures (Revisited)

Posted: Fri May 15, 2015 11:42 am
by Baravakar