WhamBamSam
2012-11-20, 08:35 PM
Herein are the rules for my system of Fire Emblem pbp games. While most FE games on these forums base their mechanics on those of either FE6-8 or on FE9-10, I have a preference for the mechanics used in FE5, and made my own version of the rules to reflect that. Any comments or questions about the overall design are welcome.
The calculations used in FE5 can be found here (http://serenesforest.net/fe5/calculation.html). These are the calculations used in this system except as noted below.
The maximum hit rate is 100, not 99, and the minimum hit rate is 0, not 1.
Crit evade is equal to Luck, not Luck/2.
Support bonuses work as in the GBA games (http://serenesforest.net/fe8/support.htm). When two characters stand next to one another they gain support points equal to the number of bonuses their affinities have in common.
For the purposes of earning combat exp, all unpromoted classes which cannot use any combat weapon have class power of 1, all unpromoted classes which can only use bows have a class power of 2, all other unpromoted classes have a class power of 3, and all promoted classes have a class power of 4.
There is no fatigue system.
Also note that Serenes Forest refers to Con as Bld.
Character Creation
When creating your character, you get 45 Stat Points, 70 Growth points, and 15 Promotion points. You may take up to 5 Jeigan or Nino levels at character creation. Each Jeigan level reduces your growth points by 2, while each Nino level increases your growth points by 2. If you take three or more Jeigan levels, your character gains one leadership star.
Stat Points determine your character's base stats in HP, Str, Mag, Skl, Spd, Luck, Def, and Con (Note that Mag serves as both magical power and resistance). You may spend from 0-10 points in a given stat apart from Con, on which you may spend from 4-10 points. Additionally you may spend up to 5 points on your Pursuit Critical coefficient.
Your base HP is equal to 10+2n where n is the number of Stat Points spent on HP.
Your base value in each other stat is equal to the number of points spent on that stat.
Your pursuit critical coefficient (PCC) is equal to the number of points spent on it.
Growth Points determine your character's growth rates when leveling up. You may spend from 2-12 points on a given stat.
Each point spent on HP increases the growth rate by 10%.
Each point spent on Str, Mag, Skl, Spd, Luck, Def, or Con increases the growth rate by 5%.
Each point spent on Move increases the growth rate by 1%.
If a growth rate exceeds 100%, then the unit will gain either 1 or 2 points when leveling up. The chance of gaining 2 points is equal to (Growth Rate)-100%.
Promotion Points determine your character's stat bonuses when they change class. Each point can be used to give a +1 bonus to Str, Mag, Skl, Spd, Def, or Con. You can spend up to 6 points each on Str, Mag, Skl, Spd, and Def, and can spend up to 3 points on Con.
All units have a base movement of 5 and gain +1 Move upon promotion.
You may also add any of the following templates to your character.
Lord
All growth rates are increased by 5% except for Con and Move. You gain one leadership star at character creation and an additional leadership star upon promotion.
Mounted
Your character is mounted on a horse, pegasus, or wyvern. You may dismount or mount your steed as an attack-equivalent action. You must be dismounted while indoors. You gain Move +2 while mounted, but suffer Str -2, Mag -2, Skl -2, Spd -2, Def -2, and Move -1 when dismounted.
Magic User
You must choose this option in order to have proficiency in any form of magic or staves before promotion. Your HP growth is reduced by 20% to a minimum of 20% and your Def growth is reduced by 10% to a minimum of 10%.
Thief
You gain the Steal skill and may choose one of the following skills upon promotion: Any martial skill, Ambush, Bargain, Charisma, or Dance. You receive a lockpick included in your starting gear. Your base Con is reduced by 3 and your Con growth is reduced by 25% to a minimum of 10%. You may not take this template in addition to the Magic User template at character creation.
Magic Thief
Your Mag growth is reduced by 15% to a minimum of 10%. You can use Lockpicks and (if you have at least an E rank in staves) the Thief and Unlock staves. You must take the Magic User template in order to take this template.
Armored
You gain +2 base Def and +10% Def growth. Your Move is reduced by 1 and your movement growth is reduced by 3% to a minimum of 2%. You gain the Armored movement type unless you are mounted.
Next, choose weapon proficiencies for your character. A character is generally proficient in only one weapon before promotion. Those starting with staves get a C level proficiency. All others get a D level proficiency in their chosen weapon type. If your character has the Magic User template, you may choose instead to begin with E ranks in each of the three branches of Anima magic.
Upon promotion, a character gains 50 WEXP in their starting weapon type and gains additional weapon proficiencies. You may choose to either gain a D rank proficiency in one new weapon type, or E rank proficiencies in two new weapon types, or E rank proficiencies in each of the three branches of Anima magic. Note that the new proficiencies may be magical even if the character does not have the Magic User template.
An individual branch of Anima magic counts as a weapon type in its own right. For instance, a Magic user could start out with Wind D and no proficiency in Fire or Thunder.
Finally, choose your character's affinity for support bonuses. As noted above, supports work as in the GBA games.
All Stats cap at 25 except for HP which caps at 80.
With the exception of thieves, characters do not gain skills naturally. The GM should make skill scrolls available as is appropriate to the game in question. The list of skills from FE5 should serve as a reasonable baseline from which to work. Similarly, the lists of weapons that Serenes provides for FE5 should work in most cases, but some changes may be necessary (ie, the Hero Lance probably doesn't need +10 Luck given that it's no longer a prf weapon for Fin, and you'll want E rank tomes for Wind, Light, and Dark) and setting specific weapons are encouraged.
The calculations used in FE5 can be found here (http://serenesforest.net/fe5/calculation.html). These are the calculations used in this system except as noted below.
The maximum hit rate is 100, not 99, and the minimum hit rate is 0, not 1.
Crit evade is equal to Luck, not Luck/2.
Support bonuses work as in the GBA games (http://serenesforest.net/fe8/support.htm). When two characters stand next to one another they gain support points equal to the number of bonuses their affinities have in common.
For the purposes of earning combat exp, all unpromoted classes which cannot use any combat weapon have class power of 1, all unpromoted classes which can only use bows have a class power of 2, all other unpromoted classes have a class power of 3, and all promoted classes have a class power of 4.
There is no fatigue system.
Also note that Serenes Forest refers to Con as Bld.
Character Creation
When creating your character, you get 45 Stat Points, 70 Growth points, and 15 Promotion points. You may take up to 5 Jeigan or Nino levels at character creation. Each Jeigan level reduces your growth points by 2, while each Nino level increases your growth points by 2. If you take three or more Jeigan levels, your character gains one leadership star.
Stat Points determine your character's base stats in HP, Str, Mag, Skl, Spd, Luck, Def, and Con (Note that Mag serves as both magical power and resistance). You may spend from 0-10 points in a given stat apart from Con, on which you may spend from 4-10 points. Additionally you may spend up to 5 points on your Pursuit Critical coefficient.
Your base HP is equal to 10+2n where n is the number of Stat Points spent on HP.
Your base value in each other stat is equal to the number of points spent on that stat.
Your pursuit critical coefficient (PCC) is equal to the number of points spent on it.
Growth Points determine your character's growth rates when leveling up. You may spend from 2-12 points on a given stat.
Each point spent on HP increases the growth rate by 10%.
Each point spent on Str, Mag, Skl, Spd, Luck, Def, or Con increases the growth rate by 5%.
Each point spent on Move increases the growth rate by 1%.
If a growth rate exceeds 100%, then the unit will gain either 1 or 2 points when leveling up. The chance of gaining 2 points is equal to (Growth Rate)-100%.
Promotion Points determine your character's stat bonuses when they change class. Each point can be used to give a +1 bonus to Str, Mag, Skl, Spd, Def, or Con. You can spend up to 6 points each on Str, Mag, Skl, Spd, and Def, and can spend up to 3 points on Con.
All units have a base movement of 5 and gain +1 Move upon promotion.
You may also add any of the following templates to your character.
Lord
All growth rates are increased by 5% except for Con and Move. You gain one leadership star at character creation and an additional leadership star upon promotion.
Mounted
Your character is mounted on a horse, pegasus, or wyvern. You may dismount or mount your steed as an attack-equivalent action. You must be dismounted while indoors. You gain Move +2 while mounted, but suffer Str -2, Mag -2, Skl -2, Spd -2, Def -2, and Move -1 when dismounted.
Magic User
You must choose this option in order to have proficiency in any form of magic or staves before promotion. Your HP growth is reduced by 20% to a minimum of 20% and your Def growth is reduced by 10% to a minimum of 10%.
Thief
You gain the Steal skill and may choose one of the following skills upon promotion: Any martial skill, Ambush, Bargain, Charisma, or Dance. You receive a lockpick included in your starting gear. Your base Con is reduced by 3 and your Con growth is reduced by 25% to a minimum of 10%. You may not take this template in addition to the Magic User template at character creation.
Magic Thief
Your Mag growth is reduced by 15% to a minimum of 10%. You can use Lockpicks and (if you have at least an E rank in staves) the Thief and Unlock staves. You must take the Magic User template in order to take this template.
Armored
You gain +2 base Def and +10% Def growth. Your Move is reduced by 1 and your movement growth is reduced by 3% to a minimum of 2%. You gain the Armored movement type unless you are mounted.
Next, choose weapon proficiencies for your character. A character is generally proficient in only one weapon before promotion. Those starting with staves get a C level proficiency. All others get a D level proficiency in their chosen weapon type. If your character has the Magic User template, you may choose instead to begin with E ranks in each of the three branches of Anima magic.
Upon promotion, a character gains 50 WEXP in their starting weapon type and gains additional weapon proficiencies. You may choose to either gain a D rank proficiency in one new weapon type, or E rank proficiencies in two new weapon types, or E rank proficiencies in each of the three branches of Anima magic. Note that the new proficiencies may be magical even if the character does not have the Magic User template.
An individual branch of Anima magic counts as a weapon type in its own right. For instance, a Magic user could start out with Wind D and no proficiency in Fire or Thunder.
Finally, choose your character's affinity for support bonuses. As noted above, supports work as in the GBA games.
All Stats cap at 25 except for HP which caps at 80.
With the exception of thieves, characters do not gain skills naturally. The GM should make skill scrolls available as is appropriate to the game in question. The list of skills from FE5 should serve as a reasonable baseline from which to work. Similarly, the lists of weapons that Serenes provides for FE5 should work in most cases, but some changes may be necessary (ie, the Hero Lance probably doesn't need +10 Luck given that it's no longer a prf weapon for Fin, and you'll want E rank tomes for Wind, Light, and Dark) and setting specific weapons are encouraged.