Acrobat 9 Pro Extended. I didn't experiment at all, though. It was just a simple conversion from a windows word doc.
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Maybe we should do some work for getting stats for heartless from KH.........I'm just saying because it will help one of the 2 games of this I run.
Cool, were just wondering :smallsmile:
Why not simply do it yourself? :smallconfused: It's your stuff, and I guess someone might be grateful if afterwards you post it in the homebrew thread. (On another note, it was discussed earlier that e.g. KH is "non-core" for the system, so I guess it's not 'bookable', but no one wants to stop your brewin!)
If you're running a Kingdom Hearts game then you might want to take a look at the unfinished Keymaster job I did on the homebrew thread [/shamelessplug]
I might think about statting up some heartless too.
I don't like Teamwork Attacks.
It should be this. Or this. Or, in a pinch, even like this.
Instead, I jotted it down as trading accuracy for evasion, and nullifying enemy special abilities. I want to expand on this and make it far more important, and I think I'm going to do so by...
A) Making enemy abilities far more important, varied, and dangerous. Add new ones and revise old ones to keep things streamlined and justify why Teamworks are essential to victory.
B) Reworking short range combat a little bit to allow for 'swarm' fighting, introducing enemies that - like D&D swarms - are literally dozens or even hundreds of individual creatures (or people!) that can surround and close in on the PCs. Fighting as a team in such situations would provide special, unique bonuses.
I don't know this is enough, but it'll have to be a start.
Dear Forum-Peeps,
Just wondering:
I've been a little inactive lately, and I fear I may have missed the newest update to the manual. Has it updated in the last few weeks?
Also, if it hasn't:
Dust, would you please grace us with a sampling of added... things in the new version you refered to in the past? Or amendments that no one mentioned but you discovered in your own benevolent eye?
...
This is more for the sake of my curiosity. If alot of things are being changed, feel free to say "Alot of sh*t, Creed. No shut the f*ck up."
Lots of <3,
Creed
Ah, Creed, you are clearly a master of wordplay. :smalltongue:
I have a question, when making a Limit Break, how does Area Effect interact with Drain HP? Do you half of all damage you do to all enemies in Medium Range? Or do you just gain half of the damage done to one person? It seems like it would be the first one, but that's a lot of HP to gain from one attack.
It's the first one, and yeah, it's going to be a lot of hp. I figure by the third level of limit breaks, you're going to get healed to full hp no matter what...
It also requires a critical hit when at 25% HP or lower, or three Destiny.
EDIT: I've thought about limit breaks a little. What do you think of an option to change one property in your old limit breaks every time you gain a new one (so, basically, you can change your fifth-level limit break twice and your fifteenth-level limit break once)?
Hey, there's a guy looking for a game to playtest (for free obviously), his thread is here:
http://www.giantitp.com/forums/showt...6#post10187556
@Dust: Are Paladins supposed to get instant action spells, or is that a typo like all the other mage classes saying their magic takes a standard action on their Innate ability?
Because that seems crazy powerful.
Edit: Apparently White Mages say Instant too, which makes me doubt whether this was a mistake. However I still say it's OP.
Magic is all Slow actions regardless of Job. I have no idea why it's all over the place like that. From way back on page 10:
I'm inclined to say that limit breaks aren't things that should be altered once created. In our first playtest game ever, one PC underwent a serious personality shift midway through the game. The character was an Undead blue mage who the party used to carry around in a ceramic jar when he got KO'd. His first limit break was a death-inducing attack with some pretty malicious flavor - when his character changed to full Hero Mode™ halfway through the game, we sat down and talked about the possibility of changing limit breaks because the first one no longer suited him. The consensus was that going back and changing the limit seemed....unfaithful to the character, in a way. Short of a LB no longer making SENSE for the character, we decided there's no reason Cloud should go back and turn his Omnislash into Omniheal simply because he crunched the numbers and realized the latter was better for min-maxing purposes.
But, like so many things, it's up to the GMs and players to decide on. Just not an option I plan on mentioning in the rules.
Area Effect/Drain HP is a legit combination. And least, for now. Limit Breaks are next on the list of stuff to re-test and review.
Dearest Creed,
You haven't missed anything. I've been working on a module and mussing with potential website hosting - truth be told, they're both distractions so that I don't have to dive back into the corebook right away. I have a word document that's six pages long of things to change and fix and add, but it is documented something like the following:
- wind geotrance should grant flight for geomancers
- gambler-specific legendary weapon; Fortune's Favor, arcane, grants bonuses based on the number of Bad Luck pnts gambler has accumulated?
- paradigm shifting, FFXIII-specific shared ability. Commando/ACC, Sentinel/ARM/M.ARM, Ravager/Damage, Synergist/???, Medic/HPregen/MPregen, Saboteur/penalties to enemies vs status effects
- FFVII-specific Graft, Mako Infusion
- Entertainers are friggin' overpowered as str-monkies that self-buff thanks to Knack. MAKE SURE NOBODY NOTICES. DISTRACT THEM WITH SHINY OBJECTS AND TIME MAGIC. Also, genius and madness is dumb and far too taxing on GMs. Replace it with...
- Pictomancy, creation of something out of nothing. Need a sword in a hurry? BAM, PAINTED. Feel like sketching a Pokémon to save the day? The world is your canvas, limited only by imagination.
- Samurai draw-out shouldn't miss
- Fighters need to be cooler, they're just way too situational right now, make them more well-rounded.
- Accessory - Sightless Bandana - +1 ACC, Auto-Blind, 100g
- Improved Arsenal needs to be fixed, right now monks can stack it with martial arts and be unstoppable
- fix Gungnir
- Find more ACC-reducing stuff to piss off ninjas =D =D
- Spells need to have neater elemental features; flavor and function. electricity uncontrollable, wind faster to cast, etc etc
- Fix Teamwork Attacks. How? Damned if I know, go watch three musketeers like 71 times.
- yet another typo in the improbable weapons section, one too many S-es. LRN2PROOFREED NUB
- provide a list of example Materia and their costs. The should also give a bonus to certain attributes and a detriment to others
- eventually, you're going to have to suck it up and play the new MMO in order to do a section about that. QUITCHER STALLIN'.
As you can probably imagine, this ends up making a gal's head hurt pretty quick. Six pages of that, compounded with the discoveries found in this thread, reports of endless typos, and a few neat ideas I may end up stealing from the homebrew section. :smallcool:
Lots of <3,
Dust
I meant just one or two changes throughout the character's career--not enough to drastically alter the limit breaks, but enough to get rid of a little overlap if the player changes their mind or feels like their character fits better with this. Alternatively, there could be overlap on one of their limit breaks, making their older one(s) obsolete or far less useful. Generally, that'll be true regardless, but it might be nice to be able to have:
Area Effect [5], Physical Attack [3], Elemental (Shadow) [2]
...for your first limit break, then change it to have another effect other than Physical Attack because their 25th-level limit break has that effect too.
Of course, that's not how limit breaks work in the games, but limit breaks in general don't work like they do in the games (VII had increasing damage requirements for higher-level limit breaks, while X had different modes for gaining overdrive points), so a little change like a one-time alteration seems fairly minor.
Anyway, I have some suggestions.
-Make a sword's piercing strike ability 1/encounter. Once per sessoin seems ridiculously weak.
-Legendary accessory for time mages
-Give characters like thieves and ninjas at least *some* reason to want more than 1 point in strength. I don't have any simple solutions for that, although I have played a game where ranged and concealed weapons were half based off strength, and half based of dexterity
-I think there should be more black magic than white magic and time magic. Why? Because many black magic abilities are identical besides the damage type.
-Specification whether synthesis can be used during character creation (even if that's up to the GM, I'd at least like to see the rules say that.)
-Make more choices for early weapon properties. The best option, by far, seems to be stat bonuses. Personally, I don't think stat bonuses of the same type should stack, but most people seem to love stacking.
-Guidelines for creating new jobs, maybe?
Nothing to see here, move on with your life. Section 31 does not exist.
I am the lizard king!
A L'cie job would be cool to see. Let me know if you end up with anything!
Here's a handfull of words for ya: FFXII Limit Break Concurrences...
However I'll note here that I'm in nowhere near as big of a hurry as anyone else might be (Especially the [expletive deleted] that made the comment about you being a noob that can't "proofreed")
'nother suggestion for the update is Limit Break Components that allow you to mimic Vincent from VII's limits, cos' transformation doesn't do it at all. Plus I'd add in a Special Ability component to limit breaks, like the weapon ability. Lots of players will homebrew their own components anyway, but it never hurts to explicitly state that that is fine, and even encouraged, in the system.
That would have been, um, me. http://www.websmileys.com/sm/happy/028.gif I have the bad habit of making my jot notes very candid and it amuses me to go back and read them like that.
Do you mean adding a new terrain type (wind)? Wouldn't that overlap with some of the other terrain?
Somehow an arcane weapon doesn't seem to fit thematically with a gambler.Quote:
gambler-specific legendary weapon; Fortune's Favor, arcane, grants bonuses based on the number of Bad Luck points gambler has accumulated?
Synergist would probably grant a damage or defensive bonus to allies or something. Sounds like a complicated ability. Maybe you only get two roles, and can take the ability again for two more?Quote:
paradigm shifting, FFXIII-specific shared ability. Commando/ACC, Sentinel/ARM/M.ARM, Ravager/Damage, Synergist/???, Medic/HPregen/MPregen, Saboteur/penalties to enemies vs status effects
Aren't they even more powerful as dex-monkies with concealed weapons?Quote:
Entertainers are friggin' overpowered as str-monkies that self-buff thanks to Knack. MAKE SURE NOBODY NOTICES. DISTRACT THEM WITH SHINY OBJECTS AND TIME MAGIC. Also, genius and madness is dumb and far too taxing on GMs. Replace it with...
And limited by the rules I hope. I'd hate to GM a game where the entertainer starts drawing legendary weapons at level one. Still, it's good to see this skill back.Quote:
Pictomancy, creation of something out of nothing. Need a sword in a hurry? BAM, PAINTED. Feel like sketching a Pokémon to save the day? The world is your canvas, limited only by imagination.
It can miss? Uh, well, good thing it won't be able to now!Quote:
Samurai draw-out shouldn't miss
Maybe some FFTA/FFTA2 warrior abilities.Quote:
Fighters need to be cooler, they're just way too situational right now, make them more well-rounded.
What is going through your devious mind right now?Quote:
Accessory - Sightless Bandana - +1 ACC, Auto-Blind, 100g
All abilities that increase damage by a step under certain conditions should not stack. Ever.Quote:
Improved Arsenal needs to be fixed, right now monks can stack it with martial arts and be unstoppable
Pirate themed accuracy reducing equipment. Yar.Quote:
Find more ACC-reducing stuff to piss off ninjas =D =D
Good thinking. Right now black magic doesn't have much variety.Quote:
Spells need to have neater elemental features; flavor and function. electricity uncontrollable, wind faster to cast, etc etc
I actually like where they're at right now. They *could* be more interesting, but I don't think that should be top priority.Quote:
Fix Teamwork Attacks. How? Damned if I know, go watch three musketeers like 71 times.
Is the FF7 section going to be 3x as big as all the others? :smallsmile:Quote:
provide a list of example Materia and their costs. The should also give a bonus to certain attributes and a detriment to others
Isn't that the only Final Fantasy games that the makers had to apologize for?Quote:
eventually, you're going to have to suck it up and play the new MMO in order to do a section about that. QUITCHER STALLIN'.
Well, we're here to help!Quote:
As you can probably imagine, this ends up making a gal's head hurt pretty quick. Six pages of that, compounded with the discoveries found in this thread, reports of endless typos, and a few neat ideas I may end up stealing from the homebrew section. :smallcool:
ORLY?
Pair of dice that you roll and the spots shoot lasers?
Endless pack of playing cards you throw Gambit style?
- Playing cards that you draw and the suit symbol jumps off the cards and smashed them in the face?
Comically large coin you flip and then supersizes and lands on the opponent?
Those aren't ranged weapons?
Perhaps the card throwing, but I don't see rolling some dice as a ranged weapon (despite what Elan thinks).