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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Dust View Post
    I hope a set of balance/typo fixes and general system improvement won't generate more to critique!
    That's technically not what I said, and not what I meant.

    I meant that once you got done with an update, we'd look through it, find more, and point it out. It's likely that you'll miss some ideas being thrown about.

    Quote Originally Posted by Mecharious View Post
    ...We justify the strength helping ranged guns because it would help prevent recoil...
    As opposed to Barret's cannonball weapon?
    Last edited by Temotei; 2010-12-04 at 07:20 PM.
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Dust View Post
    Starting as an Android with two Heavy Arms is entirely legal if you really wanted 14 STR. It allows you to push the cap higher at the cost of your other attributes, as you mentioned. Same thing with the better version of the same item; +8 STR at the cost of -8 DEX.
    The downside, of course, is that enemies can damage both your arms, leaving you basically limbless in combat. While I kind of enjoy the idea of an android monk arguing with a GM that he should be able to use Improbable Weapons with his feet by kicking stuff at his enemies, it's a dangerous double-edged sword for min-maxers. Personally, I think you'd have to be crazy to submit a character to your GM with easily-destroyed robot arms.

    Having a Tier 2 weapon at first level is easy to do.
    Well what about having the auto repair graft also....its for an arena thing where you just fight monsters. No way this would get into the story. The arena is for min maxers and munchins to play around with builds.

    Hell when I leveld(twice) I upped my dex so I'm not so gimped for acc or eva.
    Its the lower levels that suck with this build do to lack of acc.
    Last edited by wiimanclassic; 2010-12-04 at 07:38 PM.

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Temotei View Post
    As opposed to Barret's cannonball weapon?
    By ranged I meant they were part of the ranged category. I didn't mean to imply there are non-ranged guns... although...
    Check out the Final Fantasy d6 System by Dust.
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    Default Re: Final Fantasy d6 (Complete System)

    Hm, Dust, I don't know if this has been brought up before, but the Time Mage spell Meteorite says it's a single target spell, but damages all enemies.
    Check out the Final Fantasy d6 System by Dust.
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    Default Re: Final Fantasy d6 (Complete System)

    NOW, something that Should be looked at is Comet. I mean, it's not like I don't love the spell, and not like I'm not all for Total Interdimensional Massacre, but as a rank 3 spell Comet is said to be... 1d6 strikes at 7xINT... EACH? To all enemies?! This, madam, this is not kosher.

    "Comet causes 1d6 meteors to damage foes; each strike inflicts (INT x 7) + 2d6 nonelemental damage to all enemies."
    Edit: Oh, and the page before that, Gravity says it uses the... STR rating? Not that it's completely illogical, but is it correct?
    Last edited by Unrest; 2010-12-06 at 05:13 PM.

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    Default Re: Final Fantasy d6 (Complete System)

    *Looks at comet*

    Yeaaaaaaaah, that can't be right. Tier 3 Black magic spells do less damage and only get one strike.
    Check out the Final Fantasy d6 System by Dust.
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Unrest View Post
    Total Interdimensional Massacre
    Heh. Tim. That's my name.
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Mecharious View Post
    *Looks at comet*

    Yeaaaaaaaah, that can't be right. Tier 3 Black magic spells do less damage and only get one strike.
    Yeah, that's clearly an issue and a typo. Same with Meteorite.

    The Gravity/Gravija spells using STR is not.

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Temotei View Post
    Heh. Tim. That's my name.
    Gary Gygax my witness, I were trying to arrange the words around so that the acronym would be TIMMY. He knows I tried.

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Unrest View Post
    Gary Gygax my witness, I were trying to arrange the words around so that the acronym would be TIMMY. He knows I tried.
    *pulls out the holy symbol of Gygax (a d20 with 20's on every face)*
    Greetings, Brother of the Faith!
    Gygax blesses your acronymic attempts!
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Unrest View Post
    Gary Gygax my witness, I were trying to arrange the words around so that the acronym would be TIMMY. He knows I tried.
    Total Interdimensional Massacre Makes Yams.
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Temotei View Post
    Total Interdimensional Massacre Melts Yetis.
    Fixed that for you.
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    Default Re: Final Fantasy d6 (Complete System)

    I was bored, so I tried min maxing and basically creating a munchkin.

    L30 Human Time Mage
    HP: 880
    MP: 1650
    ACC: 17
    EVA: 25

    STR: 5(1)
    VIT: 24(20)
    DEX: 5(1)
    INT: 52(40)
    SPR: 12(8)

    Abilities
    Epic: Cosmic Standstill
    Innate: Time Magic
    Mind over Matter
    Telekinesis
    Improved Arsenal x7

    Equipment
    T7 Arcane Extra 6 Int
    Protect Cape Extra 2 Int
    Marvel Shoes Extra 4 to All Stats

    Spells
    Meteo, Gravija, Flare Star, others not necessary

    So basically:
    1. cast Gravija: it lasts for 18 rounds, doing 4680+36d6 total over those rounds
    2. spam Flare Star until running out of MP. this does 9600+36d6 total
    3. turn meteorites into Improbable Weapons. because of Mind over Matter, use 18 Int rating to calculate tier of Improbable Weapon, which will most likely be tier 7
    4. Add 7 tiers for Improved Arsenal so you have a tier 14 throwing thingie.
    5. This does 728+2d6 damage every turn. (just keep pulling down meteorites)
    6. After 20 rounds, this is about 26,488 damage.
    7. If you were fighting a lot of mooks, switch to Meteo for even more fun.

    So, please suggest ways to min-max even better.
    Also, is adding tiers above 8 allowed? I assume it is but I dunno.
    Is this even min-maxing? I dunno how strong L30 characters should be.
    For me, abusing improbable weapons seems like a lot of fun. Any other Eureka combinations?


    oh i just realized how to get 45 eva. start off with freelancer. switch to monk and take7 skills in focus to get +7 eva. then change to ninja and you'll have 9 (natural ninja eva)+7 focus eva. then you need two weapons. You get 2 T8 weapons, one with precision and pump INT to 75 and you add on Int rating of 25, plus half that again for 13 and total eva is 9+7+25+13=54. well, this build sorta requires at least T7 and without T8, it's kinda wimpy, but still. and getting focus seven times seems a little wasteful. there's probably a better way to get int/eva.
    Last edited by Adell; 2010-12-10 at 01:47 AM.

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    Default Re: Final Fantasy d6 (Complete System)

    I think Time Mages might need a re-work

    Anyway, I don't think stats are supposed to get much higher than 30. It's possible for them to, yeah, but I think stacking stats instead of distributing them to multiple stats is a bit OP right now.

    But that build requires a lot GM cooperation
    Check out the Final Fantasy d6 System by Dust.
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    Default Re: Final Fantasy d6 (Complete System)

    haha, no nerf please.

    oh, is that with +Int stuff or just the base stat?
    actually, if there's that rule for total stat, then I'm at a loss for getting 45 eva.

    ehhh, except for the stats, I think most of it follows the rules.

    ok, so if i just redistribute the 10 extra stat points onto vit, then i'll have about 1200 hp and 1300 mp.

    oooh ok. i just read the stuff and getting the 3rd limit break takes away the stat limitations. although i would pretty much be nerfed until i get there. that still puts a 35 stat cap on everything. because once you get to L25 and get the limit break, there's only 5 more stat points to gain.
    Last edited by Adell; 2010-12-10 at 01:57 AM.

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    Default Re: Final Fantasy d6 (Complete System)

    The Ultimate Weapon is Tier 8. So no, there decidedly can't be higher tier weapons

    Tine Mages are fairly powerful, not least because their spells do more damage than their black equivalents.
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    Default Re: Final Fantasy d6 (Complete System)

    I don't think that's min-maxing. It's TO. If you wanted to use summoned meteors as weapons and make their tiers stack, any sane GM would agree to it only and only if he had the chance to hit you over the head with one.

    No, I mean, it's all this common sense thing. The fun thing is, whenever I come to any new RPG, I leave all my assumptions of the way it's played behind. Now, after having spent quite some time on this forum reading the roleplaying section, I simply cannot look at or play D&D 3.5 without attempting to at least minmax. Here, because numbers seem to be in quite a demand, I'm slowly getting this, but still feel the atmosphere is much more relaxed due to FFs emphasis on the cinematic rather than the realistic. In WFRP, I'm willing to play a character that's not viable in combat terms, because I see that the game is not about this, and rolls become an obstacle. </rant>

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    Default Re: Final Fantasy d6 (Complete System)

    Well, this isn't a higher tier weapon. Because it still starts at tier 7. It's just boosting its tier to an obscene number. Otherwise, the skill improved arsenal is completely useless. Actually, any skill that improves tiers would be useless. And Tier 14 can't be impossible because Meteo is Tierx25

    As for the meteorite read:
    Tier 7 Godlike (20) The side of a mountain or glacier, an airship, a small meteorite.

    If you can get your Int rating that high, then it works.

    Anyways, you guys aren't helping me min-max :P
    Imma go through the handbook and see what other things can synergize with improved arsenal. and see what else can get uberpwn.
    Last edited by Adell; 2010-12-10 at 12:24 PM.

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    Default Re: Final Fantasy d6 (Complete System)

    Hm........guys my GMPC(a gambler) is gonna die. Need to think of how. Needs to be a way to introduce the next party leader whos gonna also spark a side quest later. They shouldn't have a problem with this guy leading them now while I just DM but how I die is meant to have an effect. I was thinking showing how much I have cheated fate through alot of things outside of combat going badly, muggers, cashiers over charging on accident, bricks falling on my head, that kind of stuff. Maybe have the air ship crash in the sea and later they go and try and get it.


    Sound good?

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by wiimanclassic View Post
    Hm........guys my GMPC(a gambler) is gonna die. Need to think of how. Needs to be a way to introduce the next party leader whos gonna also spark a side quest later. They shouldn't have a problem with this guy leading them now while I just DM but how I die is meant to have an effect. I was thinking showing how much I have cheated fate through alot of things outside of combat going badly, muggers, cashiers over charging on accident, bricks falling on my head, that kind of stuff. Maybe have the air ship crash in the sea and later they go and try and get it.


    Sound good?
    See Matt from Deathnote's death. Epic, and should give you an idea.
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    Default Re: Final Fantasy d6 (Complete System)

    I'm curious about people's thoughts on the Fighter class.

    1. I think it should be renamed Warrior, because Fighter has too many unfortunate D&D connotations.
    2. In 3 game recruitments, I never saw one being built. It's not a melee vs. magic thing because stuff like the Samurai & Dragoon were coming up all the time. I looked over it this morning and it just seems a bit underwhelming (to the point where I made the NPC warrior a Paladin instead).

    Anyone else think like this, or is it just me letting the D&D Fighter sully my view of it?
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    Default Re: Final Fantasy d6 (Complete System)

    I think the problem is, in a way, similar to DnD's Fighter problems, is that they still don't seem to have as many options as the others. Paladin's have spells and various other abilities, Dragoons have Jump and various tactical abilities, Samurai have draw out etc.

    Fighter has attack, some ways to attack multiple enemies, and various passive effects that only take place under certain conditions (beserker, wild swing etc.)
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    Default Re: Final Fantasy d6 (Complete System)

    Fighters can be scary with an auto-poison weapon and trauma (I don't think berserk activates trauma since berserk prevents you from using your abilities, and Trauma is technically an instant ability instead of a passive)
    Check out the Final Fantasy d6 System by Dust.
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    Default Re: Final Fantasy d6 (Complete System)

    Hm maybe we could make a custom setting. http://tvtropes.org/pmwiki/storygen.php
    We can use something from that as a basis.

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    Default Re: Final Fantasy d6 (Complete System)

    Unless the fighter is in a bad situation, there isn't really that much he can do.
    Wild Swing requires a strong monster/boss
    Unstoppable requires being outnumbered
    Trauma requires a bad status
    Skin of Iron requires a critical hit/limit break

    The other abilities:
    Provoke isn't really necessary until you get to stronger monsters and bosses
    Warcry is nice but it's only usable once per session, probably for a boss
    Cleave is nice
    Armor Mastery isn't useful if you happen to be wearing medium armor. Also probably only useful later/for bosses
    First Strike is useful

    So the Fighter is great for bosses and super hard encounters. I think it's abilities really shine here. But for normal day-to-day combat, it's standard thing would be to attack or use cleave.

    I think the name should be changed to Warrior as well because the warrior's role is to use abilities to affect status/equipment.

    Also, I think a Fighter should have a variety of different attacks. Doublehand would be cool. So, more in keeping with the FFTA fighter and less so with the warrior/knight of earlier FFs.
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    Default Re: Final Fantasy d6 (Complete System)

    It might be why they changed the fighter's name to pugilist in FFTA2.
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    Default Re: Final Fantasy d6 (Complete System)

    @Dust: Can a Thief steal stuff with a ranged attack? That just seems weird.
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    Default Re: Final Fantasy d6 (Complete System)

    Mug makes you steal around 100 Gil x enemy's level if you've stripped them off items. In our PbP we're level 5.

    So I assume we're facing around level 5 enemes.

    And we started with 1500 Gil.

    So yeah.

    Edit: Oh, and, does magic crit? I can't remember where to look for it.
    Last edited by Unrest; 2010-12-12 at 04:22 PM.

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Kobold-Bard View Post
    Time Mages are fairly powerful, not least because their spells do more damage than their black equivalents.
    Which is surprisingly offset due to their almost exclusively non-elemental nature. Can't boost the damage with Enhancer, can't get double damage on elementally-weak enemies.
    Quote Originally Posted by Kobold-Bard View Post
    Can a Thief steal stuff with a ranged attack? That just seems weird.
    Robin Hood could do it.
    Quote Originally Posted by Unrest View Post
    Mug makes you steal around 100 Gil x enemy's level if you've stripped them off items. In our PbP we're level 5.

    So I assume we're facing around level 5 enemes.

    And we started with 1500 Gil.

    So yeah.
    Critical hits are pretty awesome.
    Quote Originally Posted by Unrest View Post
    Edit: Oh, and, does magic crit? I can't remember where to look for it.
    No.
    Quote Originally Posted by Mecharious View Post
    Fighters can be scary with an auto-poison weapon and trauma (I don't think berserk activates trauma since berserk prevents you from using your abilities, and Trauma is technically an instant ability instead of a passive)
    Trauma needs to be a Passive and not an Instant ability, another copy-pasta error leading to game confusion there. It's kind of like how some of the magic 'innate' abilities are standard actions and some are passive; just bad proofreading on my part.

    I'm open to suggestions about the Fighter (but I think the name will remain). Instead of versatile as intended, they ended up being rather lackluster and situational.
    Last edited by Dust; 2010-12-12 at 04:36 PM.

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Dust View Post
    Which is surprisingly offset due to their almost exclusively non-elemental nature. Can't boost the damage with Enhancer, can't get double damage on elementally-weak enemies.
    If you say so. Just seemed weird that they did an extra stat multiplier of damage for 1 less MP.

    Robin Hood could do it.

    ...
    Works for me, was just checking.
    Last edited by Kobold-Bard; 2010-12-12 at 04:51 PM.
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