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2011-01-30, 04:27 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Yeah I for some reason always try and make weird characters if I don't plan to kill them off in a way thats meant to effect the other players......so I just thought of something. Does indestructable count for being immune to atmospheric reentry? If so I can just go to space and then ram my ship into a city.
Why did I come up with that?
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2011-01-30, 04:34 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
I assume indestructable means indestructable to anything...
...Except samurai.Check out the Final Fantasy d6 System by Dust.
Tophat imp avatar by Darwin. (Imps are DEVILS not demons)
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2011-01-30, 04:44 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
speaking of which how do the Undead Mutation, Aura Magic, and Self Destruct interact? I had a character in a game I ran do 75% HP to group.
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2011-01-30, 04:51 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
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2011-01-30, 04:59 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Srsfaicquestion: Steal HP.
Is this a permanent HP increase? If so, what stops a thief from opening up round 1 on a boss and instantly gaining hundreds (or, perhaps, thousands, later on) of permanent HP by spending 3 Destiny, as well as halving it's HP outright? (Outside of not having the necessary Destiny)Last edited by Naki; 2011-01-30 at 05:00 PM.
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2011-01-30, 05:04 PM (ISO 8601)
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2011-01-30, 05:09 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Freelancers can't do that, thankfully. I'm actually hoping it doesn work that way. It makes spamming Steal HP an entire boss fight the best way to rack up tons and tons of HP and trivialize the game entirely. One high-HP boss, and ohsweetjesus, your thief is now a tank.
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2011-01-30, 05:10 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
if I was running it I'd reduce the monster's max HP because of it requiring destiny but only heal the player for game balance issues, I consider that a nifty compromise. :)
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2011-01-30, 05:18 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Eh my free lancer can still dish out the pain without insane hp. Hehe onion, soul eater, unequip onion, rape entire KH world(1 world-1 session), get destiny from boss, get bonus due to victory pose, rinse, repeat.
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2011-01-30, 06:37 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Yes, but space-capable isn't really included in the 'Flight' property of a special vehicle. I'll have to add that, since it's canon in the series.
There's actually a section in the book for GMs, discussing how to handle players who use combat tactics exactly like the 'I slam my airship into the behemoth/city.'
Wiiman nailed this one already. Self-Destruct combined with Aura Magic is a perfectly legit tactic if you...y'know, like to fight that way. Better hope your enemies aren't Fire Resistant.
Since you return to health after combat with 1hp, Undead doesn't really interact with it at all. The Undead job ability lets you return from actual character death.
Oh god, no. I'll make sure I word the ability better in the next revision.
Legendary Weapons and Accessories such as the Onion are all game breakers, though I'll have to edit it to prevent the 'equip/use/unequip' silliness. That said, couldn't you do the same thing as a Dark Knight? Freelancer provides no actual bonus in that situation other than the +1 Destiny you'd gain for leveling-up.
Being a Freelancer still seems to hinder you in every possible way - as it should.- Final Fantasy d6 --- Building a Villain --
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2011-01-30, 06:52 PM (ISO 8601)
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- Mar 2010
Re: Final Fantasy d6 (Complete System)
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2011-01-30, 07:03 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
- Final Fantasy d6 --- Building a Villain --
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2011-01-30, 07:13 PM (ISO 8601)
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2011-01-30, 07:56 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Its a ship to go from world to world in a KH based game so space travel is a given for it. Besides its just incase something EOTW appears and we would NEED a kill sat for it.
Also the DM gave me an onion at the start so uh yeah bad planning on her part, I only asked for one as a joke, and its been used once.
Is blue magic slow or standard?Last edited by wiimanclassic; 2011-01-30 at 08:04 PM.
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2011-01-31, 12:29 AM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
All magic is Slow actions. It's been mentioned a few times in this thread and desperately needs to be retyped asap.
- Final Fantasy d6 --- Building a Villain --
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2011-01-31, 08:12 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
.......punching something in the groin is slow.....oh well the DM read the manual and when asked(and she does know the all magic is slow thing) said some blue is standard. Bit of a house rule really. Handled like below.
Maybe a bit of a case by case basis? Something like Goblin Punch is standard, seed cannon would be slow, Pollen would be slow, like physical ones like goblin punch or self destruct would be standard(due to not having you make stuff appear) while something like Chocoball or seed cannon needs you to use your magic to create something first would be slow.
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2011-01-31, 09:23 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Utterly fantastic. Thanks so much for this, Dust, and all others who contributed. I'm so happy to find material of this caliber. And it's free.
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2011-02-01, 03:36 AM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Hey, always a pleasure.
- Final Fantasy d6 --- Building a Villain --
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2011-02-01, 09:15 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Preemptive question answering; You gain a new ability every 4 levels, not 5 as one of the typos incorrectly states.
- Final Fantasy d6 --- Building a Villain --
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2011-02-01, 11:25 PM (ISO 8601)
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- Oct 2010
Re: Final Fantasy d6 (Complete System)
I wasn't going to ask, actually. I thought someone already pointed that out in here.
Check out the Final Fantasy d6 System by Dust.
Tophat imp avatar by Darwin. (Imps are DEVILS not demons)
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2011-02-02, 09:18 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Round.... something of questions.
My group is now getting into the thick of actually creating characters, and a few things came up:
Arcane Weapons: I'm not sure what the trade off here is? The half damage? When they crit, they do full damage, and at level one, it hits INTx4, with no MP expenditure. I don't think any non-caster can match this. Sure, it's only on crits, but still.
On that, Thieves and Concealed weapons. A dex-for-damage weapon on a Dex-based class, where Knack makes them ignore Strength altogether? Where can that go wrong.[/sarcasm] I actually think it's less Concealed Weapon's fault, and that there's no actual incentive to use Blades, Reach, or Huge for most classes. (Dragoon and Samurai are the exception!)
Sneak Attack itself is pretty powerful, but then I realized, it's actually a good method of making the other weapons more viable. Blades and Reach each do +1 damage step, while Huge do +2. Arcane Weapons fall back into line (Just beating out Huge on crits, and more as a Black Mage with Into the Fray), Concealed is no longer the king of weapons, Ranged and Brawl suffered no problems to start with and are fine where they are.
EDIT: There was actually supposed to be a question at the end: would my proposed fix unbalance numbers, or would it work just fine?
EDIT2: Dragoon questions! Threaten+Impale. Does the first attack deal 0 damage, then Impale kicks in, for an extra hit? Or does using Threaten forgo Impale's effect?
Likewise, Lancet+Impale? Can Lancet crit? If Lancet crits, does it then Impale, and heal for 150% Or 200% if Impale also crits?Last edited by Naki; 2011-02-02 at 09:43 PM.
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2011-02-02, 10:02 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Casters who sit there and attack with Arcane weapons every round instead of casting spells, despite the critical hit chance for big numbers, do less overall damage than your average melee fellow.
A critical hit, which happens much less than a natural 20 on a d20 roll, is essentially the character managing a 'normal' power hit and a spell in the same round. It does, however, give casters something they can do when they're looking to conserve MP without feeling like they're swinging a stick around worthlessly.
It also puts hybrid-style characters, such as Black Mages with 'Into the Fray' as you mention later, on par with other melee heroes. Which they should be. We've done lots of testing on Arcane weapons, and I'm honestly pretty happy with how it works currently.
Yeah. This is a big one currently, and it's been raised quite a lot. I don't know for certain how I'm going to tackle this yet and I'm open to suggestions.
I like how each category of weapon provides something different and unique right now, and I don't see something like Huge Weapons simply dealing more damage than the others as a way to solve any of the problems. To get down to the core of the issue, it's that certain Jobs can just stack a single attribute as high as it'll go and be rock-solid. That's the main thing that needs fixing I think, not the weapon categories.
Yes, having those two job abilities means that you land a critical hit and may attack a second time. On either one of those hits, you can choose to forgo dealing any damage/etc and cause an MMORPG-style 'taunt' effect.
Hm. I need to clean up Threaten's description and fix the typos. Things like 'causing any effects' is enormously vague.
Lancet can crit, as can just about any ability that says 'make a normal attack action, PLUS....' This would cause the character to deal more damage than usual, but Lancet still only heals 100% of the damage done.
Follow-Through would then allow the character to make another attack action. This second attack could not be a Lancet, which is still technically a job ability.
You bring up a good point here unintentionally. Obviously, how abilities that mimic attacks actually WORK needs to be reworded and clarified in broad strokes instead of just rewording things here and there.- Final Fantasy d6 --- Building a Villain --
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2011-02-03, 02:30 AM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
I don't see how this puts them 'on par' with melee heroes. It actually puts them ahead in most cases. The ability to melee adequately, cast more powerful spells, and cast them at no cost on a crit is overkill. Melee needs some serious benefits to match this. Wild Swing is the closest Melee gets, and it's heavily situational and will deal significantly less damage. A mage who hits 0 MP has two choices: regain MP somehow (primary choice), or, failing that, arcane melee! Given the small MP pools at early levels, Into the Fray looks incredibly tempting for a Black Mage just starting out.
Yeah. This is a big one currently, and it's been raised quite a lot. I don't know for certain how I'm going to tackle this yet and I'm open to suggestions.
I like how each category of weapon provides something different and unique right now, and I don't see something like Huge Weapons simply dealing more damage than the others as a way to solve any of the problems. To get down to the core of the issue, it's that certain Jobs can just stack a single attribute as high as it'll go and be rock-solid. That's the main thing that needs fixing I think, not the weapon categories.
And thank you on the Dragoon clarifications.
Also, I just picked on the Dragoon because it was the easiest to poke holes in. :P
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2011-02-03, 01:30 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Dex-based characters are especially powerful because they can use dex to affect all their combat attributes. At home, I decided to make concealed and ranged weapons do 1/2 damage based on STR and 1/2 based on DEX. It's worked okay, but I anticipate it to cause severe damage issues late game. I tried balancing this by adding a rule preventing stat-stacking (a hard limit to stats could also work), so that only boosting one stat wouldn't be viable.
I think Into the Fray is balanced because it costs an ability to allow black mages to do what melee types can normally do without spending an ability. Keep in mind that it doesn't give Black Mages any more HP to survive melee counter-attacks, or any evasion to avoid getting hit. And even then, Black mages don't have any other abilities that improve their fighting, while a fighter or ranger ONLY has abilities that improve how they fight with weapons. Therefore, I don't really think it's imbalanced for black mages to deal good damage with a weapon if it puts them in danger and costs them an ability for something that won't really improve later.
Edit: Also, I think the Deep Breathing ability for Dragoons needs to be changed. A static modifier makes the ability absolute garbage late game, and ridiculously good early game. Maybe if its damage multiplier was 1 higher than your currently equiped weapon or something.Last edited by Mecharious; 2011-02-03 at 01:32 PM.
Check out the Final Fantasy d6 System by Dust.
Tophat imp avatar by Darwin. (Imps are DEVILS not demons)
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2011-02-05, 03:11 PM (ISO 8601)
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- Apr 2010
Re: Final Fantasy d6 (Complete System)
I've only read a few pages of this thread, but is there another thread or site that's for FFD6? Trying to plan out an adventure for my friends and I and just looking for material or ideas. A little difficult getting into the FFd6 mindset.
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2011-02-05, 03:13 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
There's some homebrew here, and there are various games running, but as far as I know all discussion is contained within the PDF & this thread.
What are you looking for?Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2011-02-05, 03:52 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
I was looking more for adventure ideas, or outlines, or some sort of GM-friendly material. I've played DND numerous times, but have never been a DM. I've read the pdf a couple times now and I have an idea on what I'm going to do, but one thing I was curious about were destiny points.
For example, it seems that acquiring destiny points is very limited and would be difficult to accrue on a consistent basis. I understand that's the point, but I don't know how I'm supposed to put my players in a situation that's so epic that it would reward a destiny point or two. I want them to be able to use their epic abilities fairly often (following the once per game session rule). With epic abilities costing 3 destiny points, and destiny points coming so scarcely, when could they ever use them for their epic abilities or anything else (such as cheating death or modifying roles)?Nevermind, I found this answered on page 3.Last edited by Tokugawa; 2011-02-05 at 06:40 PM.
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2011-02-06, 01:56 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Hm a geomancer can base so much off one stat. With 2 abilities his eva, geo trance uses, acc, and HP are all based off the same stat. At level 4 you could make it so they get armor and magic armor bonus from your HP also.
Are they meant to have Vit as the one stat to rule all?
SpoilerNAME:Shino of the green forest.
RACE AND JOB: Elvaan Geomancer
LEVEL:2
HP:42
To calculate HP, add your VIT score with the HP/Level granted by your Job, and multiply the total by your character level. Then, add 10.
MP:0
To calculate MP, add your INT score with the MP/Level granted by your Job, and multiply the total by your character level.
Note that any Job without an MP Modifier has zero MP, regardless of INT.
ARM:
M.ARM:
EVA:10
Base ACC:5+1 racial bonus. 6
STR:7
DEX:2
VIT:10
INT:7
SPR:5
You get 30 points to spread between those 5 stats. Place between () you rating for the stat. You get 1 point in rating for every 3 points in the stats. You need at least 1 in each stat.
Weapon Name Halberd
Attack Type Reach
Accuracy 2d6+6
Damage 2d6+7
Special Properties 11-12 are crits.
Tier 1
This is determined by your weapon. I will help with this when you choose your weapon ok.
ABILITIES
Force of Nature
Geotrance
Knack-Survival Vit.
Primal Might-Vit
ARMOR AND ACCESSORY
Leather Outfit
INVENTORY(10 Items Max)
5 potions
SKILLS
Acting (SPR)2
Escape (DEX)1
Inquiry (INT / SPR)1
Negotiation (SPR)2
Perform (SPR)2
Riding (DEX / SPR)2
Survival (INT/VIT)4
Swimming (STR / DEX)2
TASK DIFFICULTY
Elementary: 5
Easy: 7
Moderate: 9
Challenging: 11
Impressive: 13
Heroic: 15
Godlike: 20
Impossible: 30
Just a point of reference for later.
EXPERIENCE AND WEALTH
EXP 0/5
Destiny
Gil Start with 500
BIO
Gender:Male
Age: 55
Weight: 130 Pounds
Birthdate:??????
Height: 6' 1"
Hometown:?????
Features:Known to be in a blue parka. Red eyes.
GOALS
#1: Protect Nature
#2: Destroy those who destroy nature.
#3: Build a eco friendly air ship.
Life Goal:Create Utopian Country that protects nature. At all costs.
Just everyday goals and 1 goal that is very hard to achieve.
LIMIT BREAKS
Name Level Description
5
15
25
PM me at level 5 for help.
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2011-02-06, 03:31 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
I think one of the big changes in the next update is going to be changing the Strength attribute to Power, which represents not only might but also a summary of the character's physical offensive abilities. In this way, all weapons will run off of PWR, and concealed/ranged will get additional tweaks based on the user's DEX. It's also been canon in the FF-verse that sometimes the strongest characters are the ones that look the most physically weak.
I'm still pondering this though; it would be a big change.
As much as I hate backing down after arguing a case to the contrary, I have to say that you were, in fact, correct. I spent about an hour crunching numbers; even without the free damage on a critical hit, this puts a Black Mage on par with a good melee fighter with one ability. This is getting adjusted with Mind Over Matter next revision, and I appreciate you pointing it out to me.
MY BAD.
Probably.
Blades are getting a boost. I feel Huge weapons are non-intuitive right now since their main purpose is actually LESS damage in exchange for utility, which is the opposite of what one would expect. I still want to see the Knockback property on a weapon for balance reasons, and it makes sense to be on the Huge type - I just need to figure out precisely how to work this.
Totally true.
Note to self on an unrelated note; The Entertainer's Copycat/Master Mimic abilities can't copy destiny-spending moves. No idea how I didn't consider that.- Final Fantasy d6 --- Building a Villain --
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2011-02-07, 04:46 PM (ISO 8601)
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Re: Final Fantasy d6 (Complete System)
Alright, I didn't see this in the thread or in the pdf:
If a monster casts any black or white spells in combat (such as sleep or cure) with the Blue Mage being an active partcipant, does the Blue Mage learn them (assuming he has observation)?
Also, Blue Mages get to choose two spells of their choice, is this restricted only to the Blue Mage spell list? Or is it from any list? Or does it exclude the Blue spell list?Last edited by Tokugawa; 2011-02-07 at 04:48 PM.