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  1. - Top - End - #931
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    OldWizardGuy

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by scarecrowjld View Post
    Earth and Shadow element spells use Resolve, Wind and Thunder uses Dexterity, Water and Ice uses Mind, and while Fire uses Power only, it gets a single tier higher.
    Thank you for beating me to the punch. I was just about to post something along these lines. I am all for this, and it makes complete sense for me.

    You missed Holy though.


    Also, someone choose between Tonberry, Varuna, Hydra, Skeleton, Reaver, Imperial Squad, Killer Robot Bee, Chocobo, Leafer, or Judge. I will attempt to replicate their bestiary entry using CSS and HTML as a proof on concept.
    Last edited by DruidJP585; 2012-11-05 at 03:11 PM.

  2. - Top - End - #932
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    BlackDragon

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    Default Re: Final Fantasy d6 (Complete System)

    Pardon me for not reading the entire pdf and thread before posting, but can you attack yourself? If you can, the Dark Knight has some...interesting options with Bad Blood, Darkside, and Last Resort.
    "To play a fighter is to play the game.
    To play a wizard is to understand the rules.
    To understand the rules, and play a fighter, is to understand the game."
    -Lycar
    Quote Originally Posted by jiriku View Post
    ...magical trumps mundane so often that mundane really needs to be able to give magic a good kick in the junk now and then.

  3. - Top - End - #933
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by DruidJP585 View Post
    Thank you for beating me to the punch. I was just about to post something along these lines. I am all for this, and it makes complete sense for me.

    You missed Holy though.


    Also, someone choose between Tonberry, Varuna, Hydra, Skeleton, Reaver, Imperial Squad, Killer Robot Bee, Chocobo, Leafer, or Judge. I will attempt to replicate their bestiary entry using CSS and HTML as a proof on concept.
    Varuna
    caps

  4. - Top - End - #934
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    GreataxeFighterGuy

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by DruidJP585 View Post
    Thank you for beating me to the punch. I was just about to post something along these lines. I am all for this, and it makes complete sense for me.

    You missed Holy though.


    Also, someone choose between Tonberry, Varuna, Hydra, Skeleton, Reaver, Imperial Squad, Killer Robot Bee, Chocobo, Leafer, or Judge. I will attempt to replicate their bestiary entry using CSS and HTML as a proof on concept.
    Thinking about it, Holy would probably use Mind.

    Edit: The House Rule might not apply to Blue Magic because of how... unique its damage is.
    Last edited by scarecrowjld; 2012-11-05 at 05:32 PM.

  5. - Top - End - #935
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    Dust's Avatar

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by scarecrowjld View Post
    The purpose of these rules are to allow for specialization to be rewarded yet while still allowing power to be the "generalist" stat. Now a fighter who uses Power can be a master of many weapons (Ranged and Concealed included,) while a Fighter who focuses Resolve is a physical melee specialist who rarely falters in combat, and a Fighter who favors Dexterity is an agile striker who is rarely touched.
    That's already more or less the case. I'm hesitant to do anything else to lower the usefulness of PWR, but I do want to see different flavors of elements.

    Also;
    Spoiler
    Show
    Last edited by Dust; 2012-11-05 at 08:15 PM.

  6. - Top - End - #936
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    OldWizardGuy

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    Default Re: Final Fantasy d6 (Complete System)

    Yeah, I forgot to check the thread to see if someone chose one and went ahead and built the chocobo.
    All that it is missing is the status effects and elemental reactions.
    http://webmetz.com/FFD6/index.php


    Poor poor robot bee.
    Last edited by DruidJP585; 2012-11-06 at 12:49 AM. Reason: Forgot Link

  7. - Top - End - #937
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    Ragingsystem's Avatar

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by DruidJP585 View Post
    Yeah, I forgot to check the thread to see if someone chose one and went ahead and built the chocobo.
    All that it is missing is the status effects and elemental reactions.
    http://webmetz.com/FFD6/index.php


    Poor poor robot bee.
    Very cool!

  8. - Top - End - #938
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    GreataxeFighterGuy

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Dust View Post
    That's already more or less the case. I'm hesitant to do anything else to lower the usefulness of PWR, but I do want to see different flavors of elements.

    Also;
    Spoiler
    Show
    It isn't.

    As of now a Thief, Performer, or Ranger has little to no reason to use power. And a Power using Fighter can't ever use a Dagger or Bow as well as he can use a Sword or Claws. Unless he plans to emulate Bartz Klauser or Paine, he would be better off specializing in Resolve or Dexterity. And that means a Huge or Spear weapon user is at a disadvantage because they have to care about one more stat than the specialists.

    My options were to either say "No, only power does Damage, no more exceptions." which works well for ensuring the stats keep their identity, or accept the exceptions and allow them to go further. My house rules were meant to be a compromise.

    My issue comes down to how the Stat system encourages FF7 or 8 while the Job system encourages 4.

    Also nobody loves Robobees, they're too busy with Applebees.
    Last edited by scarecrowjld; 2012-11-06 at 08:43 PM.

  9. - Top - End - #939
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    Planetar

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    Default Re: Final Fantasy d6 (Complete System)

    I have two questions.

    I'm currently playing an Engineer/Thief in the campaign I'm in, and I have Oil Spill, now named Chemical Spill. My questions are thus.

    1) At what range can I use Chemical Spill

    2) What kind of Opposed Roll is it. Force? Finesse? Please let it be Finesse. I have a good Finesse, and a horrid Force.

  10. - Top - End - #940
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    Dust's Avatar

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    Default Re: Final Fantasy d6 (Complete System)

    When 'opposed roll' doesn't get more specific than that, we leave it up to you to flavor as appropriate because, from a mechanical standpoint it doesn't matter and from a fluff perspective it does.

    Chemical Spill is usually short range. If you're activating it as a trigger when you land a critical hit from a ranged weapon, though, then obviously that might not be the case.

  11. - Top - End - #941
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    OldWizardGuy

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    Default Re: Final Fantasy d6 (Complete System)

    Rippler + Mineralize. Combined together it basically says: I can, as a slow action once per combat, petrify anyone not immune to petrification, with no opposed resistance roll.

    I know rippler can be used with consumables that inflict status effects, but those are limited by how many a GM allows them to have. Rippler Mineralize, however, is a technique that can essentially be used at the start of every combat to take out a foe for a couple rounds.
    Last edited by DruidJP585; 2012-11-26 at 02:03 AM.

  12. - Top - End - #942
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    Default Re: Final Fantasy d6 (Complete System)

    Good catch on the combo. As always, I'll adjust that.
    Last edited by Dust; 2012-11-26 at 02:31 PM.

  13. - Top - End - #943
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    Default Re: Final Fantasy d6 (Complete System)

    After having played a Blue Mage to 12th, I found I have some problems with the Blue Mages and Geomancers

    First, the Innate feels like a bit of a ripoff. Black Mages don't have "Learn black spells" as their innate, Fighters don't have "use the attack command" as their innate, but BLUs are really only getting monster lore out of it. It feels a bit lackluster; Red Mages have the same, except "lore EVERYTHING" after all.

    Blue spell progression got rather problematic: By 7-9 others have Expert spells, and you are still on Novice. From 10-14 you have Superior spells, but both in scope of their effects and their actual numerical power [but not in cost: you better have some impressive MND for this] are roughly equivalent to the Expert spells of other classes, just gained later. The Ancient Spells, gained when you're about to go for the final boss, are gained at 15 instead of 13 like most others [or 14 for time mages] cost enough that you'll need 15 MND to cast Trine Once.

    Casting Roulette is a BAD idea, especially against Notorious or Boss monsters: Chances are you're rather outnumbering the thing. Stone Breath is another one of those [res based no less] that's generally going to face immunity from anything you'd want to waste all that mana on. Escalate's a weaker Darkside and not really all that worth it: If you've spread your stats enough to be able to cast those status spells with the opposed checks, +4 probably won't help you much.

    For Geomancers: I've found that 1+ half level [round down] does the trick decently for Terrain, though Awareness is rather a feat tax.

    Charismagic is so critical for Blue and Time mages that a redmage dip is mandatory. Its one of those abilities that should probably let you pick either-or, but be made a general ability.

    Regarding Souleater and a handful of other such abilities: Very few classes get to do these things, but in a lot of cases the ability is too re-usable. Learn Soul-eater, turn Fighter, and now two fights per 'important combat' you've been through will give you +2 to two stats in addition to the bonuses gained for the fight. Any White mage NOT expending every point of destiny he gets on Stronger Together is doing it completely wrong as well; but at least that's for the entire party. They're nice things to have, but they're complete non-choice: you take them, and even if you're not that class you should consider a dip in order to, and then you use those abilities as best you can.

    Meanwhile a Time mage is expending his destiny or permanently losing one spell or his ability to cast [they have relatively low mana growth] to cancel one incoming spell, or to try to stasis strike a second time per session. Anyone using Rewind vs anything other than a party-wipe is probably being forced to throw all that destiny at his GM's plot... Anyone who grabs that ability is literally offering to shovel coal anytime they're forced onto the railroad.

    As for Gamblers, "not worth it" comes to mind for slots. You're more likely to suffer a pre-emptive, or to have your regen, the white mage and your drains completely negated for a few rounds, than to get anything useful out of them.

    I really enjoy the system as a whole, so I do apologize for probably sounding rather negative. We really did have quite a bit of fun. The above were things that really grated on us during our campaign. Wouldn't mind seeing more details regarding fighting from/in a vehicle and the like as well. There's a lot of flavor to a lot of the abilities and differences in how the classes play.

  14. - Top - End - #944
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    NecromancerGuy

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    Default Re: Final Fantasy d6 (Complete System)

    In my 30 years as a gamer, I've never seen anything like this. It's amazing. I plan on running it soon. To that end, I'm working up a spreadsheet to allow a GM to create monsters quickly and easily. It keeps allowances in mind, auto-calculates figured stats and such. Right now, its infested with my 27-year old homebrew game that will be reimagined and played as a FFVII styled world. I've also created a custom character sheet.

    Again, thanks to everyone who had a hand in this. I love it.

  15. - Top - End - #945
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    Default Re: Final Fantasy d6 (Complete System)

    Found a couple of clarification issues with Changing Jobs.

    Nowhere in the text does it state what level the character is considered after changing jobs and/or gaining levels in a new job. This could imply a few things, and though I make some obvious assumptions it should be clear. Examples would be helpful. (throughout the book in fact)

    Some possible interpretations of Changing Job:

    A) The character is considered level 1 of the new job, and is considered so for experience purposes, evening out as they approach the level of their comrades who have not changed jobs.

    B)The character enters the new job at the next level the player would have gained had they advanced with their current job. E.g. Tidus changes class from Thief 9 to Black Mage, gains 1 level and becomes a Black Mage 10 with access to the associated magic. (I assume this is not your intention... but maybe it is?)

    C) The character enters the new job at level 1 and gains experience using their TOTAL level.

    D) The character changes back to a job they had before, so they begin again at level 1 of that job, gaining benefits for running its' course twice.

    E) The character changes back to a job they had before, and continues as though the level of the job were the same as when they left it.

    (All of these seem pretty standard judgement calls, but I admit I'm not 100% on a few of them.)

    As an additional note to the document as a whole, the formatting is very difficult to read. Splitting the page into two columns would be more appropriate for your text, which is also bold and a little bulky, combined with the line-spacing it's taking up more space than you want or need. If you switch to something cleaner you can make the document much much easier to navigate. Use of terminology is not completely standardized or indexed well either. Underlining, italicizing or otherwise synching important terms, or bolding them (probably impractical with your font) would help alot. If you need assistance with this, I can give feedback, or even be willing to assist you personally if you are willing to disclose an email or something to get in touch. *I am a graphic designer by trade raised by technical writers and editors, which is maybe why I can't let this pass. My excuse.

    Also, is the current version the one on the front page? I couldn't find further updates and I get the feeling you've made changes since then.

  16. - Top - End - #946
    Pixie in the Playground
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    Default Re: Final Fantasy d6 (Complete System)

    As I understood it, you are considered the same level of your new job as you were before. So you want to switch after reaching the last level you want to be of the previous job, before actually leveling again.

    This is especially important for gaining spells and picking job abilities: If you switch from Lancer to Black Mage at level 6, your level 6 ability came from lancer or general, and you will only learn your first spell at level 7.

    The numbers however are instantly recalculated to your new class: so you'd redo HP and MP as a Black Mage using your existing stats. If you aren't careful switching into a lower MP-Growth class [which compared to BM they all are: everyone wants/needs to dip into charismagic for a reason] you could however lose the ability to cast some of your most expensive spells due to your shrunken mana-pool.

    I think 1.3 is probably the newest version?

  17. - Top - End - #947
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    Default Re: Final Fantasy d6 (Complete System)

    Heya!
    Just wanted to say that, in spite of the flaws of the system (not counting the specific rule interactions mentioned before), and the fact mages are about as good as melee warriors with the same weapons (I personally consider it a flaw but that's open to interpretation), I still really, really like it, and would love to play it someday. Literally the only thing that prevents me from requesting or starting a campaign is the lack of a proper monster list.
    So, even if it's not perfect, I think you've achieved a fun system that feels like a Final Fantasy game, and that's the most important.
    Cheers!
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  18. - Top - End - #948
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Dust View Post
    I suppose there's really no reason for me to sit on the current version of the book while I spend a few months playtesting. Thus, the updated version is now live. From this point onward I'll be keeping a changelog. Apologies for not doing that earlier - I'm a derp when it comes to some of the game design essentials.

    The book still has those nagging visual problems that drive me absolutely crazy. I see the info boxes in the job sections and feel downright embarrassed. Again, the main reason I hadn't released this prior was because I've been trying to improve the graphical quality of the book more than anything else. My personal favourite is trying to copy-paste lines from the job section.
    You can download the straight microsoft word doc here if you like, but be aware it hasn't been compressed at all and the file size is downright nasty.

    Folks who are looking for major, sweeping changes are going to be disappointed. Nothing but little tweaks here and there for the most part. Melee mages are still totally untouched, for example (ZOMG).
    I know if might seem like I don't LISTEN sometimes, but rest assured that I really am jotting down and considering every PM and email you send to me.

    Next on the list my continued attempts to make it not look bad, a website, the Bestiary, going back and revising the spell lists and improving limit breaks. In roughly that order.
    Hmm. That link is gone, Dust. Any other links or anything?

    Also, I'm going to be running a game sometime in the new year. I was looking at possibly using the level system (1-30) of the previous version with the newer setup for Jobs and such. It doesn't seem like it'd be TERRIBLY difficult to do so, but I'd love to know if people have any thoughts about, or experience with, doing so.
    Last edited by elmerg; 2012-12-05 at 09:32 PM.

  19. - Top - End - #949
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    Lightbulb Re: Final Fantasy d6 (Complete System)

    Well you'd have to be more specific about what parts you're keeping and changing, given they're two leveling systems. Not that its a bad idea; extra room for growth and all.

    Off the top of my head:
    Given how easily things can take each-other out, you'll not want to completely halve the values for health and mana.

    Level based things need to be re-adjusted if doing that however, so here's a quick list I think would help:

    -JOB/Monstertype values on HP/MP get halved, RES and MND values at 3/4[round up], not quite half. Gotta include a few specific abilities like Unbreakable Form, obviously for halving, So a 1 RES Black Mage would by level 30 have 240HP, while in the current 1.3 he'd have 225. Meanwhile a 11 RES Monk with triple Unbreakable Form is sitting on 1170 HP while in 1.3 he would have 1080

    -Geomancers use 1+[Tier/2 rd dn] for Geomancy. You're still tossing fire at a fire-absorb monster half the time because you're in a fire terrain, but at least they keep up with normal weapons. X*Level stuff is now of course halved as well as far as the level is concerned.

    Level Chart [gives marginally more partly to help alleviate the dead levels of longer growth]:
    Spoiler
    Show
    Level Job Abilities Attrib Pts Attrib Max Spell Level BL/WH TIM RDM PAL/DRK
    1 2 24 10 Nv 1 1 2 1
    2 2 25 10 2 2 3 1
    3 3 26 11 3 3 4 2
    4 3 27 11 3 3 4 2
    5 3 28 12 4 4 5 3
    6 3 29 12 4 4 5 3
    7 4 30 13 Int 5 5 6 4[N]
    8 4 31 13 5 5 7 4
    9 4 32 14 6 6 7 5 [I]
    10 5 32 14 6 6 8 5
    11 5 33 15 7 7 8 6
    12 5 34 15 7 7 9 6
    13 5 35 16 Ex 8 8 9 6
    14 6 35 16 8 8 10 7[E]
    15 6 36 17 9 9 10 7
    16 6 37 17 9 9 11 7
    17 7 37 18 10 10 11 8
    18 7 38 18 10 10 12 8
    19 7 39 19 Sup 11 11 12 8
    20 7 40 19 11 11 13[E] 9
    21 8 40 20 12 11 13 9
    22 8 41 20 12 11 14[S] 9
    23 8 42 21 13 12 14 10[S]
    24 9 42 21 13 12 14 10
    25 9 43 22 Anc 14 12 15[S] 10
    26 9 44 22 14 12 15 11
    27 9 45 23 14 13 15 11
    28 10 45 23 15 13 16[S] 11
    29 10 46 24 15 13 16 12[A]
    30 10 47 24 15 13 16 12

    -Spell gains need to be readjusted, though that's a good excuse to fix the Expert and Ancient spell settings on the Blues: Access to their Superiors [because they're Expert spells in every way but title and mp cost which in most cases should be dropped by like a third for those] at level 15 and Ancients at level 24.

    That's all I can think of at the moment, though it might be worth spreading the properties/item a little more: Perhaps for Tier 1/2/3/4/5/6/7/8 have, save the starting equipment which can't have any extras: 2/2/3/3/4/4/5/6 ? Nine properties is a bit much anyhow, I'd rather up Shields and Armor by one each, or allow a second artifact slot if you're in one of the "light armor only, single weapon only, no shield" categories.
    Last edited by Kiton; 2012-12-06 at 03:03 PM.

  20. - Top - End - #950
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    RedWizardGuy

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    Default Re: Final Fantasy d6 (Complete System)

    Just give black mages golden gaze as the innate ability its strong powerful and iconic ability that has defined black mages since ff's beginning the ability provides various none combat boosts that are very roleplay friendly

  21. - Top - End - #951
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    Default Re: Final Fantasy d6 (Complete System)

    ...much as I like Golden Gaze and it's effects, it is an ability with a bit too much power. Some players might not want their character to be able to discern the truth so easily. Forcing this ability on them might not be the best choice.

    ...that assumes, of course, that there's a better and more plot-friendly ability to give them. ( shrug )

  22. - Top - End - #952
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    Default Re: Final Fantasy d6 (Complete System)

    Hey I've been playing this with a group for the past few weeks and we've noticed a few flaws:

    1. A Red mage is supposed to be a jack of all trades master of none, however our red mage is making all of the other characters look like trash.
    His spells hit for 30-50 damage on average in an aoe.
    His physical attacks are equivalent with the melee classes.
    His armor is roughly double that of the melee classes because he can equip a shield.
    The only thing he doesn't have going for him is his low hp.

    2. The Geomancer can be a source of free heals.
    I'm currently fine with this but I just wanted to point out that a Geomancer near water in combination with anyone who can use the weakest of healing spells for mp can restore the party to full outside of battle.
    Same goes for Plains though without the mp restore.

    3. Enemies seem to have double the health of party members.
    I'm not sure if it's intended but a battle consisting of any more than 2 enemies is long and drawn out because of how long it takes a party to defeat the enemies. This also affects party members because they go down after a single critical hit, and tend to have trouble tanking damage.

    4. Enemies Avd and Acc are roughly the inverse of the PC's Avd and Acc.
    This makes it so to miss an enemy or PC needs to roll a 2 unless the character uses an abilty. Is this intended? It makes these scores seem rather pointless.

    5. Under black magic, thunder inflicts pwr to a single target and dex to multiple targets. Which should it be?

    6. Only a Paladin, Red mage, and Warrior can use shields.
    This seems to make sheilds rather pointless.
    Also it roughly doubles the defense of these compared to the other classes that would be tanking damage, such as a Dark Knight or a Dragoon.

    7. Skill checks seem to be far too easy to make, for example if my Lvl 1 Dragoon wants to synthesize a weapon of tier 3 he needs to roll higher than a 6, which is fairly easy, espeically if he's using equipment or abilities that boost his rolls or base skill.
    This is also very obvious with the thief's thievery skill which is at something like 7. He tries to steal a tier 3 weapon from a store and the only way to fail is to roll a natural 2.

    8. Destiny is far too hard to aquire.
    There are a lot of cool things you can do with Destiny points, summons, limit breaks, job changes, and cheating death, but it's so difficult to even get destiny that most of these things will probably seen maybe once or twice in a campaign. I feel like because of the strength of even the basic enemies that if I were to throw a boss at my party they would be annihilated before they can even acquire destiny points. Not to mention the pdf describes bosses as something epic that should be encountered fairly rarely this makes destiny a very scarce resource.

    The party my group has been using is: Dark Knight, Dragoon, Geomancer, Red Mage, and Thief. Though usually only 4 play at one time during a week. They are roughly level 2-3 So maybe some of these problems are alliviated as they level up, but for now these are my thoughts.

    Overall I think the system is nice, although the pdf seems to be a bit wordy and tends to talk with flavor text more than actual descriptions of things, but it's definetly well put together and a good system.

  23. - Top - End - #953
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Story Time View Post
    ...much as I like Golden Gaze and it's effects, it is an ability with a bit too much power. Some players might not want their character to be able to discern the truth so easily. Forcing this ability on them might not be the best choice.

    ...that assumes, of course, that there's a better and more plot-friendly ability to give them. ( shrug )
    Arcane Insight would be a good choice, as Red Mage has Encyclopedic. ...it seems to fit for Black Mage...sort of.

  24. - Top - End - #954
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by SilverShadow737 View Post
    5. Under black magic, thunder inflicts pwr to a single target and dex to multiple targets. Which should it be?

    6. Only a Paladin, Red mage, and Warrior can use shields.
    This seems to make sheilds rather pointless.
    Also it roughly doubles the defense of these compared to the other classes that would be tanking damage, such as a Dark Knight or a Dragoon.

    8. Destiny is far too hard to aquire.
    5) Just like that. PWR for a forceful attack on a single target. DEX for a fast wide area attack. Alot of electrical magical is that way now. Makes sense to me. Other elements will be getting a similar treatment (maybe with different stats) from what I heard

    6) A White Mage can learn an ability to use shields, that mage can then multiclass into a different class and keep that ability.

    8) GMs can hand it more often if they want. One GM I know about hands it out like candy, enticing people to use it more often rather then stockpiling it.
    Last edited by DruidJP585; 2012-12-10 at 07:44 AM.

  25. - Top - End - #955
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by DruidJP585 View Post
    Arcane Insight would be a good choice, as Red Mage has Encyclopedic.
    ...interesting idea.

    Are you still messing around with the Bestiary, Druid?

  26. - Top - End - #956
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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Story Time View Post
    ...interesting idea.

    Are you still messing around with the Bestiary, Druid?
    Waiting for the new wiki before I go further.

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    Default Re: Final Fantasy d6 (Complete System)

    how come the file is less than 100 mb though i think it should be more. because some of the pages are faded out

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    Default Re: Final Fantasy d6 (Complete System)

    Hi guys!

    A friend and I are preparing to do a game inspired in Final Fantasy Tactics, with emphasis on fighting people and waging war between kingdoms, and we found this magnificent game right here.

    The thing is, does this game resist putting two player characters one against the other or do they suffer of glass cannon syndrome (thus making us build the enemies as monsters)?

    The thing is, we'd like to do most fights against Classed NPCs, as in FFT, instead of monsters.

    What do you think? Can we do it or does the system force us to stat enemies as monsters? And if it was so, how do you think we could emulate the feeling of fighting people similar to us? All suggestions are welcome!

    Also, I'm thinking in printing this book. Is there any update I should wait for before printing a hard copy?
    Last edited by clockwise; 2012-12-19 at 09:50 AM. Reason: more questions!

  29. - Top - End - #959
    Bugbear in the Playground
     
    Story Time's Avatar

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    Jun 2011

    Default Re: Final Fantasy d6 (Complete System)

    ...as a generally functioning field answer, "The system is not designed for Player Class Versus Player Class style conflict." It can be used that way, but that isn't its main function. The classes, taken singularly, are not perfectly balanced with other classes. Groups could be balanced better against other groups, but this requires more attention to detail from the players and GameMaster.

    The sense of urgency in conflict will also change according to general Level of the Party. One little Level can really matter for classes like Entertainer, Black Mage, White Mage, Dark Knight, and Paladin. Little details like Items begin to become significant as well as how much Destiny is reserved by each character and how it is used.

    As for Final Fantasy Tactics itself...it might be difficult to simulate exactly what you are looking for. I suppose that you can try and decide for your-self, but because the system comes with a Bestiary Section and information on how to build obstacles for a Party to conquer, I'll have to say, "No, the main thrust of the system is not Player Class Versus Player Class conflict."

    ...having said all of that, please reference page two hundred four-teen in the manual.
    Last edited by Story Time; 2012-12-19 at 02:49 PM. Reason: Grammar

  30. - Top - End - #960
    Pixie in the Playground
     
    Beholder

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    Default Re: Final Fantasy d6 (Complete System)

    Quote Originally Posted by Story Time View Post
    ...as a generally functioning field answer, "The system is not designed for Player Class Versus Player Class style conflict." It can be used that way, but that isn't its main function. The classes, taken singularly, are not perfectly balanced with other classes. Groups could be balanced better against other groups, but this requires more attention to detail from the players and GameMaster.
    I guessed that could be the case, given that the source material (both the Returners FFRPG and FF in general) deals with this situations in funky ways. Any advise here, in the sense of "Do something regarding <class>/<ability>, or the game will be horribly broken"? Note that the emphasis here wouldn't exactly be PvP, but fights between characters that could actually join your party.

    Quote Originally Posted by Story Time View Post
    The sense of urgency in conflict will also change according to general Level of the Party. One little Level can really matter for classes like Entertainer, Black Mage, White Mage, Dark Knight, and Paladin. Little details like Items begin to become significant as well as how much Destiny is reserved by each character and how it is used.
    I thought that this could be solved by defining some kind of JP system, where nastier abilities might cost more, but it sounds like a nasty chore to both apply to EVERY skill and to follow during games. The thing is that I'm clueless right now, as I only have the most superficial familiarity with this system.

    Quote Originally Posted by Story Time View Post
    ...having said all of that, please reference page two hundred four-teen in the manual.
    It has very reasonable and sensible explainations, but I would've like to see a more detailed approach to the FFT job system instead of the more obvious and easily observable fluff details, or at least some advice to deal with that, but I think we'll just wing it and hope for the best. The concise explaination for grid combat is exactly as long as it should be, and that's nice.

    It must be said that FFd6 is outstandingly more comprehensible that the beautiful madness that was the Returners' FFRPG
    Last edited by clockwise; 2012-12-19 at 10:18 PM.

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