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  1. - Top - End - #121
    Halfling in the Playground
     
    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Sadly I've gained nothing trying to get my usual group to play test the system, I have no current issues with the books until we actually get around to it, I'll keep reviewing them and let you know anything else I find.

  2. - Top - End - #122
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Keep at it, im sure you'll get a game going. I'll keep checking the thread regularly to see if you have anything to mention about the books.

  3. - Top - End - #123
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Any feedback on the books?

  4. - Top - End - #124
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    One thing regarding magic, did you plan on expanding the magic rules? Like at certain materia levels you gain upgraded spells? (Even with investing more mp into a spell, some materia has something other than a 2 and 3 variation, like fire has flare if I'm not mistaken)
    Also, summons, it mentions that their special attacks call for reflex saves (odd in saga edition since its all defense oriented) and I may have missed it but I didn't see any descriptors for what the attacks do

  5. - Top - End - #125
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    In regards to magic, if you read each spell's description it tells you that you can increase the spell damage or effect by spending certain amount more magic points. This was the best way to convert to saga rules, for example, fire-fira-firaga without making them separate materia or an improved variation of the same materia. This way, if you are low on mp, you cast weak versions of the spell, and if you have plenty of mp you can cast more powerful versions of the spell.

    With summons, under each summon stat block there is a tiny bit about the summon's special attack. Its smaller font than the stat block so you can't miss it :D. Also, the bit about reflex save is a typo and needs to be fixed, thanks for pointing it out.
    Last edited by Marc_In_Da_Room; 2013-02-10 at 05:10 PM.

  6. - Top - End - #126
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    I see them now, and I suspected that the increasing cost was to represent higher versions of the spells, I even noticed that Flare has its own materia instead of being a part of fire. Sorry for missing that.
    Did you mean to have any conditions for the summons special attacks? Or can they be used anytime the summon is out? If you wanted special conditions I recommend giving the attacks a little more "oomph" just my opinion

    :Double Edit:
    One other opinion I had: you seem to have modeled the scout after Yuffie and Vincent, I would have expected the class to have a bigger mp pool (not Mage/Noble level but still) sorry for this, one of my players would love the scout but hates that they get the worst mp with the fighter. (I may have to house rule it for them, to the annoyance of the rest)
    Last edited by Solidchaos; 2013-02-10 at 09:33 PM.

  7. - Top - End - #127
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Thanks pointing both out. With regards to summons, they can use their special attacks as many times as the summoned sees fit but not twice in two successive rounds. In other words, they use the attack one round, not in the second round, then they can use it again in the third, not in the fourth, etc.

    I will change the mp pool so that Mage and Rogue are d6, SOLDIER and scout are d4, and Fighter and Noble are d3. Nobles don't need lots of mp as they use their persuasive abilities to get results.

  8. - Top - End - #128
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Sounds good, with that I have no further input ATM, I'll ask something if I need clarification or want to toss in extra advice, one last thing: does the summon special attack get stronger as the creature gets stronger? Seems like a fair trade for only being able to use every other round.

  9. - Top - End - #129
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Summons receive a +1 bonus to their special attack every time they level up

  10. - Top - End - #130
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Okay, my gf is a HUGE Lightning fan (and honestly I am too)
    If and when I get her into this system, she will want to recreate Light's Blazefire Saber (either for her own use or a Lightning cameo), I've seen the unique weapon rules but I've seen nothing that would give a weapon both a melee and ranged form.

  11. - Top - End - #131
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    She can design the weapon to have both a melee and ranged feature, and add both the slashing and piercing damage types at a cost of 6 construction points. Then finish the weapon's construction as normal.

  12. - Top - End - #132
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    So it's precisely as simple as I thought, okay then.
    Again I'll ask any other questions or offer advice as I think of it.
    Now that I think of it, have you checked with Viladen at his final fantasy d20 forums? They could also offer some good advice if you ask at the right time.

    http://www.finalfantasyd20.com/ffd20/index.php
    Here's a link straight to the forums. Just be sure to ask if its okay to post the link for your system there.
    Last edited by Solidchaos; 2013-02-11 at 04:30 PM.

  13. - Top - End - #133
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Thanks for the heads up, I'll check it out shortly

  14. - Top - End - #134
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    There is something else regarding summon creatures: in their stat blocks you have them listed as the same level some creatures have clearly superior hp despite some having the same constitution modifier and only and extra 15 hp from toughness. (Like each bahamut for example starting from the original: had 198, Fury has 216, SIN has 211 and Zero has 217, despite having all the same con mod)

  15. - Top - End - #135
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Look in the monster creation chapter of the monster manual, monsters get more hp at 1st level due to their size. When working out their hp for 4th level, I rolled for each monster individually and they came up with different results

  16. - Top - End - #136
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Okay I see now (although I'd personally beef up Alexander's CON since he's a living castle lol, he should have the highest con IMO)

  17. - Top - End - #137
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Alexander already has the highest possible Con for its level and size.

  18. - Top - End - #138
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    @Solidchaos: How's your home game coming along?

  19. - Top - End - #139
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Made an arrangement with my group, after we finish a couple of different games they'll give it a shot (this is after I make it a birthday request mind you, my group is just that hardcore against fan made systems, one player in particular is finicky as hell, he agrees now but might throw a fit when we actually get around to it)

  20. - Top - End - #140
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Quote Originally Posted by Solidchaos View Post
    Made an arrangement with my group, after we finish a couple of different games they'll give it a shot (this is after I make it a birthday request mind you, my group is just that hardcore against fan made systems, one player in particular is finicky as hell, he agrees now but might throw a fit when we actually get around to it)
    And scratch this: just today after talking both of my regular player decide that they need a break from dnd in general, my gf just isn't a ff fan to my degree (she's only played 13), so I now have no group until further notice.


  21. - Top - End - #141
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Ah cool, let me know when you start it and how it goes.

    Edit: That's not good hope you get a game arranged soon.
    Last edited by Marc_In_Da_Room; 2013-02-14 at 02:18 PM.

  22. - Top - End - #142
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Any more thoughts on the books? Also, what does everyone think of the Chocobo racing system?

  23. - Top - End - #143
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    I've offered all the advice and opinions I can so far, still need to play test everything (which I still presently have no group for), also sorry for pointing you to those forums, I shoulda remembered that they don't actually respond often...the naruto d20 forums are actually ALOT more active IMO

    The more places you advertise, the better your chances for a response
    Last edited by Solidchaos; 2013-02-16 at 09:26 AM.

  24. - Top - End - #144
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    thanks for the heads up, I'll keep checking from time to time to see if anyone has responded there. Also I'll check out the Naruto d20 forum.

  25. - Top - End - #145
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Just tried to register with Naruto d20 and it has a weird confirmation text that I have to unscramble. Help?

  26. - Top - End - #146
    Halfling in the Playground
     
    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    It's been years since I personally registered, so I don't remember that I'll take a look

  27. - Top - End - #147
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Tell me what the message was and I can help unscramble

  28. - Top - End - #148
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    I can't remember, every time you get it wrong it becomes a different one

  29. - Top - End - #149
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    ElfRangerGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    I can honestly say that for mine the new registry gave me a confirmation to unscramble, I could make it out to be Uzumaki Naruto (no caps lol), so I think the txt relates to the anime

  30. - Top - End - #150
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Well, I haven't even heard of Naruto before now so the site will be of no use to me if I can't even register lol. I look around for other d20 forums.

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