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Homebrew Design (d20 and RPG) Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 10-10-2008, 12:17 PM   #541
afroakuma
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Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

Zeta, I'm burning time trying to catch up on all of this. It's stellar. I'm hoping Wings to Tomorrow are a bit easier to get but this is grand.

Of course, now I'm waiting to see Yunalesca. And I want the creepy death pic. You must have the creepy death pic.
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Old 10-10-2008, 12:30 PM   #542
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Originally Posted by afroakuma View Post
Zeta, I'm burning time trying to catch up on all of this. It's stellar. I'm hoping Wings to Tomorrow are a bit easier to get but this is grand.

Of course, now I'm waiting to see Yunalesca. And I want the creepy death pic. You must have the creepy death pic.
Thank you for your kind words; I appreciate it. The Door to Tomorrow item cannot be made; it must be found. I will tell you that an upcoming boss-style monster will have DoT's as items that you can steal, so stay tuned.

As for Yunalesca, I don't think you'll be disappointed. She will be statted in full here. i always try & find the best pics to post here, so I hope that i can find some good ones.
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Old 10-10-2008, 12:40 PM   #543
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Wings of Discovery and Doors to Tomorrow, that's what I was going for.

And you know what pic I mean. For what ability in particular she demonstrates twice during battle, each time more freakily.
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Old 10-11-2008, 06:29 PM   #544
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Last edited by Zeta Kai : 11-07-2008 at 09:15 AM. Reason: increased ranges
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Old 10-12-2008, 03:33 PM   #545
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Old 10-13-2008, 09:03 AM   #546
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Last edited by Zeta Kai : 11-07-2008 at 09:16 AM. Reason: increased ranges
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Old 10-13-2008, 07:59 PM   #547
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Old 10-14-2008, 08:50 AM   #548
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Last edited by Zeta Kai : 11-07-2008 at 09:17 AM. Reason: increased ranges
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Old 10-14-2008, 09:40 AM   #549
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I think there may be a typo on simmering rain. It says it deals 32d6+32 points of acid damage per class level, which the ultima weapon has none of.
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Old 10-14-2008, 01:43 PM   #550
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I think there may be a typo on simmering rain. It says it deals 32d6+32 points of acid damage per class level, which the ultima weapon has none of.
The "per class level" part was a typo, & has been removed. Thanks for the catch.

BTW, everyone please compare the illustration for the Ultima Weapon with its big brother, Omega Weapon. Note the many subtle differences; they are not just palette swaps, though they may appear so at first glance.
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Old 10-15-2008, 10:09 AM   #551
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Old 10-16-2008, 09:02 AM   #552
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Old 10-16-2008, 11:25 PM   #553
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Vouivre #1
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Old 10-17-2008, 11:45 AM   #554
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Old 10-18-2008, 07:07 PM   #555
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Old 10-19-2008, 02:26 AM   #556
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I've been on the road for the last couple of weeks so I haven't posted in a bit. I really like the way the creatures mirror the video game, however, I'm concerned that so few of them have any physical attacks.

Also, the ranges for the monsters' attacks tend to be 30 feet, so anyone with a bow can stand outside of range and take pot shots to many of them. A shortbow has a range of 60 feet and a longbow a range of 100 feet.

A judicious use of a Hold Monster spell seems like it would particularly effective against many of these creatures unless I'm reading these entries incorrectly. They can't counter it because most of them can't cast spells even though they have large magic pools.

Just my two cents.

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Old 10-19-2008, 05:47 AM   #557
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Are you still working on this? It looks remarkable! I have issues with it, as many do, but in the spirit of not derailing, there is no need to bring those issues up. Now, then! How many more monsters do you have yet to finish? And I remember reading somewhere in here that you were considering running a PbP campaign after you were done? I'd LOVE to get in on something like that.
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Old 10-19-2008, 10:33 AM   #558
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Would you propose an increase in the range for attacks from higher-level monsters, Debby? I'm attempting, of course, to emulate the abilities of the monsters from the original game, while still making them a credible threat at the chosen CRs. So some creatures (not many, but a few) don't get physical attacks. Also, the classes of FFX don't have an equivalent to hold person; a Ronin's Threaten ability comes the closest. I wouldn't be opposed to increasing magical attack ranges, perhaps using a system like the list below:
CRRange
1-530'
6-1040'
11-1560'
16-2090'
21-25120'
26+Line of Sight
Obviously, there would have to be some suggestions, but that's my proposal for a fix. What do you think about that, Debby?

As for a PbP, I've never run one before, but I am intrigued by the possibility. After I'm completely finished with this, I'll be looking into starting one. If you're still interested, you may, of course, join up then. I'm still working on monsters (I'm posting them alphabetically), & I have some bonus material ready to go, as well, so it may still be awhile. I'll just keep plugging away at it until it's complete.
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Old 10-19-2008, 10:34 AM   #559
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Warrior Monk #2
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Last edited by Zeta Kai : 10-19-2008 at 10:36 AM. Reason: added image
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Old 10-20-2008, 10:59 AM   #560
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Old 10-20-2008, 11:16 AM   #561
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I think your suggested Ranges look totally fine. Also, if you implement those changes though, you might want to increase the Ranges of the classes' abilities as well. It would suck hard if Omega Weapon could blast with Flare from as far away as he wanted, but Lulu had to stay within 30ft (dangerously close to Melee!).
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Old 10-20-2008, 01:01 PM   #562
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Originally Posted by Zeta Kai View Post
Would you propose an increase in the range for attacks from higher-level monsters, Debby? I'm attempting, of course, to emulate the abilities of the monsters from the original game, while still making them a credible threat at the chosen CRs. So some creatures (not many, but a few) don't get physical attacks. Also, the classes of FFX don't have an equivalent to hold person; a Ronin's Threaten ability comes the closest. I wouldn't be opposed to increasing magical attack ranges, perhaps using a system like the list below:
CRRange
1-530'
6-1040'
11-1560'
16-2090'
21-25120'
26+Line of Sight
Obviously, there would have to be some suggestions, but that's my proposal for a fix. What do you think about that, Debby?
It's a definite improvement over the traditional 30-foot range you've been giving monsters.

However, I think you should also take the size of creatures into account. Your table works really well for most creatures, but I recommend adding an additional 10 feet per size increment just to make the bigger creatures a bit beefier. It also keeps things interesting as PCs can't rely on knowing the exact range of every threat! -10 feet for creatures that are Tiny and Diminutive, +10 feet feet for Huge and Guargantuan +10 more for Colossal and Colossal +.

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Old 10-20-2008, 01:51 PM   #563
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I think your suggested Ranges look totally fine. Also, if you implement those changes though, you might want to increase the Ranges of the classes' abilities as well. It would suck hard if Omega Weapon could blast with Flare from as far away as he wanted, but Lulu had to stay within 30 ft (dangerously close to Melee!).
I agree but I'm not sure how you'd incorporate this for balance.

The major problem with leaving the ranges alone is that the system works best a stand alone game. When you incorporate FFX d20 features into a more traditional D&D game, the special abilities lag behind some of the spells in terms of ranges. For example: Hold monster has a range of 100 ft plus 10 feet per level of caster. This is far better than than capabilities of any Black Mage who has a 30-foot limit regardless of level. I admit that I had forgotten about this when I made my initial suggestion about ranges.

The only reason I suggested increasing the distance for monsters is to reflect how they would look in a more standard D&D setting. However, this may not work well for FFX d20.

If the ranges to all spell-like abilities should increase with level for all classes that use them, then you need to think about how this compares to CR of monsters. Let's suppose the base range for spell-like abilities is 30 feet and increases 10 feet per level (as a standard spell does). At 5th level, Lulu's range would be 70 feet, At 8th level it is 100 feet, at 10th level it is 120 feet. This may be the easiest fix but I'm not sure it is a balanced one.

Zeta, perhaps you should try it as a sample and see how it works before you overhaul your whole system. If it doesn't work, then leave the 30 foot ranges and perhaps limit all magic coming into Spira to 30 foot ranges as well. At least then everyone is on equal footing.

Debby
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Old 10-20-2008, 03:02 PM   #564
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Zeta, perhaps you should try it as a sample and see how it works before you overhaul your whole system. If it doesn't work, then leave the 30 foot ranges and perhaps limit all magic coming into Spira to 30 foot ranges as well. At least then everyone is on equal footing.
Wise words.

But what about playing FFX classes outside of Spira?
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Old 10-21-2008, 06:17 AM   #565
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Great list as always, and ever growing.
Tonberry (voodoo) seems alittle off though. 1000 nonelemental damage is alot when Bahamut has 130 hp or so.

Still this is impressive and inspiring enough to have made me replay FFX all over again.
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Old 10-21-2008, 09:54 AM   #566
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Upon review (& some light playtesting at home), I've decided to increase the range of some attacks, but not as extreme as my initial proposal. Look for increased attack ranges for higher-level monsters in the coming days.

PC classes will likely keep their short ranges, as their attack frequency allows them to go nova more often than a sorcerer, with a higher damage output than a raging barbarian. This short range is meant to be insurance against utter pwnage.

And yes, Khanderas, Tonberries are mean. Although it has a short range & an easy save for half damage (to be fair, even half-damage will kill you without Evasion).
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Old 10-21-2008, 09:56 AM   #567
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Last edited by Zeta Kai : 10-21-2008 at 09:58 AM. Reason: added image
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Old 10-21-2008, 12:50 PM   #568
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Originally Posted by Zeta Kai View Post
Upon review (& some light playtesting at home), I've decided to increase the range of some attacks, but not as extreme as my initial proposal. Look for increased attack ranges for higher-level monsters in the coming days.

PC classes will likely keep their short ranges, as their attack frequency allows them to go nova more often than a sorcerer, with a higher damage output than a raging barbarian. This short range is meant to be insurance against utter pwnage.

And yes, Khanderas, Tonberries are mean. Although it has a short range & an easy save for half damage (to be fair, even half-damage will kill you without Evasion).
Thanks for taking a look at my suggestion about the ranges. The rest of your critters are look pretty good.

Debby
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Old 10-21-2008, 08:56 PM   #569
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Last edited by Zeta Kai : 10-22-2008 at 09:06 AM. Reason: added image
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Old 10-21-2008, 09:04 PM   #570
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Ah, the Wendigo has been captured to perfectly re-construct the sheer annoyance of that battle

You've done a great job applying aspects of Final Fantasy into D&D that I normally would have not thought possible.
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