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Old 11-16-2010, 07:51 PM   Top  -  End  -  #211
DualShadow
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Default Re: Final Fantasy d6 (Complete System)

Quote:
Originally Posted by Dust View Post
This. Doesn't make a lot of sense sometimes, but simplicity's sake.
Dont worry about sense. The way you build the system is more like a game than a "simulation" like dungeon and dragons. (Its what I love about your system)
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Old 11-16-2010, 08:56 PM   Top  -  End  -  #212
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Default Re: Final Fantasy d6 (Complete System)

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Originally Posted by DualShadow View Post
Dont worry about sense. The way you build the system is more like a game than a "simulation" like dungeon and dragons. (Its what I love about your system)
...
I just realized how true this is!
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Old 11-16-2010, 11:22 PM   Top  -  End  -  #213
Mecharious
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Default Re: Final Fantasy d6 (Complete System)

And I added the link to this thread in my sig. I doubt people read sigs much, but I'm happy to promote this!
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Old 11-16-2010, 11:41 PM   Top  -  End  -  #214
DualShadow
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Default Re: Final Fantasy d6 (Complete System)

Well I for one, am a conpulsive sig reader, soo much good Homebrew is usually posted in them.
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Old 11-17-2010, 12:53 AM   Top  -  End  -  #215
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Default Re: Final Fantasy d6 (Complete System)

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Originally Posted by Mecharious View Post
And I added the link to this thread in my sig. I doubt people read sigs much, but I'm happy to promote this!
I'm flattered! Also, I think you missed an 'N'
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Old 11-17-2010, 07:57 AM   Top  -  End  -  #216
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Default Re: Final Fantasy d6 (Complete System)

Got a question about weapon properties. Why do you need negative auto and SOS status? Don't sure that somebody would actually want something with auto-poison, or SOS-zombie on it
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Old 11-17-2010, 07:59 AM   Top  -  End  -  #217
Yuki Akuma
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Default Re: Final Fantasy d6 (Complete System)

That's so the GM can make 'cursed' weapons, one assumes.

Say, a weapon that comes with one good property but inflicts Auto-Berserk or something.
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Old 11-17-2010, 10:38 AM   Top  -  End  -  #218
Mecharious
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Default Re: Final Fantasy d6 (Complete System)

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Originally Posted by Fearan View Post
Got a question about weapon properties. Why do you need negative auto and SOS status? Don't sure that somebody would actually want something with auto-poison, or SOS-zombie on it
Auto-poison would actually benefit a fighter who put a lot of points into that ability that increases your damage when you have a negative status effect.
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Old 11-17-2010, 12:20 PM   Top  -  End  -  #219
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Default Re: Final Fantasy d6 (Complete System)

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Originally Posted by Mecharious View Post
Auto-poison would actually benefit a fighter who put a lot of points into that ability that increases your damage when you have a negative status effect.
I though auto-bad status effect just automatically gave enemies you hit, that status. And then auto-good status effect applies it to you?
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Old 11-17-2010, 12:22 PM   Top  -  End  -  #220
Yuki Akuma
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Default Re: Final Fantasy d6 (Complete System)

That's not right at all.

Weapons that give enemies a status are something else that I don't remember the name of.
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Old 11-17-2010, 01:24 PM   Top  -  End  -  #221
Zansumkai
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Default Re: Final Fantasy d6 (Complete System)

Just wanted to say very nice work Dust, the whole system has really got me jazzed about Final Fantasy again So in preparing for my game (set in FF6 with the assumption that the Crystal Chronicles world is another continent on the other side of the planet. I thought they would mesh well and I needed a little more room to stretch out then the World of Balance had) I've read through a good portion of the book probably a half dozen times. I had a few assumptions on rules that seem a little fudgy. A lot of them have been addressed, but I'll throw these out.

When building monsters, a base ACC is given, but most monsters in the bestiary have secondary attacks with lower ACC then the primary. I can see this is due to the secondary usually having more damage or a status ailment, but their isn't really a formula for it. So far imposing either a -2 or halving the base ACC for really nasty ones seems to keep new monsters in line with what you've set out, but I was wondering if you has a specific formula you used. Also, I don't remember seeing any kind of damage progression for monsters as well. Not a huge issue since I'm still making level 1 and 2 critters, and I can just use the premade monsters for reference, but it would be helpful.

I was going to ask about duel-wielding as well, but it came up a few pages ago (my dilemma was also a red mage). Since that was already covered I'll mention something else I noticed. "Like players who dual-wield, monsters with Two Weapons roll 3d6 for accuracy, and keep the best two. They also add the entire 3d6 when calculating damage instead of the standard 2d6." Taken from chapter 9 'Bestiary' pg. 213. I'm guessing duel-wield went through several revisions over the course of production and this might have just been a hold over from that, but I thought I was interesting. I am actually planning on handling duel-wield somewhat similar to this, rolling 3d6 and dropping the lowest die. I think it'll play out a little smoother, even though it'll skew things in the players favor.

Lastly, I've been giving my players the following summery of duel-wielding effects for clarity. Hopefully I've got it right. Weapon effects that trigger from an action, but without a defined number of uses (Alchemy, HP Drain, Critical Attack, etc) cannot be doubled up. Weapon effects with limited uses (Piercing, Counter, etc) can be doubled for purposes of determining the number of uses per combat/session, but not used in a single attack. Passive weapon abilities (+skill, +attribute) stack without restrictions.

Anyway, just wanted to say I really do love the system. As someone who used to do a lot of role-playing in chatrooms I can see how this could fit right in for that sort of highly-descriptive, low on technicalities style of play, and it's how I'm going to run my game (even though my players live in the same apartment, haha). Again, very nice work.
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Old 11-17-2010, 01:34 PM   Top  -  End  -  #222
Temotei
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Default Re: Final Fantasy d6 (Complete System)

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Originally Posted by Zansumkai View Post
Passive weapon abilities (+skill, +attribute) stack without restrictions.
Status effects probably shouldn't be able to be stacked. Make sure to note that.
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Old 11-17-2010, 02:07 PM   Top  -  End  -  #223
Mecharious
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Default Re: Final Fantasy d6 (Complete System)

The book says stacking is up to the GM. Personally I'm against it.
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Old 11-17-2010, 02:07 PM   Top  -  End  -  #224
Dust
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Default Re: Final Fantasy d6 (Complete System)

Quote:
Originally Posted by Zansumkai View Post
When building monsters, a base ACC is given, but most monsters in the bestiary have secondary attacks with lower ACC then the primary.
My initial rule of thumb was that dangerous secondary attacks only used the monster's associated attribute, and didn't add the +0/2/3 for being a Fast, Strong or Smart monster, give or take a point of accuracy depending on how deadly the attack is. In practice, actual playtesting meant stuff just got tweaked as was needed.
Enormously dangerous stuff or weaponless attacks usually wound up with a -4 to -6 penalty, but this, again, was mostly by feel.
Quote:
Originally Posted by Zansumkai View Post
I'm guessing duel-wield went through several revisions over the course of production and this might have just been a hold over from that, but I thought I was interesting. I am actually planning on handling duel-wield somewhat similar to this, rolling 3d6 and dropping the lowest die. I think it'll play out a little smoother, even though it'll skew things in the players favor.
You guess correctly, and thanks for pointing it out.
I highly advise against the 3d6, drop the lowest, though. We figured that out pretty quick.
Quote:
Originally Posted by Zansumkai View Post
Lastly, I've been giving my players the following summery of duel-wielding effects for clarity. Hopefully I've got it right. Weapon effects that trigger from an action, but without a defined number of uses (Alchemy, HP Drain, Critical Attack, etc) cannot be doubled up. Weapon effects with limited uses (Piercing, Counter, etc) can be doubled for purposes of determining the number of uses per combat/session, but not used in a single attack. Passive weapon abilities (+skill, +attribute) stack without restrictions.
Basically. I like to explain it as 'when dual-wielding, none of the weapon's special powers stack, except for the Attribute/Skill Bonus. If you're using a Blade or Brawl weapon, you can also use the associated bonuses one additional time per session.'
I'll go back and streamline this at a later date. I also have a desire to change the Improved Arsenal shared ability (and not just in name) to allow brawlers to constantly be counterattacking with fragile, improbable weapons, so maybe the change will get lumped in with that.
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Old 11-17-2010, 10:25 PM   Top  -  End  -  #225
DualShadow
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Default Re: Final Fantasy d6 (Complete System)

I know you are taking a break Dust, but will you in the following month or so prepare a Final Fantasy game to be played out on the giantitp's forums?

If so then I want a spot in pretty plz!! I want to play with THE man that created the system.
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Old 11-18-2010, 05:49 AM   Top  -  End  -  #226
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Default Re: Final Fantasy d6 (Complete System)

Quote:
Originally Posted by DualShadow View Post
I know you are taking a break Dust, but will you in the following month or so prepare a Final Fantasy game to be played out on the giantitp's forums?

If so then I want a spot in pretty plz!! I want to play with THE man that created the system.
Anonomuss (or if they don't then Creed) should be making a game here. Hang around and then make them a char when they do.
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Old 11-18-2010, 06:00 AM   Top  -  End  -  #227
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Default Re: Final Fantasy d6 (Complete System)

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I highly advise against the 3d6, drop the lowest, though. We figured that out pretty quick.
Thanks for the tip, though I think I'll have to see it in action as well. I've only got my two roommates as players, plus whatever NPCs I pair with them, so I'm actually more concerned about killing them inadvertently then giving them too many advantages.

I just wrapped my first game, which went well save for the fact not a single attack or skill roll was needed, but just kicking the dust (no pun intended) off Final Fantasy was delightful

Actually though I did recall one other thing regarding monsters. I noticed they tend to follow the same Light, Medium, Heavy armor formula that player characters do, with their average armor about 2 points lower then what a player of that level would have. Is that about right?
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Old 11-18-2010, 06:43 PM   Top  -  End  -  #228
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Default Re: Final Fantasy d6 (Complete System)

I just realized that you can put an Auto-KO ability on a tier 2+ item.
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Old 11-18-2010, 06:44 PM   Top  -  End  -  #229
Yuki Akuma
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Default Re: Final Fantasy d6 (Complete System)

...Which promptly knocks you out as soon as you wield it.
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Old 11-18-2010, 06:52 PM   Top  -  End  -  #230
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Default Re: Final Fantasy d6 (Complete System)

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...Which promptly knocks you out as soon as you wield it.
Exactly.
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Old 11-19-2010, 12:36 PM   Top  -  End  -  #231
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Default Re: Final Fantasy d6 (Complete System)

I can't seem to download the file from the link provided. The page just says 'processing download request'. I'm able to download other stuff from mediafire...anyone else having this trouble?


This is sad. I really want to see what all the happiness is about!
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Old 11-19-2010, 01:20 PM   Top  -  End  -  #232
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Default Re: Final Fantasy d6 (Complete System)

Odd. Luckily, it's a small file - let me know if Megaupload works any better for you.
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Old 11-19-2010, 02:34 PM   Top  -  End  -  #233
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Default Re: Final Fantasy d6 (Complete System)

Same glitch with mediafire as blackmage has, mediaupload says the file is temporarily unavailible... more mirrors, please?
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Old 11-19-2010, 02:53 PM   Top  -  End  -  #234
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Default Re: Final Fantasy d6 (Complete System)

Try the Megaupload link again in a few minutes, I got the same thing, then just waited a couple minutes and tried again and it worked.
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Old 11-20-2010, 02:41 PM   Top  -  End  -  #235
Fearan
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Default Re: Final Fantasy d6 (Complete System)

Got some questions here.
1) Time mages do not have their own legendary artifact. Is it intentional?
2) Freelancer+blaze of glory+switch to entertainer+entertainer legendary artifact=unlimited moments of glory?
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Old 11-20-2010, 03:47 PM   Top  -  End  -  #236
Dust
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Default Re: Final Fantasy d6 (Complete System)

Good catches on both of those. I'll have to edit the Freelancer JA to note that it only functions if the character actually does die. Likewise, adding a Time Mage legendary accessory; no idea how I missed that.
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Old 11-20-2010, 09:06 PM   Top  -  End  -  #237
Mecharious
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Default Re: Final Fantasy d6 (Complete System)

I already pointed out the Moment of Glory thing.

Rosetta Ring says: "When you use Moment of Glory for the standard 5 destiny..."
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Last edited by Mecharious : 11-20-2010 at 09:08 PM.
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Old 11-21-2010, 03:52 AM   Top  -  End  -  #238
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Default Re: Final Fantasy d6 (Complete System)

Does this combo work?

So, I have ninjutsu tool mastery, a concealed weapon.

If I choose to Throw a shuriken on the first turn, does the sneak attack property apply to the shuriken I threw? Basically, does it go from(Dex x2)+2d6 to (Dex x4)+2d6 for the first turn?
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Old 11-21-2010, 12:42 PM   Top  -  End  -  #239
DualShadow
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Default Re: Final Fantasy d6 (Complete System)

The Blue Mage can only leanr spell that are casted upon himself by the monster with the exeption of the job ability Oberserve, so he can only learn Pollen froma killer bee if he have observe?
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Old 11-21-2010, 02:25 PM   Top  -  End  -  #240
Dust
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Default Re: Final Fantasy d6 (Complete System)

The Black Market goods don't classify themselves as normal weapons, and thus don't have actual weapon categories and properties such as Concealed.

DualShadow, that is correct. Without Observe, the Blue Mage will probably only learn agressive, offensive magic.
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