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Old 04-09-2012, 11:41 PM   Top  -  End  -  #91
Illven
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Default Re: Garryl's Freeform Fire Emblem Rules

I just read the tier 4 talents.

I like them, but I worry that Limit break, and Scrivened are not appropriate for player characters.


If we only get Limitbreak before the final map, then unless the final map is full of enemies, we can't get the xp to break the level cap.

Scrivened is completely overpowered if a player character gets it. Or is useless if the enemies are given weapons that bypass it.


Also Scrivened overshadows the same level tier talent Guardian pact.
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Old 04-10-2012, 07:56 AM   Top  -  End  -  #92
Garryl
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Default Re: Garryl's Freeform Fire Emblem Rules

Most of the T4 talents are intended primarily (if not entirely) for enemy use. Given how far away any of the games are from reaching them, I'm just spit balling, anyway.
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Old 04-10-2012, 12:27 PM   Top  -  End  -  #93
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Quote:
Originally Posted by Garryl View Post
Most of the T4 talents are intended primarily (if not entirely) for enemy use. Given how far away any of the games are from reaching them, I'm just spit balling, anyway.
Ah. Okay you just mentioned that they were the eleventh hour superpowers for the heroes also.
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Old 04-12-2012, 08:53 PM   Top  -  End  -  #94
Garryl
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Default Re: Garryl's Freeform Fire Emblem Rules

Remember how there were more than enough weapons already and no more were needed?... Yeah, me neither. Take a look at tactics! For all your Strength-based support needs.

Also, the previously discussed fixed damage daggers have been added properly. I nerfed their damage a bit (probably too much), since I'm not really sure how to evaluate the fixed damage effect's overall power.

Additionally, synergies have been added for the remaining weapons. They still do nothing. I'm considering letting weapons at promotion cost only half as much (5 instead of 10 growth points) if you can already use a synergy weapon, or perhaps increasing your starting rank based on your ranks in synergy weapons.
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Old 04-13-2012, 01:40 AM   Top  -  End  -  #95
Illven
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Quote:
Originally Posted by Garryl View Post
Remember how there were more than enough weapons already and no more were needed?... Yeah, me neither. Take a look at tactics! For all your Strength-based support needs.

Also, the previously discussed fixed damage daggers have been added properly. I nerfed their damage a bit (probably too much), since I'm not really sure how to evaluate the fixed damage effect's overall power.

Additionally, synergies have been added for the remaining weapons. They still do nothing. I'm considering letting weapons at promotion cost only half as much (5 instead of 10 growth points) if you can already use a synergy weapon, or perhaps increasing your starting rank based on your ranks in synergy weapons.
I'd go with synergy granting a bonus rank or two.

Can I change one of Simon's promotions to include tactics? He's the lord, so it'd fit.
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Old 04-13-2012, 01:36 PM   Top  -  End  -  #96
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Default Re: Garryl's Freeform Fire Emblem Rules

Grant a rank, as in, if you already have a higher rank in a synergy weapon when you gain the ability to use this weapon, the rank you gain in this weapon is 1 higher?
So having E rank Swords and gaining E rank Axes won't do anything, but if you already had C rank Swords, and gained E rank Axes, you would actually really gain D rank axes?

Yeah, I like that idea.

Actually, how about "If you have ranks in a synergy weapon when you gain the ability to use this weapon type, you may either pay 5 growth points instead of 10, or if your rank in the existing weapon is one or more ranks higher than the rank you would normally get, you may pay full price and the new weapon rank is one better".
Let the person making the character choose.
So you could take advantage of the lower price and try to grab as many weapons as possible (Penguinator, upcoming ), or you could take advantage of the higher rank and get better weapons.

Also, you said we could make our own talents with approval, which I did, but: new Chassis?
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Old 04-13-2012, 04:31 PM   Top  -  End  -  #97
Garryl
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Default Re: Garryl's Freeform Fire Emblem Rules

Quote:
Originally Posted by Illven View Post
I'd go with synergy granting a bonus rank or two.

Can I change one of Simon's promotions to include tactics? He's the lord, so it'd fit.
That's fine. I have no problem with anyone changing their character a bit when they find that something in the build is problematic, or when a new rule is added that they would like to take advantage of (but couldn't before because the rule didn't exist), as long as the core of the character stays the same.

Quote:
Originally Posted by flabort View Post
Grant a rank, as in, if you already have a higher rank in a synergy weapon when you gain the ability to use this weapon, the rank you gain in this weapon is 1 higher?
So having E rank Swords and gaining E rank Axes won't do anything, but if you already had C rank Swords, and gained E rank Axes, you would actually really gain D rank axes?

Yeah, I like that idea.

Actually, how about "If you have ranks in a synergy weapon when you gain the ability to use this weapon type, you may either pay 5 growth points instead of 10, or if your rank in the existing weapon is one or more ranks higher than the rank you would normally get, you may pay full price and the new weapon rank is one better".
Let the person making the character choose.
So you could take advantage of the lower price and try to grab as many weapons as possible (Penguinator, upcoming ), or you could take advantage of the higher rank and get better weapons.
That sounds good. It'd essentially be a 5 growth point discount on synergy weapons, and 5 growth point option to have your new weapon start out a rank higher. That feels fair, I think.

Quote:
Also, you said we could make our own talents with approval, which I did, but: new Chassis?
Spoiler
That sounds like a great idea, and now I desperately want to work it in. Note that currently dark magic is effective against mechanical. Maybe instead of messing around more with the various weapons (other than a few specifics, comparable to the Armorslayer and friends), give it resistance or immunity to some conditions that don't make as much sense to affect a machine? Poison, disease, and sleep, for instance? So, that would essentially be like a free Id skill.
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Old 04-13-2012, 05:06 PM   Top  -  End  -  #98
flabort
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Did Dark magic already have that? I'm unsure if you just added it or not .
Yeah, a few specific Mechanical Slayer weapons sounds fair. I had been thinking, "magic affects people, weapons smash moving parts", when I said physical weapons would affect it more, magic less, but I was only thinking one or two categories. Like, swords and axes (And hammers?) being effective vs. mechanical, Anima not being so effective.
Any way you decide works, though.

Mechanical combat type being a free Id? Yeah, that sounds fair-ish.

The rest of the "examples" of "combinations":
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Old 04-13-2012, 09:10 PM   Top  -  End  -  #99
Garryl
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Dark magic has been effective against mechanical since about the 3rd revision, I think. Before this thread was even up, if I remember correctly, during the recruitment for Sand Beneath the Waves. It's been a while.
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Old 04-13-2012, 10:53 PM   Top  -  End  -  #100
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Default Re: Garryl's Freeform Fire Emblem Rules

Quote:
Originally Posted by Garryl View Post
I'm considering letting weapons at promotion cost only half as much (5 instead of 10 growth points)
Want! With more letters.
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Old 04-14-2012, 11:36 AM   Top  -  End  -  #101
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Quote:
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Want! With more letters.
I knew you would, considering what you sent me.
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Old 04-14-2012, 02:39 PM   Top  -  End  -  #102
Garryl
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Default Re: Garryl's Freeform Fire Emblem Rules

By the way, how's that coming along, flabort?

A large number of new items are up. Mine Sweeper, Feral Formula, Blank Vellum, and all manner of Bracers.
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Old 04-14-2012, 04:16 PM   Top  -  End  -  #103
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Not well. I can't figure out how to enter growths into that chart...except by hand, which would take way too long. Or, a long time.
And then there's spriting the elite enemies... Or at least the plot relevant characters.

Maybe I released news of it too soon. As I keep saying, it will be a while.

Edit: Hmm... I wonder if it's possible to do what you did with unarmed, with a ranged weapon...
((I'll try to come up with it myself. I think it will be something along the lines of thrown stones and slings))

Edit 2:
Spoiler

The (mostly) complete ones: Balanced?
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Old 04-14-2012, 04:42 PM   Top  -  End  -  #104
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Default Re: Garryl's Freeform Fire Emblem Rules

It took me over a year to plan my FE game, personally.
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Old 04-14-2012, 06:23 PM   Top  -  End  -  #105
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Default Re: Garryl's Freeform Fire Emblem Rules

Thought I'd put my Homebrew Talents in here.

Bodyguard T1. Grant 1 ally in range of your weapon bonus HP equal to that Weapon's Might + 1/2 User's Str/Mag (depends on whether it's a magical or physical weapon) for one turn. Sap one Durability point from the weapon for every 2 enemy attacks that "hit" the protected Ally until the Bonus HP runs out. User cannot attack in the same turn, and his speed is Halved for the turn. Counterattacks made during the turn do 3/4 damage (rounded down). Command.
Example:
Spoiler


Level The Field T2. Command. Cannot attack in the same turn. Prerequisite: Earth Magic. Sap charges from your Earth Magic Tome to change the terrain type of any number of spaces within (Mag/2).
Terrain Cost Table:
Spoiler


Tome Rank/Value Table:
Spoiler


RNG Abuser
Tier 2. Take a penalty to Strength, Magic, Speed, Defense and/or Resistance for one turn to be informed whether the next (Penalty/2) numbers generated by the RNG are greater than or less than 50. EG, by sacrificing a total of 20 Stat points, you will get the relative value of the next 10 numbers generated.
Example:
Spoiler

At yours or any of your team members' option, a number may be "wasted"-- skipped over and deleted from its position in the queue-- with a new number added to the back of the queue. No knowledge of this new number's value will be given away.
Example:
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Old 04-14-2012, 08:26 PM   Top  -  End  -  #106
Garryl
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Default Re: Garryl's Freeform Fire Emblem Rules

Quote:
Originally Posted by flabort View Post

Not well. I can't figure out how to enter growths into that chart...except by hand, which would take way too long. Or, a long time.
And then there's spriting the elite enemies... Or at least the plot relevant characters.

Maybe I released news of it too soon. As I keep saying, it will be a while.
I've added some instructions to a new first sheet of the spreadsheet I linked you that should hopefully explain how I use it (although I'll readily admit that it's sort of hacked together anyways). I'm going to see if I can make it a little bit better and easier to use, like letting you select from some preset stats/growths from a drop down menu instead of having to copy and paste them from another sheet.

Quote:
Edit: Hmm... I wonder if it's possible to do what you did with unarmed, with a ranged weapon...
((I'll try to come up with it myself. I think it will be something along the lines of thrown stones and slings))

Edit 2:
Spoiler

The (mostly) complete ones: Balanced?
I am intrigued by your ideas and wish to subscribe to your newsletter.

What I'm getting from this is low damage, middling base accuracy boosted significantly from items, and spell-like range.

Have you considered splitting it into two parts? Say, the rocks that count as the actual, raw weapon, and the slings that could count as accessories and grant increased range (I see a few 1-3s there) and some special effects or increased accuracy or something? Just a thought.
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Old 04-14-2012, 09:00 PM   Top  -  End  -  #107
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Heheh, Newsletter? I don't have a newsletter. Sorry.
There have been times I've wished someone would hook my head up to a permanent thoughtscanner, so the great geniuses of the future could review my thoughts afterwards, and none of my great ideas would be lost.
One such idea was making a variable-strength electromagnetic key, with negative spaces in the center of the key, which when all the top pins lined up right, pins would go THROUGH the key as a second test, and pins would measure the magnetic pulls and pushes as a third test, to make SURE it was your key, and when you pulled it out, the pins going through the key would just pivot, as the key pulls on it, allowing it to slide out. I came up with that in 6th grade. I called it "Sure-lock homes", with "If someone else finds a way in, we'll eat our badges" as the motto. Such a lock would be so complex, though... Engineers would never manage it. Not even Dilbert's garbage man.

A more... related idea, is a talent that may occasionally result in a +2 value during levelup. Also, another talent, that also affects stats during level up. Neither affects you on the battlefield, only during levelup.
Critical level up T2
When a stat is successfully increased during your levelup, roll again against 1/4 the normal growth. Do not replace the first roll with the new one. Instead, if both succeed, your stat increases twice. Normal stat caps apply.
Cap Breaker T1
(Special: This talent costs 10 extra growth points. This talent may be taken more than once.)
When you take this talent, pick one: Str, Mag, Skl, Spd, Lck, Def, or Res. Your stat cap in that skill is increase by 4 the first time you take this. If you take this talent more than once, pick another stat. It's cap is increased by 4, and the last stat you picked is increased by 2.
So, if you took this talent 5 times, and picked Skl, Str, Spd, Skl, Def, at the third tier your Skl cap would be 57, your Str and Spd caps would be 51, and your Def cap would be 49.
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Old 04-15-2012, 10:10 AM   Top  -  End  -  #108
Garryl
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Default Re: Garryl's Freeform Fire Emblem Rules

Critical level up is horrendously OP. It increases your effective growth rates by 1/4. Given that most characters have around 250%-265% in growths (give or take, depending on movement and capacity and weapons and talents and whatnot), it's like an extra 65 growth points for the cost of 10 (and 2 base, but you're getting that back inside 4 levels).

I'm not too fond of Cap Breaker either, unfortunately. You pay for it early, but don't get any benefit until late, and you may get no benefit at all depending on the luck of the draw. Caps are already pretty high under these rules (45 at T3 instead of the 40 that Radiant Dawn's caps peaked at).
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Old 04-15-2012, 01:10 PM   Top  -  End  -  #109
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Default Re: Garryl's Freeform Fire Emblem Rules

I don't really like the talents that are meant to break things.

To me, talents are something your character has based on their personal skills and experiences, not something that they gain for the sake of breaking the game. A character would have no knowledge of stat caps or the RNG, so why would that be one of their "talents?"
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Old 04-15-2012, 01:30 PM   Top  -  End  -  #110
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That makes sense. Not the best ideas, obviously. I never said that I was a complete genius. A lot of my ideas are total bogus. When I even have ideas...
Yeah, it's not entirely +1/4 growth... you have to succeed the first time, at normal growth, before it even considers Critical.
But it's still a bad idea. I gotcha.

I guess Penguinator has the right idea.
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Old 04-15-2012, 03:48 PM   Top  -  End  -  #111
Garryl
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Default Re: Garryl's Freeform Fire Emblem Rules

It's not 25% growth, but it is 1/4 of your existing growth.

Ex: For a 40% growth...
60% +0
40%*3/4 = 30% +1
40%*1/4 = 10% +2
For an average stat gain of 0.5, 25% more than your normal 0.4.
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Old 04-21-2012, 01:21 PM   Top  -  End  -  #112
Garryl
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Default Re: Garryl's Freeform Fire Emblem Rules

So I've been looking at prices (and the major lack thereof currently in these rules). Magic tomes seem to be ridiculously expensive compared to similar rank physical weapons (although not quite as far off when compared to the throwing weapons). How do you feel about the prices in the games? Are there any items or weapons that are traditionally overcosted? Undercosted? Just right? Don't care?

At present, the prices are up for the various non-weapon items, skills, and the three basic traditional weapons (axes, lances, swords). I'd like to fill out at least the traditional weapons soon (definitely before the end of the current map in Sand).
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Old 04-21-2012, 01:34 PM   Top  -  End  -  #113
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Default Re: Garryl's Freeform Fire Emblem Rules

Magic tomes tend to cost more because they're introduced later than melee weaponry, usually not until after a few maps.

That being said, perhaps they ought to be cheaper since more characters are using magic in Forum Emblem, especially with this system.
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Old 04-21-2012, 03:44 PM   Top  -  End  -  #114
Garryl
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Default Re: Garryl's Freeform Fire Emblem Rules

There's also the metagame aspect of most FE characters and enemies having relatively low Res compared to their Def scores (basically, everyone but mages and priests). Given the more freeform stat generation of these rules, that doesn't have to be the case. Just look at Illven's character in Weapons of War, for example.

Actually, when you compare tome prices in FE10 to the thrown weapon prices in these rules, the prices aren't entirely out of line. One a cost per use basis, they're actually almost cheap.
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