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Renagade Since: Apr, 2009
#176: Feb 20th 2011 at 5:29:12 PM

[up][up][up] If you got the programs and shit, yeah, but you're new, and everyone in the campaign has had experience with other tabletop RP Gs, thusly, you'd probably slow everyone down.

[up][up] You're not the first person to ask this. There were originally only going to be just the Five Races from Tactics Advance. But because PEOPLE KEPT BITCHING, I added the Seeq and Gria. And if people KEEP BITCHING, like you, I won't even add the Aegyl as an entry in the Bestiary, which is what I have planned, along with everything else that's not here. Because the project is a WIP, meaning Work in Progress.

...-cough-

In nicer words, the Aegyl will be in the Bestiary, along with the Rev, Baknamy, Urutan-Yensa, Garif, and whatever else I'm missing as a possible playable race. The races presented in the Races section are the most commonly seen races throughout Ivalice, all except for the Gria were seen in 12, and they were all seen and playable in TA 2. The Aegyl were present in, more or less, a Gaiden Game. And even then there were only seen as a race in Ivalice after Lemures was found. The seven races present are, and have been known in Ivalice for ages, long before Lemures was found, and thusly, it makes sense that they're the main ones in the game. For much the same reason Kobold, Goblins, Centaurs, Tieflings (in Pathfinder/3.5), etc. aren't present in the main books, because you don't usually find one walking around a diverse city, just like you probably won't find a lot of Aegyl walking around Dalmasca, or Camoa.

Renagade Since: Apr, 2009
#177: Feb 23rd 2011 at 9:46:10 PM

So yeah, first reboot session was today, and we have a full party yaay. Log's up.

ccoa Ravenous Sophovore from the Sleeping Giant Since: Jan, 2001
Ravenous Sophovore
#178: Feb 25th 2011 at 5:48:17 AM

...I'm not bitching. I asked a fucking question, politely, after searching every page of this thread with Ctrl+F for Aegyl.

Overreaction much?

edited 25th Feb '11 5:49:11 AM by ccoa

Waiting on a TRS slot? Finishing off one of these cleaning efforts will usually open one up.
Zakdos Boiling blood from the ashes Since: Apr, 2010
Boiling blood
#179: Feb 25th 2011 at 5:51:35 AM

Have you considered that he might not be talking about you when he said that?

I ain't saying no showy crap like "later buddies" or something lame like that. I'll be back soon, you bozos!
ccoa Ravenous Sophovore from the Sleeping Giant Since: Jan, 2001
Ravenous Sophovore
#180: Feb 25th 2011 at 5:53:31 AM

Two arrows up = addressing specifically my post. There's no doubt he was talking to me when he said "And if people KEEP BITCHING, like you, I won't even add the Aegyl as an entry in the Bestiary, which is what I have planned, along with everything else that's not here. Because the project is a WIP, meaning Work in Progress."

In other words, he completely blew up at me for a question that has not been asked already in this thread to the best of my knowledge and was phrased politely.

edited 25th Feb '11 5:53:51 AM by ccoa

Waiting on a TRS slot? Finishing off one of these cleaning efforts will usually open one up.
Renagade Since: Apr, 2009
#181: Feb 25th 2011 at 2:49:35 PM

Chillax, I was poking fun, hence the -cough- and "in nicer words" part.

And keep in mind the project is not confined to TV Tropes, This has more or less been spread around various bits of the internet, not many, but it's getting out there. And constantly I've had people whining about why "such and such" race isn't playable, and even after I explained it in multiple locations, people still didn't get the memo. Naturally, this started to irk me after a while, but I don't explode at silly questions like that unless I'm specifically being silly about it.

I was joking, sorry if it seemed like I was throwing a bitchfit.

edited 25th Feb '11 2:50:45 PM by Renagade

Renagade Since: Apr, 2009
#182: Feb 26th 2011 at 2:19:22 PM

UPDATE.

NEW VERSION AVAILABLE.

PATCH NOTES:
-I saved it in an older version of word, hopefully more people should be able to open and read it and tweak it now.
-More reformatting. Consider everything midway and before the Red Mage job more or less complete. I think the Monk is still missing a few class features, but they're not that difficult to throw it.
-Added a fuck-ton of weapons in the Equipment chapter and reformatted that area as well, for the most part.
-There's still a whole bunch of reformatting that needs to be done, but progress is being made.

edited 26th Feb '11 2:22:21 PM by Renagade

Renagade Since: Apr, 2009
#183: Feb 26th 2011 at 8:40:27 PM

NEW VERSION AVAILABLE

PATCH NOTES:
- MORE Reformatting. What you know about reformatting? Bits and pieces here and there, nothing all that special.
- Advanced Tier Armor is more or less finished.

edited 26th Feb '11 8:40:40 PM by Renagade

Renagade Since: Apr, 2009
Renagade Since: Apr, 2009
#185: May 5th 2011 at 2:01:29 AM

UPDATE. -dusts off thread-

NEW -FUCKING- VERSION AVAILABLE.

PATCH NOTES:
- I listened to Deadmau5's "Strobe" endlessly whilst updating this, not actually a part of the update or the book, but just something I thought I'd share.
- Any and all signs of old TV Tropes formatting and text wrapping is GONE. (Except for the Magicks spells, fuck that noise, I'm exhausted, it's 2 AM at the time of this posting for me and I've been working on this all night.)
- Touched up the "Advanced Jobs" section, added a blurb about multi-classing, and started the Alchemist Advanced Job.
- Made the Blue Mage a 5 Level job and removed Techniques from it, making it the only class in IAT not to have them, the monster abilities are technically their techniques, after all. (besides, even if they did have techniques in the regular sense, what would I give them?)
- Formatting shenanigans and whatnot.

One of the cool things about turning Final Fantasy into a tabletop? I get to make Crafting into a combat skill.

Anyways, onto more serious matters. I cannot stress enough that this project is open for EVERYONE to contribute to, edit, add material and so on and so forth. While yes, the Alpha Testing is still going on, this is my first contribution to the rulebook in what, just over 3 months? There's still much to add: Augments (feats), loot, monsters, spells, Techniques, Spelling/grammar errors, augments, Class Features, Advanced Jobs, items, More detailed Skill descriptions, FUCKING. AUGMENTS. Lots that still needs to be done. So please, the word doc is right there, most people should be able to tinker with it, 2Shared is easy to use and all you have to do is pop me the link with the edited file. Any and all contributions are VERY much welcome. I'm almost always on Skype (Renegade0Warrior) and MSN(Hishou_Taka@hotmail.com), and if not there's always Private Messages, so feel free to ask me questions, please.

edited 5th May '11 2:05:20 AM by Renagade

thatother1dude Ready to see true darkness from Land of the Ill, Annoyin' Since: Jan, 2001 Relationship Status: In Lesbians with you
Ready to see true darkness
#186: May 5th 2011 at 1:52:17 PM

[up]So Alchemist use hand-cannons modified to fire various items (assumably based of the V cannoneer)? I definitely approve.

Renagade Since: Apr, 2009
#187: May 5th 2011 at 3:42:32 PM

Oh, I have so much bullshit planned for Alchemists, you wouldn't even believe.

The typical Ivalice Alchemist is actually just a strong ass mage, which won't fly in IAT because Black Mages already get access to all the spells a Tactic's A2 Alchemist would get, so I had to be creative. If anything, I'm actually basing Alchemists in IAT more off of the way Final Fantasy X 2 did it -Dodges shoe-. Mix is definitely going to be available, limited at first, but as you level you eventually open up more recipes. They're also technomages, sort of like Dr.Cid was in XII. I might give them a technique or 2 that allows them to have little robot buddies or something, not sure yet.

edited 5th May '11 3:42:49 PM by Renagade

Renagade Since: Apr, 2009
#188: May 5th 2011 at 8:43:02 PM

Anyways, I need ideas for Red Mage Advanced Tier and up Techniques and Moderate Mastery, I have one so far, and it goes like this:

Moderate Mastery: As the Red Mage expands their repertoire of power, they become true experts at everything they do. At 11th and 16th level, you may choose one ability from the list below:

  • High Spell: In order to choose this ability, you must have access to and know at least one Advanced Tier spell. You may learn one Heroic Tier spell from the same school of Magick. For example, if you have access to Advanced Tier Black Magicks, you may choose one Heroic Tier Black Magick spell, such as Firaga.)

edited 5th May '11 8:43:37 PM by Renagade

thatother1dude Ready to see true darkness from Land of the Ill, Annoyin' Since: Jan, 2001 Relationship Status: In Lesbians with you
Ready to see true darkness
#189: May 6th 2011 at 6:10:59 AM

Well, I think this is something I'm good at.

  • Doublecast (though you probably already have this in mind)
  • Convert: Switch HP and MP, not going over max for either (XI)
  • Warmage: Gain MP after dealing magick damage (XII)
  • Inquisitor: Gain MP after dealing physical damage (XII, though there is seemed to work for any damage)
  • Spellbreaker: Magick power increases when HP is critical (XII)
  • Headsman: Recover MP when a foe is defeated (XII)

If we want to start mining abilities from various versions of other classes, I suggest we use Scholars, Sages, Elementalists, and Templars.

Renagade Since: Apr, 2009
#190: May 7th 2011 at 10:59:08 AM

Okay, Since more or less the MP recovering things fall essentially into dealing damage, I compressed them all into one mastery and came up with a few others, Spellbreaker has been added to techniques, along with doublecast. With that, all I need for Red Mages are techniques up the ass. LET'S GET CREATIVE.

thatother1dude Ready to see true darkness from Land of the Ill, Annoyin' Since: Jan, 2001 Relationship Status: In Lesbians with you
Ready to see true darkness
#191: May 8th 2011 at 9:47:32 AM

[up]Alright, I'll take my own suggestion:

  • Mad Scientist: Grants one target a random buff (A2 Scholar)
  • Scan: Libra, but with the added bonus of removing buffs from the target (III DS Scholar)
  • Truth: Like Shades of Black, but can be applied to a much wider variety of spell, making it both more and less useful (Chocobo's Dungeon Scholar)
  • Bless: Restore a small portion of the party's HP and MP each turn (IV The After Years Fusoya)
  • Pierce: Make next spell ignore Reflect

Also, some techniques other jobs already have you may want to consider giving the Red Mage, albeit at a higher tier:

  • Archer's Bane
  • Concentrate
  • Focus
  • War Cry
  • Clever Strike
  • Seal/Divine Seal

Techniques I'm more or less making up myself:

  • Item Boost: Boost potency of next item used (weaker version of Item Lore that you need to spend points on for each use instead of a constant effect)
  • Area widener: Increase a spell's area of effect (possibly at a penalty, maybe with a stronger version that doesn't have said penalty)
  • Spell focus: Decrease a spell's area of effect to increase its power.

Hashil Since: Aug, 2010
#192: May 9th 2011 at 3:35:57 PM

Since there's no fencer, here's a few of their techs from A2 to consider for the Red Mage.

  • Swarmstrike: Damage and poisons the target.
  • Manastrike: Depletes the target's MP.
  • Swallowtail: damages all adjacent enemies.
  • Shadowstick: damages and lowers speed. (this would be a penalty to reflex checks in tabletop lingo, I think.)
  • Checkmate: Inflicts doom on the target.

A few of these are similar to techniques a few other classes already have, but that's what the Red's all about, anyway.

edited 9th May '11 3:36:24 PM by Hashil

Renagade Since: Apr, 2009
#193: Jun 17th 2011 at 12:55:29 AM

-Dusts off thread... again-

This isn't dead, mind you. After shelving the testplaying campaign I was running due to players dealing with real life shenanigans and taking a break, what with college and stuff, I haven't devoted much time to updating this.

That being said. It's been more than a year ladies and gentlemen. Around roughly May 18th-19th of 2010 I put this project into motion and it's been going on and off since then. One year and a Month later I'm still working on it, I usually never devote this much attention to anything I do.

A year is a long time, and we do have, more or less, a somewhat playable game here. Still a lot of things need finishing, (such as Augments(read: feats), good god when will I get around to those?) but it's been fun and it's been a truly enjoyable game to play with my circle of friends from the MG. It captures the feel of both D&D and Final Fantasy and I wouldn't have it any other way.

That being said, I am considering some major revisions to some already established rules to help it feel more like Final Fantasy, like renaming the Ability Scores, changing around what they do, retooling how saves work, revising techniques, and so on. There's still a lot of work to be done, and, since College is over, I now have the time to focus more on this game.

I'm through with asking the good folk here on TV Tropes to help write the rules. It didn't work, and probably won't should I keep trying. The suggestions you guys give me here in this thread are good enough. And I recently started up a Skype convo in which I can go to my old testplayers to see their reactions to certain rules and receive suggestions and advice. If you want to join this convo, simply add me on skype and hit me up, my skype ID is renegade0warrior.

Here's to having a complete game when May 18th, 2012 comes around!

edited 17th Jun '11 12:57:45 AM by Renagade

Renagade Since: Apr, 2009
#194: Jun 24th 2011 at 4:13:16 AM

Okay, so, I've done a bit of speculation, and here's what I've been thinking. Mainly concerning combat rules, so pay attention.

First of all, I'm thinking about simplifying actions in combat and boiling it down to merely "Moves" and "Actions." Much like how it is in the Tactics games. You can change your square, position yourself, and you can take a single action, be it attacking, spellcasting, using an item on yourself or an ally, and so on. The big thing this affects is what happens to all those "Minor" and "Free" actions. And I guess really they can't go away, but they're going to stay negligible to the point where it doesn't matter, really. Another concern is Full-round actions, mainly Full Attacks. And I'm not quite sure what to do in this department. Should your full attacks remain full-attacks, and be a part of your "Attack" option, or should I get rid of the Full-Attack entirely, and characters simply get one Attack bonus?

Another thing I'm considering is getting rid of Attacks of Opportunity. All they really do is add a silly, unnecessary rule to the game that rarely comes up in play ANYWAYS, and is there to annoy forgetful players. Also, in Final Fantasy, the P Cs can move freely about enemies without worry from getting hit by a cheap blow. So I figure it should stay that way in IAT? What do you think?

Zakdos Boiling blood from the ashes Since: Apr, 2010
Boiling blood
#195: Jun 24th 2011 at 10:38:44 AM

I guess Opportunity Attacks are attacks made by enemies when you walk near them, aren't them? I don't remember them on FFT/TA 2, so if you want to remain loyal to the games, I think you could get rid of them.

Boiling down the actions to Moves and Actions sounds good to me, since that's how the games do it. I'm not sure how would it affect the Tabletop-esque rules though.

I'm not sure what Full-round actions are, huh.

I ain't saying no showy crap like "later buddies" or something lame like that. I'll be back soon, you bozos!
Zakdos Boiling blood from the ashes Since: Apr, 2010
Boiling blood
#197: Jul 6th 2011 at 3:13:53 AM

Hey, that's nice. You're probably going to get a lot more help there than here.

I ain't saying no showy crap like "later buddies" or something lame like that. I'll be back soon, you bozos!
Hashil Since: Aug, 2010
#198: Jul 6th 2011 at 10:52:48 AM

Especially since he rarely responds to any of the ideas in this thread, anyway.

Renagade Since: Apr, 2009
#199: Jul 7th 2011 at 12:16:42 AM

[up]

Heeey, that's not very fair, just because I don't respond doesn't mean I don't read them! I appreciate every bit of input I get, thanks, and consider adding everything I see you guys throw at me, and appreciate every last bit of it!

Hashil Since: Aug, 2010
#200: Jul 9th 2011 at 9:13:41 PM

Yeah, I suppose that was a bit of a low blow.

I appreciate what you're doing with this and would really like to see it come to fruition so that I could use it as a smooth entry point to tabletop gaming, so it's good to hear from you on it every so often.

Now if only I could find a Pathfinder manual that's relatively cheap so that I can contribute something meaty....


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