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Renagade Since: Apr, 2009
#201: Jul 9th 2011 at 10:55:59 PM

There's a handy SRD right here that more or less contains everything from the core book and more! And if you do a google search, you can probably download a pdf of the book somewhere.

Hashil Since: Aug, 2010
#202: Jul 11th 2011 at 7:44:11 PM

Well alright. I've got the seeds of ideas in my head for the Time Mage now from thumbing through that website a bit, and I found a gaming shop near where I work where I can get a bit of experience with the rules and flow of the game before I start coming up with anything for this.

Speaking of, do you have any plans to playtest it further in the near future?

Renagade Since: Apr, 2009
#203: Jul 11th 2011 at 9:08:54 PM

I'm currently running a Pathfinder campaign, actually. But if I start playtesting again, rest assured. I'll let you know.

Renagade Since: Apr, 2009
#204: Sep 21st 2011 at 4:15:20 AM

UPDATE

NEW VERSION AVAILABLE

PATCH NOTES:

  • ALL OF THE CORE JOBS ARE COMPLETE. TECHNIQUES, FEATURES, THE WHOLE NINE YARDS. CELEBRATE YOU FOOLS.
  • Base Attack Bonus has been renamed Accuracy. That being said, AC has also been renamed Evasion (with the class feature "Evasion" being renamed to "Avoidance"). And all attacks in the game are basically against what D&D players would call "Touch AC." This means your Armor no longer increases your AC, but instead increases either your Physical or Magical Defense, which is a fancy way of saying "Damage Reduction." With that also being said. Each class now has a chart for bonuses to Accuracy and Evasion, which follow a balanced numbering format based on the class itself. Gunners and Hunters have the best Accuracy, whereas Thieves and Monks have the best Evasion.
  • Saving Throws (Reflex, Fort, Will) have all been rolled into one nice little package called Resilience. There's class bonuses for this too, and your Vitality and Spirit modifiers determine your bonus to this save. Reflex saves are also more or less a thing of the past, with attacks that would use it instead just target your Evasion, and deal half damage on a miss, which Avoidance negates.
  • Speaking of Spirit and Vitality, in case you hadn't noticed, I renamed a bunch of the Ability Scores and renamed Ability Scores themselves into Statistics.
  • The first chapter has a semi-format/glossary on terms and stuff used on your character sheet.
  • A whole bunch of other shit! Download and see! More or less the first 3 chapters are pretty much completed, with much, much more on the way! Everything past chapter three is still old stuff that needs revising, but we're getting there!

edited 21st Sep '11 4:15:40 AM by Renagade

PataHikari Since: Jan, 2001
#205: Oct 17th 2011 at 9:51:44 AM

Are things like weight and height really NEEDED to be written down.

Also, I gagged when I saw that things can be immune to sneak attacks, when obstinately a core feature of the class can be completely ignored that's a bad thing. Theives should be able to sneak attack anything.

Renagade Since: Apr, 2009
#206: Nov 2nd 2011 at 4:25:55 PM

[up]

Your friend is KO'D and you lack a phoenix down to revive him on the spot, so you're forced to carry him to safety. You have a strength of 13. Thus meaning that a light load for you is 50 pounds, a medium load is up to 100 pounds, a heavy load is up to 150. You can lift off of the ground up to 300 pounds and drag 750 pounds. You're already carrying 43 pounds of gear, your friend is a soldier in heavy armor, taking all of his gear into account, he weighs roughly 234 pounds. How quickly can you carry him out to safety, if you can at all?

You come across a small passageway roughly 2-2.5 feet high. Can you get on your hands and knees and crawl through, or should we send the moogle in instead?

Do those answer your question?

As for sneak attack and whatnot. This rule has been a staple in Dungeons and Dragons pretty much to this day. Golems don't really have vital organs to strike. And undead probably don't even have vital organs to begin with. Though it could still be argued that a thief could use the sneak attack to strike a vital bit of machinery or cleanly slice off a limb with a well placed strike, I'm not going to change the rule that's been there from the start just because one person is unhappy with it. I think it balances the game some and makes certain encounters more interesting to see play out. "Uh-oh, the thief/gunner can't rack up damage rapidly this fight. We're gonna need another approach."

PataHikari Since: Jan, 2001
#207: Nov 2nd 2011 at 4:46:56 PM

No no no no. Undead and constructs still have vital areas, they still have joints, with ooze you can hit them so hard you can knock away a huge chunck with an powerful surprise strike.

And also, this isn't Dungeons and Dragons, (And even Dn D realized it was stupid and removed any sneak attack immunity in 4th edition) it's Final Fantasy. There's no "critical hit immunity" in any FF game. FFXI, which does have a thief class with Sneak Attack, there's no such idea.

Finally, its just NOT FUN. It dosnt make things more interesting. It just abitarily makes the game less fun for somebody who wanted to play Theif and makes the GM a dick for abitarily removing the Theif players fun.

edited 3rd Nov '11 5:20:39 PM by PataHikari

Renagade Since: Apr, 2009
#208: Nov 3rd 2011 at 12:43:27 AM

UPDATE

NEW VERSION AVAILABLE

PATCH NOTES:

  • AUGMENTS. OH MY GOD. THEY EXIST! I must have made at least 50 of those motherfuckers. Hopefully I'll be able to make 50 more and call it a chapter.
  • Speaking of Chapters, I started numbering them and even added page numbers.
  • There's a new skill. Engineering. It deals with machinery and technology. Sorry, tecknology. Used to be sort of fused with Crafting, but I figured it'd be sort of odd for a character to be able to create a longsword, an airship, and a woven basket from the same skill.
  • There's a "character creation guide." Official character sheets have yet to be released, due to me lacking an artist/formatter/whatever to make one. If anyone is in the business of making custom, printable character sheets. Do let me know. In the meantime, there is a list in the first chapter that details the fields one would see on the official character sheet.
  • Weapons and armor have been retooled to fit new terminology.
  • Tweaked/Nerfed/younameit/ Critical Hits. All Critical Hits deal X2 Damage, Ignore Physical Defense, and Shove the target back one square. This isn't written in the book, but all signs of Critical Threats and Threat Ranges and ETC. Have been removed. Instead. Weapons may have the "Keen" quality, which simply means you score a crit on a 19 or a 20.
  • Bunch of other small changes. Still have yet to reformat Spells. But on the plus side, you should be able to... mash together a character from the rules now. The character sheet would have to be text based, but all of the rules are now there to make a functioning and workable character in the game. Rejoice!

edited 3rd Nov '11 12:43:56 AM by Renagade

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