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Final Fantasy Zero Design Diary: The pointy end goes into the squishy thing.
Posted 9th December 2008 at 08:45 AM by Kamikaze Midget
Updated 11th December 2008 at 08:34 AM by Kamikaze Midget
Updated 11th December 2008 at 08:34 AM by Kamikaze Midget
Edit: Added a brief blurb to the Combat document, nothing too important
Hiya!
This update is all about FIGHTING! Our class is a fighter, and we have our first Rules preview: the FFZ combat system, fully spelled out for you.
First, FAQ's:
Why are you changing the names?
Savvy viewers saw that I used "Freelancer" instead of "Red Mage" in the last release, and that in the list of jobs I didn't have "white mage" or "black mage," but had "devout" and "wizard."
There are a few kind of subtle reasons I went with a less...erm...chromatic name scheme. The biggest reason is that it's easier to read, and it gives me some diversity in pacing my sentences. It also helps me avoid pigeonholing the jobs: Wizards specialize in Black Magic, but they aren't the only creatures that cast it, and to a certain degree, any creature that uses Black Magic might call themselves a Black Mage. The final big reason is that it opens up the job to do more than just that -- when you are called a "white mage," you might get pigeonholed into just casting white magic, when really your abilities are more diverse than the cure spell.
Playtest Document?
Keep paying attention here. I mean, as of today, you've got enough information to playtest the combat system at least. I hope to GM a playtest group either in person (in NYC) and online via Gametable or MapTool fairly soon (it's been a wicked busy month or two for me). My group enjoyed a few games, but this thing needs to see the broader light of day.
So, onto new business!
New job release:
The Duelist. A lot of FFTA's Fencer with a dash of Tidus from FFX. A little like a time/space/status version of the Paladin or Blackguard.
And a Rules release:
Combat. The biggest diversion in this system from d20's standard is the use of SPD as points you can spend. For those of you who want to trip and disarm, we've got the Stunts.
(Disarm = attack to disable! Level 7! Trip = attack to immobilize! Level 5!). I've ditched the maneuvers system because it was overly complicated, stunts are nice and smooth.
I've also attached the files to the post!
Hiya!
This update is all about FIGHTING! Our class is a fighter, and we have our first Rules preview: the FFZ combat system, fully spelled out for you.
First, FAQ's:
Why are you changing the names?
Savvy viewers saw that I used "Freelancer" instead of "Red Mage" in the last release, and that in the list of jobs I didn't have "white mage" or "black mage," but had "devout" and "wizard."
There are a few kind of subtle reasons I went with a less...erm...chromatic name scheme. The biggest reason is that it's easier to read, and it gives me some diversity in pacing my sentences. It also helps me avoid pigeonholing the jobs: Wizards specialize in Black Magic, but they aren't the only creatures that cast it, and to a certain degree, any creature that uses Black Magic might call themselves a Black Mage. The final big reason is that it opens up the job to do more than just that -- when you are called a "white mage," you might get pigeonholed into just casting white magic, when really your abilities are more diverse than the cure spell.
Playtest Document?
Keep paying attention here. I mean, as of today, you've got enough information to playtest the combat system at least. I hope to GM a playtest group either in person (in NYC) and online via Gametable or MapTool fairly soon (it's been a wicked busy month or two for me). My group enjoyed a few games, but this thing needs to see the broader light of day.
So, onto new business!
New job release:
The Duelist. A lot of FFTA's Fencer with a dash of Tidus from FFX. A little like a time/space/status version of the Paladin or Blackguard.
And a Rules release:
Combat. The biggest diversion in this system from d20's standard is the use of SPD as points you can spend. For those of you who want to trip and disarm, we've got the Stunts.
(Disarm = attack to disable! Level 7! Trip = attack to immobilize! Level 5!). I've ditched the maneuvers system because it was overly complicated, stunts are nice and smooth. I've also attached the files to the post!
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Posted 12th December 2008 at 12:01 AM by RyvenCedrylle
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