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[FFD20] Let's Mass our Forces, and Rebuild our Power
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<blockquote data-quote="Creamsteak" data-source="post: 1050783" data-attributes="member: 552"><p><span style="color: white"><strong>Jeff_M_Stone</strong></span></p><p><span style="color: white">Magic will probably be dealt with in a manner similar to DnD 3e and FF1, but other methods and such will be incorporated at times. I think a Geomancer will work, and has worked on different levels before. It is a similar concept to a Druid, but the two are not one in the same. I think that the Red Mage is a point of argument that might require me to have not only paths, but possibly a variant class version. Average saves exist, but I'm not sure if we want to use them (it's not beyond reason, but I'm trying to stay as consistent with core material as I reasonably can.)</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>GnomeWorks</strong></span></p><p><span style="color: white">Glad to have you around GW. First off, I agree about having to integrate a number of FF elements into the final work… but we are not going to fret about that until we have room for the trivialities. However, currently Kamikaze Midget's website has tons of info on similar stuff that he's worked out, and I welcome you to work on anything that you feel the urge to write up. Play-test it as something at least once if you can fit in into something reasonable, that'll help. As far as the Summoner goes, if I have my way it'll be absolutely awesome. My goal is to give it incredible versatility as a class. First off, it should have the ability to summon DnD style, and it should be able to summon named monsters. Secondly, I'd like to see '1 round summons) that act like normal summons (but are very powerful creatures) but they only come into play for one round, so they can unleash a devastating attack or even do amazing things like raise a dead party member in one round. Of course, it's going to be tricky to pull that off within normal reasoning, and of course balance is important. I'm really excited about how such a class would end up being developed… and of course I want to get a lot out of it. The Blue Mage is tough, no questions asked, but I still think it's doable in a method not all too different from Sollir's idea. I only feel his is still too arbitrary to be the polished product, but it has the basic conceptualization of the idea. I'm still tossing around ideas of MP in my head… it'll be there, but how to do it is still ponderful. I don't think Psionics system is entirely accurate, however, for the scope of things.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Drake Masters</strong></span></p><p><span style="color: white">Great. You're pretty wise about this stuff, so if you get a chance to test something before running a version by, that's good. Also, if you type anything up, put it in manuscript form (single spaced, block paragraphing, double space between paragraphs) and ignore layout. You can do a layout version if you want, but if what you create is good enough for the PDF version, then I'll want it in Manuscript form for the purpose of doing layout with the other classes. And yes, some of these people ignore me, but I think we generally are listening. Some of you might not be too used to using a forum instead of another medium to communicate online, it does take some warming up to. I think it's the best medium however, since it's more public than emails, better formatted and written than chat rooms, and is up 24 hours a day.</span></p><p><span style="color: white"></span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Drothgery</strong></span></p><p><span style="color: white">Your list of spells is VERY similar to a previous incarnation I discussed with Sollir. One thing I've been considering is that I'd like a Black Mage, for instance, to be able to strike with Fire 1 spells every round and be able to dish out damage somewhat close to a fighter of equal levels… I'd like it to be scalar enough to where the Mage has low-level abilities to use as the bread of the class, but I'd also like all classes to be able to perform some form of abilities that are on equal level with the eventual magic available to characters. Hell, I've almost considered developing classes as 25 level classes to justify the Ffness of some desired abilities. I havn't studied over the above links just yet, but I most certainly will. Once again I'll say, Red Mage is a point of a lot of different opinions. I want to make my final PDF something that everyone will find some way to use within the guidelines of their own perception. Ninjas should be spellcasters, if they so choose. I do think that Edges abilities are only a start… though I do see all ninja style magic (not the lower level ones that are more similar to a trick) should be taken as an option, probably not available till mid-high levels. I don't think FF9 is too fantastic at classifying characters how I would like to see them handled, but a caster dragoon should have some options… I'd like to have some kind of options, maybe not till higher levels though… Your summoner is similar to my conceptualization, but it's not everything I imagine. It's one of those things I'm just going to take my time to really examine…</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Psychotic Jim</strong></span></p><p><span style="color: white">Well, I don't want to do what the actual Final Fantasy series started doing in 6, and really did in 7, which is go classless. There's something I love about classed games, and although I want variety and change, and tons of unique options… I don't want to arbitrate things down to a D20 modern style class system or such. Theres a point of balance in between I'm looking for. What I'm looking for is a quasi-romantic blend of the D20 modern 'paths' system and the DnD classes system, without making the game unplayable in one or the other system. Tricky, I think… but it's what I see as the best possible implementation of an FFD20 game. If you want hardcore Final Fantasy, the returners Hideout does that well… and if you want something like the Final Fantasy 7/8/10 style systems (relatively classless, though you might have your 'tough heroes' and 'fast heroes'), D20 modern is REALLY close for that. Just fix up your favorite sub mechanics like Materia and roll it into one system… but my goal is different, and although possibly pragmatic, it should make sense as I start to really delve into the concept. The DnD spell lists are just lists of spells for us to steal really, not lists we plan on copying in any form. I certainly plan on something similar to the sorcerer, or psion depending on how you put it… and I've seen some good ideas so far.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>DimTye</strong></span></p><p><span style="color: white">Welcome. The disorganization is something that's going to follow a natural path. Some people can see through it, or around it. I'd love your help if you like the idea and feel confident in your ability to write gaming stuff. Just remember, criticize and scrutinize yourself and everyone else. I'll look into your feats as soon as my comp stops crashing. Red Mage, as I said is a point of a lot of debate… and I don't think any ideas are lost unless they are completely forgotten. I'm listening, but my brain is only beginning to process exact numbers. The goal is to see if a community can provide motivation where I have failed twice to finish my goal here, of writing up an adequate Final Fantasy D20 system…</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Sollir Furryfoot</strong></span></p><p><span style="color: white">Hi Sollir. Do I even need to say hi, we do encounter each other constantly anyway… all I can really say to you is in general I agree or at least see your opinion, but I'm not looking at your mechanics just yet. Once I hit a level of confidence in where to start, I'll probably churn out 10 pages a day for 4 days (deleting 2 or more pages from previous days) until I hit a roadblock. At that point, I'll have enough documentation to provide a real solid ground to start debating issues one at a time.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Pengin</strong></span></p><p><span style="color: white">Your comment about summons is interesting in some sense. What I'd like to see for Carbunkle, just for instance, is you summon him (he appears at the beginning of your next round and has 1 round to act, maybe 2 or more in Carbunkles). Carbunkle then would act out whatever purpose it was summoned for within it's own special abilities, for instance creating a ward against magic on a person, or around an area or such. Another interpretation I'm considering would be for Carbunkle to reflect magic attacks within a large area for individuals it's Summoner chooses to protect, for the number of Rounds Carbunkle itself is around. That individual detail will be dealt with later, but that's the idea I had in mind for it. Shiva, like you said, would be summoned (coming into play at the beginning of the summoners round) and then be told to 'cast your hail of ice' (etc.) on Barthus… then the summon itself would use a supernatural ability or spell-like to follow the command. As far as Blue Mages go, the more I think about it… they probably develop some abilities themselves from knowledge of monsters. That, in turn with the ability to learn certain abilities used against them would work well. Also, they will probably have limited spells known, but it would be perfectly legitimate for them to gain an ability they encountered in the past on the advancement of a level instead of being frustrated because their allotment was filled when they encountered the creature with access to whatever Blue Magic. Also, the FF4 Mechanic (I don't remember it, but it makes sense) might be easily Integra table… Your opinion about dice is definitely noted… I forgot all about how cool of an idea it is to integrate the dice more often. Especially the poor d12. I don't want D20's for damage though… they don't feel right that way. I don't want to use DnD spells, but I do think providing some spell conversion guidelines helps (like what spells really would be available to a blackmage, and at what level, for how much mp)… If we have a good crew of willing designers, we could have a full list of spells and no need for traditional DnD ones (except those we re-named for fun). I'm going to try and see where feats end up… it'll be tough no doubt. </span></p></blockquote><p></p>
[QUOTE="Creamsteak, post: 1050783, member: 552"] [color=white][b]Jeff_M_Stone[/b] Magic will probably be dealt with in a manner similar to DnD 3e and FF1, but other methods and such will be incorporated at times. I think a Geomancer will work, and has worked on different levels before. It is a similar concept to a Druid, but the two are not one in the same. I think that the Red Mage is a point of argument that might require me to have not only paths, but possibly a variant class version. Average saves exist, but I'm not sure if we want to use them (it's not beyond reason, but I'm trying to stay as consistent with core material as I reasonably can.) [b]GnomeWorks[/b] Glad to have you around GW. First off, I agree about having to integrate a number of FF elements into the final work… but we are not going to fret about that until we have room for the trivialities. However, currently Kamikaze Midget's website has tons of info on similar stuff that he's worked out, and I welcome you to work on anything that you feel the urge to write up. Play-test it as something at least once if you can fit in into something reasonable, that'll help. As far as the Summoner goes, if I have my way it'll be absolutely awesome. My goal is to give it incredible versatility as a class. First off, it should have the ability to summon DnD style, and it should be able to summon named monsters. Secondly, I'd like to see '1 round summons) that act like normal summons (but are very powerful creatures) but they only come into play for one round, so they can unleash a devastating attack or even do amazing things like raise a dead party member in one round. Of course, it's going to be tricky to pull that off within normal reasoning, and of course balance is important. I'm really excited about how such a class would end up being developed… and of course I want to get a lot out of it. The Blue Mage is tough, no questions asked, but I still think it's doable in a method not all too different from Sollir's idea. I only feel his is still too arbitrary to be the polished product, but it has the basic conceptualization of the idea. I'm still tossing around ideas of MP in my head… it'll be there, but how to do it is still ponderful. I don't think Psionics system is entirely accurate, however, for the scope of things. [b]Drake Masters[/b] Great. You're pretty wise about this stuff, so if you get a chance to test something before running a version by, that's good. Also, if you type anything up, put it in manuscript form (single spaced, block paragraphing, double space between paragraphs) and ignore layout. You can do a layout version if you want, but if what you create is good enough for the PDF version, then I'll want it in Manuscript form for the purpose of doing layout with the other classes. And yes, some of these people ignore me, but I think we generally are listening. Some of you might not be too used to using a forum instead of another medium to communicate online, it does take some warming up to. I think it's the best medium however, since it's more public than emails, better formatted and written than chat rooms, and is up 24 hours a day. [b]Drothgery[/b] Your list of spells is VERY similar to a previous incarnation I discussed with Sollir. One thing I've been considering is that I'd like a Black Mage, for instance, to be able to strike with Fire 1 spells every round and be able to dish out damage somewhat close to a fighter of equal levels… I'd like it to be scalar enough to where the Mage has low-level abilities to use as the bread of the class, but I'd also like all classes to be able to perform some form of abilities that are on equal level with the eventual magic available to characters. Hell, I've almost considered developing classes as 25 level classes to justify the Ffness of some desired abilities. I havn't studied over the above links just yet, but I most certainly will. Once again I'll say, Red Mage is a point of a lot of different opinions. I want to make my final PDF something that everyone will find some way to use within the guidelines of their own perception. Ninjas should be spellcasters, if they so choose. I do think that Edges abilities are only a start… though I do see all ninja style magic (not the lower level ones that are more similar to a trick) should be taken as an option, probably not available till mid-high levels. I don't think FF9 is too fantastic at classifying characters how I would like to see them handled, but a caster dragoon should have some options… I'd like to have some kind of options, maybe not till higher levels though… Your summoner is similar to my conceptualization, but it's not everything I imagine. It's one of those things I'm just going to take my time to really examine… [b]Psychotic Jim[/b] Well, I don't want to do what the actual Final Fantasy series started doing in 6, and really did in 7, which is go classless. There's something I love about classed games, and although I want variety and change, and tons of unique options… I don't want to arbitrate things down to a D20 modern style class system or such. Theres a point of balance in between I'm looking for. What I'm looking for is a quasi-romantic blend of the D20 modern 'paths' system and the DnD classes system, without making the game unplayable in one or the other system. Tricky, I think… but it's what I see as the best possible implementation of an FFD20 game. If you want hardcore Final Fantasy, the returners Hideout does that well… and if you want something like the Final Fantasy 7/8/10 style systems (relatively classless, though you might have your 'tough heroes' and 'fast heroes'), D20 modern is REALLY close for that. Just fix up your favorite sub mechanics like Materia and roll it into one system… but my goal is different, and although possibly pragmatic, it should make sense as I start to really delve into the concept. The DnD spell lists are just lists of spells for us to steal really, not lists we plan on copying in any form. I certainly plan on something similar to the sorcerer, or psion depending on how you put it… and I've seen some good ideas so far. [b]DimTye[/b] Welcome. The disorganization is something that's going to follow a natural path. Some people can see through it, or around it. I'd love your help if you like the idea and feel confident in your ability to write gaming stuff. Just remember, criticize and scrutinize yourself and everyone else. I'll look into your feats as soon as my comp stops crashing. Red Mage, as I said is a point of a lot of debate… and I don't think any ideas are lost unless they are completely forgotten. I'm listening, but my brain is only beginning to process exact numbers. The goal is to see if a community can provide motivation where I have failed twice to finish my goal here, of writing up an adequate Final Fantasy D20 system… [b]Sollir Furryfoot[/b] Hi Sollir. Do I even need to say hi, we do encounter each other constantly anyway… all I can really say to you is in general I agree or at least see your opinion, but I'm not looking at your mechanics just yet. Once I hit a level of confidence in where to start, I'll probably churn out 10 pages a day for 4 days (deleting 2 or more pages from previous days) until I hit a roadblock. At that point, I'll have enough documentation to provide a real solid ground to start debating issues one at a time. [b]Pengin[/b] Your comment about summons is interesting in some sense. What I'd like to see for Carbunkle, just for instance, is you summon him (he appears at the beginning of your next round and has 1 round to act, maybe 2 or more in Carbunkles). Carbunkle then would act out whatever purpose it was summoned for within it's own special abilities, for instance creating a ward against magic on a person, or around an area or such. Another interpretation I'm considering would be for Carbunkle to reflect magic attacks within a large area for individuals it's Summoner chooses to protect, for the number of Rounds Carbunkle itself is around. That individual detail will be dealt with later, but that's the idea I had in mind for it. Shiva, like you said, would be summoned (coming into play at the beginning of the summoners round) and then be told to 'cast your hail of ice' (etc.) on Barthus… then the summon itself would use a supernatural ability or spell-like to follow the command. As far as Blue Mages go, the more I think about it… they probably develop some abilities themselves from knowledge of monsters. That, in turn with the ability to learn certain abilities used against them would work well. Also, they will probably have limited spells known, but it would be perfectly legitimate for them to gain an ability they encountered in the past on the advancement of a level instead of being frustrated because their allotment was filled when they encountered the creature with access to whatever Blue Magic. Also, the FF4 Mechanic (I don't remember it, but it makes sense) might be easily Integra table… Your opinion about dice is definitely noted… I forgot all about how cool of an idea it is to integrate the dice more often. Especially the poor d12. I don't want D20's for damage though… they don't feel right that way. I don't want to use DnD spells, but I do think providing some spell conversion guidelines helps (like what spells really would be available to a blackmage, and at what level, for how much mp)… If we have a good crew of willing designers, we could have a full list of spells and no need for traditional DnD ones (except those we re-named for fun). I'm going to try and see where feats end up… it'll be tough no doubt. [/color] [/QUOTE]
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